Dear Adalbert,
Thank you for your guide and the time you have taken updating it. I have a question about Pilots.
The classic view on Pilots from reading many inaccurate guides was:
The Aircraft Base helped Lower Launch Times, and Increased the Damage a plane could take. The Fighter Base Increased the chances of a plane Shooting Down other planes. The Bomber Base helped a plane's success in Bombing Accuracy of ships.
The Best Scout would be a 12/11/10 or 9 or 8 (Aircraft/Fighter/Bomber) The Best Fighter would be a 11/12/10 or 9 or 8 The Best Bomber would be a 11/10 or 9 or 8/12
This all seems logical, and because new players read guides, it continues to be the conventional wisdom even though is it completely wrong. Navy Field should fix these things so we do not waste time and can enjoy the game more. I wonder why they refuse to do this?
I rolled 2 -- 12/10/8 's and Named them Scouts I rolled 2 -- 11/8/12 's and named them Bombers
What are the ideal Base Stats for Scouts, Fighters, and Bombers? After reading your post I am assuming:
x/11 then 10 then 9 then 8 /12 for Scouts -- they on occasion try to fight. x/11/12 for Fighters x/11 then 10 then 9 then 8/12 for Bombers
You state that all Pilots should be converted to Rookie Pilots at 25 and then not changed under the current game coding. Does the Fighter Base matter for Scouts and not for Bombers or for both?
If I had an x/11/12 would you advise making him a Fighter? Why even have a Scout? Why not just have good 1 or 2 x/11/12 s you sometimes send out in a Scout Planes with Better Ranges? Are x/11/12 's better Fighters than x/12/11 's? If I had a x/8/12 would it be be just as good a Bomber as a x/11/12? Or do they every act like fighters?
If you were Rolling and starting from scratch, and could have Scouts, Fighters, and Bombers with the best Starting Base ratings what would they be?
Thank you again.
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