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  • Guide not only to the US subs

    08. 27. 2010 02:20

pnov
=======
CONTENTS
=======

1 Introduction

2 Common knowledge

3 Compulsory crew requirements
3.1 Bo
3.2 Torpers
3.3 Engineers
3.4 Sonarman
3.5 Planesman

4 Optional crew
4.1 Gunner
4.2 Repairer
5 Getting a submarine

6 Basic game strategy

7 US ship specifics
7.1 Being aware of your enemy

8 Picture analysis
I.Exposed side
II.Defensive rear torping
III.Targeting the wrong BB
IV.Crossing ships
V.Firing all tubes at once
VI.Splash hitting running ship
VII. The proper positioning
VIII. Chasing wrong ship
IX.Surface around unarmed ships to regain air
X.Be aware of zones you can't attack/defend
XI.Use clouds to your advantage
XII.Be aware of battle condition
XII.Dealing with KM subs

9 Gif analysis
  Index

  • Re : Guide not only to the US subs

    08. 27. 2010 02:21

pnov
=============
8 PICTURE ANALYSIS
=============

I. Exposed side
You can see in this picture one of the situations you can run into. The initial positions
are described in the picture.

The situation has changed into

The S-Type driver made a mistake. Instead of turning towards the enemy, OHing and taking
chance of being hit, he is running and unable to do anything.

II. Defensive rear torping
Here is a situation where one submarine guards his BB's and other makes an approach. The
presence of 꼛ed?submarine means the 꼉lue?cannot go for the BB's because that would
give the enemy sub time to turn around and attack exposed side.

Another aspect is the use of gained range by running. No matter what the 꼉lue?sub does
it doesn't look good.

It is unimportant that one sub is KM and has proximity fuse. Most torpedoes would splash
explode at the distance between these two submarines.


III. Targeting the wrong BB
Here a SS chooses to pursue the QE instead of the Sevastopol.

That is wrong because the QE is far into the shelling zone and many BB's can shoot it plus
it is far smaller threat than high level PBB. Pick your targets carefully.

IV. Crossing ships
A SS is crossing enemy BB that is being torped by allied SS. Before the SS was destroyed,
it's shot was blocked by the SS near H39. This behaviour is mighty selfish because when
you are hit you negate the XP for the player who fired.

In this case, the SS close to the BB was most likely splashed from the impacts.


V. Firing all tubes at once
Another example of what not to do. While this can accidentally happen, this far into the
game it is intentioal and wrong because enemy can avoid all torpedoes at once. Proper
thing to do is marked in picture and it is firing a spread of torpedoes along the marked
lines because you can't avoid that from that position.


VI. Splash hitting running ship
When you are chasing running ship, it is better to fire a spread of torpedoes just like
described in previous example. Don't try to hit the target directly and use the 5 year
overpowered splash.


VII. The proper positioning
Here is a SS that has achieved optimal firing distance and angle.

And no way the BB can avoid this, seconds later 30k team attack was added


VIII. Chasing wrong ship
Seriously, how stupid one has to be to prioritize DD and leave BB alone? It does not seem,
but the BB is in range of the SS. Observe.

And firing on the "right"target.


IX. Surface around unarmed ships to regain air
As the title says, do it when you can't be harmed. When you hump the enemy, you can't be
fired upon unless enemy starts to TK. Observe.


Be prepared to get lost in case you can't get a firing solution and your BB's are in range
and you are blocking their shots. Be prepared to be reporta'd because some people won't
mount guns and whine when you come close such as don't bomb ships without AA, don't hump
CV's without guns. People in Efusion could entertain you longer than I.

X. Be aware of zones you can't attack/defend.
You can't fire into port or starboard. Be aware of this because it is a weakness. The
right way to approach the SS would be along the marked line. Surface ship can't be
attacked there, unless the SS surfaces and uses gun.


XI. Use clouds to your advantage
I'm running the sub, the blue line is course I plan to take.


XII. Be aware of battle condition
Following the path from previous example, I see BB's are busy shooting at themselves. This
means I am likely not to be disturbed when running under the clounds on surface.

Or here: enemy is too busy overextending the rush in sight of swift victory and nobody
pays attention to me. It isn't obvious but though my side is on the defence, we still have
all important ships and are in business and will win the game later. No need to go underwater.


XII. Dealing with KM subs
Most likely the hardest part but this time, I have the more overpowered ship. I decide to
demonstrate the KM submarine superiority by watching out for the other SS (we are only 2
in the room). In this case, I saw it for the first time when it was around it's BB's. I
decide to go south to help our BB's. Our BB's keep pushing and one gets sunk by the time I
get there. I am aware of the approximate position of enemy and dive before I get into his
sight range.

I could have fired a blind slow torpedo to try to splash the enemy but I didn't. This was
because I was unaware where exactly enemy was. I recommend this only when you know enemy
is coming directly at you (point, stop and gradually fire slow mode) and not with his side
towards me. The enemy SS sees me approximately the same time I see it but it has to react
and turn while I am ready to fire. As soon as I feel I have ideal firing solution, I fire
spread of three torpedoes keeping one loaded.

Enemy fires while turning, critical dives and overturns exposing his side. Even if he
didn't overturn the momentun would carry him closer to my salvo and he would be splashed
too. I was expecting enemy to critical dive but he did it too late. I was also expecting
incoming torpedos and I dived myself though I could have attempted to avoid the torpedoes.
My torpedoes proximity detonate.

The enemy has taken over 20k damage, is in bad position and I still have one torpedo
loaded and it does the job.

If I wasn't in KM SS, I would most likely have missed two of the three torpedoes fired in
the first volley with doubtfun outcome of the engagement. There is no advice how to beat
KM SS when it sees and attacks you. KM subs are faster, more agile and skilled player will
dodge your shots. The best way is to work with another SS or FF/DD. One draws the
attention, the other shoots/HH's (this is very likely to happen in GB). Or wait until it
starts to hunt, get behind it and try your luck with 1 shot you will get.


==========
9 GIF ANALYSIS
==========

I. Firing on rushing ship (you are being "rushed")
Firstly, sorry about the size but it is this or nothing. Few things happen in this
scenario. First, the submarine manages to avoid detection because the FF overheats. The SS
fires in the direction the BB is going but it succesfully avoids. This is a position you
don't want to fire from. If the SS wasn't scouted the best thing to do would be to try to
scare (confuse) the BB with one torpedo or to wait until it exposes side and then fire
everything. This situation is 꼗o win? you can't hope to sink a good BB player like this.



This is the end. Don't take anything here seriously, in the end you can do anything you
want. I could go on and provide more..... Somehow I feel complete coverage would be a
waste of my time. Thanks for reading (or watching the pictures).

  • Re : Guide not only to the US subs

    08. 27. 2010 02:20

pnov
===============
5 GETTING A SUBMARINE
===============

You have a choice of playing noobkrieg or 멿eeching?in GB. Use whatever ships you find
adequate. Some nations have easier time at lower levels and gain access to ships more
suitable for support (Emden, Emerald and Omaha to some degree). I find AAing in GB to be
the most effective way to reach SS2. In my opinion, nobody should bother with SS1 in GB ?
that thing became incredibly worthless as people managed to partially adapt. Furthermore
if you have purchased PCA, you can use it to level when you are bored with your submarine.


================
6 BASIC GAME STRATEGY
================

Sub XP is shared (at least for GB2 and for now). This means you will get XP regardless of
your performance. You can sink multiple BB's, score more than 100k attack and go away with
3k XP for a loss while you can suck out with less than 5k attack 12k XP for a win. All
this means you can be of more help if you stop enemy SS push first and then try to sink
some BB's rather than going for BB's first and letting your side to deal with subs without
you. Be aware that even if you fail to sink enemy submarines approaching your lines you
will waste their air and thus help your BB's.

One of the important things is know your enemy ?what ship (s)he is in and what is the
player capable of. Knowing what players stand in your way is half of your success. Some
notorious players are harmless (suck) regardless of what ship they are in, others are
dangerous no matter what ship they are in.

Being aware of current battle condition is equally important. For example, if you are
north and most of your team BB's north (or overall) have been destroyed it is not a good
choice to run down battleships and better try finding enemy flagship. This is hard to
explain in written text. One has to go through enough situations(battles) to get the
picture. More to these subjects in following chapters.

Adding 0,1 bulge and 0,1 belt armor will significantly reduce damage taken from first
torpedo hit at almost zero cost.

When you engage enemy SS, fire first salvo and end running through it, you can turn behind
it or try to hit it with rear tubes. When you decide to turn around, you need to be aware
of the turning forces of involved ships. You simply can't get behind some subs. When you
decide to fire rear tubes have in mind the chances of scoring a full hit are 33% not
counting your mastery of aim. When you fail to destroy your target your enemy will fire
his front tubes at you.


=============
7 US SHIP SPECIFICS
=============

The second part of not failing is knowing the limits of your 몋ub? Noobmarine warfare is
very different from BB slugging.

Torpedo range difference is one of the pivotal factors differentiating submarines.
Following table contains ranges on all up to date torpedoes.



Followed by chart comparing torpedo ranges for all nations.




7.1 Being aware of your enemy

Now that we have covered torpedo ranges, it is time to move to different ships. Following
table contains data on Submarine turning force. The greater the number, the faster ship
turns around. This important because in SS vs SS you often need to get into better
position or you dance around forever. The table does not contain data about SS1's because
they are crap. I have highlighted the worst turnrates with red and best with blue colour.



You can see from the table that US doesn't get the best turning force at any stage and it
shares 꼠orst?(though it is better than many BB's) place in SS4 tier.

Now, determining the threat of enemy sub is dependant on many factors. High level sub
shound lever be underestimated and any KM sub shouldn't be underestimated too (explained
later). When you reckognise what you are up against, you can plan what to do.

If you need this guide, don't engage KM submarines! Their proximity torpedoes make it
almost impossible to sink them in one on one when both players are aware of eachother.
This is due to the fact that KM player doesn't have to hit you ?he only needs not to miss
like a moron, submarines have small hitboxes and it is relatively easy to avoid torpedos
(demonstration will follow).

Another important attribute is speed. I won't give you as detailed description for all
subs as I did with US engineers (I'm too lazy) but speeds are roughly something like this
(iincluding cruise and OH): at level KM>US>IJN>UK, no idea about MN. High level engineers
cut the differences to negligible amounts because you OH forever. And at the end, obvious
fact that a higher level SS is faster than the lower one even if it is lower tier.

  • Re : Guide not only to the US subs

    08. 27. 2010 02:20

pnov
========================
3 COMPULSORY CREW REQUIREMENTS
========================

If you don't know where sailor lines lead, be redirected here
http://trainworld.us/NF2/English/sailor.html

Submarines require following sailors to be operated:
1 Bo
1 torper
2 engineers
1 sonarman
1 planesman

If you aren뭪 familiar with how ability works in NF, be redirected here:
http://nf-guides.com/sailors.htm

3.1 Bo

Same things applies for sub and BB operators. 14 potential is good, roll base 15 if you
want to feel cool. Elite potential sailor is not necessary. Boost is not necessary.

3.2 Torpers

You are looking for 12 base torpedo stat, anything else is relatively unimportant. You can
try to get higher number for repair or restore, if you wish. If you can뭪 get 12 base you
can manage with base 11. To reach reasonable reload you will need 70-90 vets with 200 or
more experts at level 50 give or take. My opinion on elite torpers: not necessary. Boost
is not necessary.

3.3 Engineers

Ladies and gentlemen, these thugs mean the difference between 밐ahaha pwned nub sub?and
밢MG nurf the overpowered subs? If you aim for being 멵ompetitive?base 12 is a must, the
higher level, the more vets, the better. Elite engineer can be considered an acceptable
waste of money. Use boosts if possible.

Practical examples

I will use two engineers,
the first will be called nameless thug (base 12 unboosted)


The second one Scott (base 11 boosted)


S-Type (SS2), Barracuda (SS3)

Nameless thug placed in support (can't help to use the harbor box) slot will give you 28
seconds of OH doing 24/32 on the surface at full displacement.
Scott placed in support slot will give you 38 seconds of OH doing 25/34 on the surface at
full displacement.
When you decide to place second engineer onboard instead of gunner, he will not add any OH
time or speed.

Cachalot (SS4)

Scott and Nameless thug placed in support slots will give you 54 seconds of OH doing 28/38
on the surface at full displacement. You may hit speedcap when you decide not to arm the
thub to the teeth and leave some rookies at home. Driving speedcapped SS4 will give you
feeling you would experience while farming at level BB3's (obviously in BB3 room) in a
unnamed ship with BB4 guns or farming CA room in PCA or kicking all PCA's from your CA room..

3.4 Sonarman

I뭭e had experience with 14 and 15 base sonarman and didn뭪 detect any noticeable
difference. Important thing is to have one onboard so you can see and scout while you are
submerged. Not having a sonarman equals to being useless as AD with 11?singles. Vetting
this sailor to 100 isn뭪 necessary. You may end cutting down rookies to save weight.

3.5 Planesman

You should not look for anything lesser than base 15. Go for elite potential if you feel
you want to have the best possible. The more vets the better. Use boost if possible. Don't
cut crew in this sailor.


============
4 OPTIONAL CREW
============

4.1 Gunner

Some submarines allow gun that cries out to be used (U-flak). Use gunners you used on BB.
Be aware that using both guns and torpedoes used to lower XP gain.

4.2 Repairer

When you decide not to use gunner(s) you can put repairer(s) into the empty slot(s). High
level repairer will provide you with enough repair per second which will allow you to take
damage and repair just like any BB.

  • Re : Guide not only to the US subs

    08. 27. 2010 02:20

pnov
===========
1 INTRODUCTION
===========

Welcome to the wonderful guide to the noobmarine warfare. No other shipclass is so
overpowered in NavyFail'd as SS and yet some individuals manage to suck in it just like in
anything else. Those who don't wish to suck can learn a thing in here (I hope).

Due to the nature of this site, following posts contain specific chapters while first post
holds only contents. If this 밼orum?wasn't so crap, I could use youtube videos instead of
stupid gif animations and screen shots. I've just adapted to the level this site is on.

Applying knowledge gained by comprehending this leaflet should help you to become more
useful no matter what level your crew is because uselessness is independent on one's level.

Any situations analyzed here are from GB2.

This wannabe guide contains quite a lot of words (8 pages of text without displayed
pictures) so suck through it or don't read it at all.

I have played submarines from all nations except MN obtaining variety of subs from tier 2
to tier 4. The gained experience was from engaging submarines mostly from the 4 original
nations of NF. It is unlikely I will obtain MN SS or any other upcoming nation so don't
expect any tips on dealing with those because there will be no insight.

It is possible I managed to post complete nonsense in some parts. If so, point it out so
it can be rectified.

Furthermore due to the secret patches and unannounced changes to the game, nothing in here
shall be taken for granted because it doesn뭪 have to be true with any coming game update
day. Disrespect! Ban ban!

===============
2 COMMON KNOWLEDGE
===============

It is common agreement that player should begin with BB line and then go for CV or SS
because getting BB first will enable you to get experience, support sailors and credits
needed for a CV or SS.

Rooms consist of many players; game outcome depends on many factors. You can loose even if
you do 몏ell? Though it is hard, one should not get pissed because his team sucks more
than he does (impossible).

At level subs are only as good as their enemies allow. A submarine without high level
support crew cannot chase down high level BB. Submarines start to be really dangerous with
support sailors over level 100, give or take.
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