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  • Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 05:43

Starkiler
Hello! This first post is not the guide; the guide will be the first reply. This is to
prevent a wall of text from appearing at the top of every page, which I know from
experience is annoying. Also, this guide is real-time, so I'm making it up as I go
along
(I'm currently at the DD phase myself). This will take months and possibly years to
finish. I
know, I know, quit your whining. I'm young; I've got plenty of time, and I'll use as
much
of it as I want to. Please try not to be so selfish in the future.
  Index

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 19:25

haroT3k
I'm sorry, but the fact that you skipped over the Q-Class DD which is arguably the best and
only RN DD you should be using shows just now little you know about this game and how to
play it properly.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 18:27

Starkiler
@mako089: I understand that hedgehogs are a little bit on the expensive side, and
this will probably come off as pretty harsh, but... DD's can't do too much other than
anti-SS and light AA. Sure, they might be able to skirmish a little, but only with FF's
and lower level DD's, and even then, FF-X's and Y's will tear through most DDs...
Along with that note, apart from torpedoes (which I have also recommended),
hedgehogs/equivalant are the most effective Anti-SS weapon (except not having
them around in the first place... but I digress).

I also thank you for coming out the way you did. I try not to come out as rude to
anyone, but if attacked I will defend myself. @Varen, eShkidd: I'm sorry if I
appeared rude to you; that's not my goal. But keep in mind that I will defend myself
if attacked...

My goal is to help people become better players, this guide I'm making is not the
only one of it's kind neither should it be used as a player's only source. There are
many good guides out there, and I imagine quite a few are better than mine. I'm
not trying to turn people into experts or gods on the field of play. If they want to do
that, then either:

A)hack the game (not recommended)

B)leave and try a different game (also not recommended, but preferred over choice
A)

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 18:11

mako089
Well if you are not a new player, then why does this seem like
it has been written by someone learning to play?

This really should be ignored.
If a new player were to follow any of it, their sailors would be
screwed up not to mention they'd run out of credits from arming
hedgehogs.

I'm sure you mean well and want to help new players out but
that's probably left to player with more experience.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 17:04

Starkiler
Guys, I am not a newbie. I just started on the Yamato server, but I've been playing
on the Bismark server for nearly a year now.

Please, before you accuse me of anything, get your facts straight.

@eSHkidd: "Class them at level 12 LIKE YOUR SUPPOSED TO." Just what the f*ck
makes you think that we're *supposed* to class our sailors up at level 12. Players
have until level 24 before a decision must be made. In between levels 12 and 24,
you can class them any time you d@mn well please; there is no *supposed to* time,
except a 12-level period.

@Varen: That may be so, but still, that extra three levels are free and safe,
because:

-It is nearly impossible to die in BB practice
-There is no cost for rebuilding your ship when it gets sunk (since you're not dying)
-There is no cost for engines
-There is no cost for FCS
-There is no cost for weapons
-There is no pressure from others to keep updating your weapons

I chickened out at level 13, and I still had saved ~200K by the time I switched to
UK. On the other hand, between buying engines, FCS's, weapons, ammo, etc., I
would have had only ~75K if I didn't perform the BB missions time after time after
time after time...

Like I said, at least get some decent facts straight before you accuse me of random
$hit

P.S. If you still want to call me a newbie and I shouldn't be making a guide because
of it, just tell me what restrictions there are on making a guide. Go on. Show me a
link that shows where NF BLATANTLY STATES the limits on making guides.

P.S.S. There's this real nice thing called "constructive criticism". You might want to
try it sometime...

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 15:59

eSHkidd
ROFL.

If a newbie is reading this, please disregard this guide, this newbie knows just as
much as you and you should NOT class your sailors at 15. Please be smart and class
them at 12 like youre supposed to.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 15:56

Varen
The other stats don't even matter depending on the sailor.

For example, Repairers have no need for accuracy, torpedo, fighter, etc.

You shouldn't even be making a guide if you just started playing.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 15:53

Starkiler
Well, if it makes you feel any better, I chickened out and nationalized mine at 13.
Feel any better yet?

Also, this is a work in progress, I just fought my second battle in my tribal, I'm
adding to it every time I get new data. Don't diss it because it isn't halfway finished
yet.

Also, I'd rather have the extra xp by waiting to 15 rather than having those cute
little +2 bonuses and missing out on ~250 skill points per sailor.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 15:48

Varen
You just gimped your crew by classing 3 levels late.

Class at 12, don't do what this "guide" recommends by classing at 15.

  • Re : Starkiler's Ultimate FF to BB Guide (UK)

    12. 28. 2010 06:08

Starkiler
Table of Contents
I. The First 15 Levels
II. DD Phase
III. CL Phase
IV. CA Phase
V. BB Phase



Foreward


What? I didn't put this in the table of contents? Oh well. Get over it already,
will ya?

Anyways, this guide tells what ships, which weapons, what kind of armor setup,
and
playing techniques. Any questions or want to make a comment? Leave a reply, and
(provided I haven't already moved on to the next ship), I'll try out your setup.



The First 15 Levels


Wait a sec... can't you nationalize your sailors at level 12? Yes, however, I say
the first 15 levels for reasons you will soon discover.

Anyways, follow the instructions on the screen, and get your first ship, the
Frigate-Frigate-01. Hm... not a bad ship, but we're only going to use it once. Why?
Because we're smarter than all those other FF-01'ers who become cannon fodder in
GB's and BK's.

Alright, now complete the initial training, and then, all of a sudden, whoa! an
instant BB! At this point, get all your sailors off that cute little frigate of yours,
and then sell IN THIS ORDER: guns, FCS, engine, ship. Why in that specified order?
So you get a little more cash from the extras. Now, get EVERYONE onto the BB,
deploy ship, open up training menu, select BB practice, and... wait.

Notice how the max. level says 15? That's why I named this phase the first 15
levels. And with that comment, you'll probably have an idea of what we're going to
be doing next.

Welcome to your first grind of the game, guys and gals: 15 levels of nothing but
4-on-1 BB combat. And it will be a long time. I spent 7 or 8 straight hours getting my
BO to level 15. But now, you're probably asking, "Is there a way to do this in less
than 7 hours?" Well... yes and no. Yes, because it theoretically is possible. No
because if you try to, you'll end up hating yourself for trying and hating me for even
bringing up the possibility.

If you want to get through the games as quickly as possible (a.k.a. effeciency), I
have a strategy to share with you. The four BB's you will be facing are Donald, Colin,
Sergei, and Paul. Donald starts directly west of you and moves northeast. Colin
starts west and slightly south and moves somewhat southeast. Sergei and Paul
both start southeast of you and travel east.

I know that isn't a strategy; it's just some background knowledge. Don't be so
impatient. Now, when you start, point your BB southeast and start pounding
Donald's silhouette (I spelt that right?). The shells land roughly where you click, so
just click on the ship and fire off 2 or 3 volleys to sink it. Now aim for Colin. Colin
tends to be the easiest since he has the weakest armor and (like Donald) there's no
shell deviance. After Colin's sunk, turn your sights to Sergei, who happens to be the
hardest since your shells seem to fall short and he likes hiding in clouds. Just aim
slightly behind him, and if he hides in that cloud, pound the front half of it. He's in
there somewhere. Paul is just as tricky: although your rounds start off falling short
at first, after three or four volleys, they start flying long. Just adjust your aim
accordingly, and he'll be sinking like a stone to end the match. You've just won, and
all your guys are ~150 xp ahead. Now, time do this, oh, I don't know, ~100 times
more?
On a random note, my personal time record is 21 seconds. Can you do better?
You have 24 hours to get all this done, keep in mind, so please do what I didn't
and take regular breaks. All that pointing and clicking is extremely hard on the
shoulder and wrist, not to mention the stomach. This also gives a great excuse. If
I'm going through all this pain and effort to give you guys this guide, the least you
can do is put up with my sarcasm and not complain about my methods.



The DD Phase

Now that your first 24 hours are up, you no longer able to use that kick-@$$ BB.
However, if you've been paying attention at all (however, judging from my
classmates, you probably weren't) you'd be at level 15 by this point. At this point,
you can nationalize all your sailors. Your sailor setup should be like this:
Operator -> Bridge Operator
Gunners x2 -> Armament Sailors x2
AA Gunners x2 -> Armament Sailors x2
Scout -> Support Sailor (or Special Force, depending on whether or not you want to
use scouts)
Repairs x2 -> Support Sailors x2 (I happened to have recruited another repairer
during first 15 lvl phase)
Restore -> Support Sailor
Engine -> Support Sailor

O-Class Destroyer

Now, you can buy your first UK ship, the O-Class Destroyer. And boy, is it a
whimp. I can guarentee you three things right now:
1: You are no longer a god that can one-shot anything in sight
2: You WILL die. A lot.
3: If none of the above apply to you, then you're too good for this guide. What
are you doing reading this piece of crap? As good as you are, you need to be
teaching me. Make your own guide, for Pete's sake.
Now, take a look at this masterful diagram that I made up in 15 seconds (which
will be used for all future ships also)
S5---S6---S7

R1-S1--R2---F-S2---E-S3--T1-----R3--S4-R4

Use the below designations in conjunction with the graph to determine sailors and
weapons:

R1 and R2: both x5 7.2" Mk.10 Hedgehog
S1: 1x Gunner -> Armament Sailor
F: DD FCS 1 (Aiming)
S2: Bridge Operator
E: DD Engine 1 (Heavy)
S3: Support Sailor of your choice
T1: your choice of Depth Charge/Torpedo
R3 and R4: x2 4"/45cal QF HA Mk.XVI D with 4" HE Shell- Heavy and 4" AA Shell (lvl
16)
S4 1x Gunner -> Armament Sailor
S5 - S7: rotate sailors to level out xp

You'll notice that I mentioned Hedgehogs. Wait, you asking, aren't those anti-sub
weapons? As a matter of fact, yes, they are, and that leads nicely into the next
part.

Unlike in the first 15 levels, you won't be able to sink ships from halfway across the
map with one shot. It's almost guarenteed that you'll wind up being the guy/gal
being one-shotted. You won't have near enough firepower with this ship to go one-
on one with anyone else. I would not recommend playing Blitzkreig with this ship.
Stay exclusively in GB's and be a support ship.

Make sure you load as many depth charges, hedgehog ammo, and AA shells as your
ship can hold. Pick a group of BB's to hang out with (there are typically two of them,
one headed south and one headed north. please refer to other guides for the
intricacies of Great Battle techniques and structure). Once there, hang out a little bit
behind the front line, using C to switch to rear guns and hammering enemy planes
with AA and using your hedgehogs and depth charges to keep enemy subs from
scoring an easy kill on your team's BBs. It is almost without a doubt that you will
eventually get sunk. Don't worry. That happens to everyone about a gazillion times
before they become BBs themselves. If, by some miracle, you survive the first 5-7
minutes without being torn in two or three pieces, then make a dash across the
center. If you're STILL alive, congrats. You're farther than I've ever gotten. Now
start looking for the other team's CVs. When you find one, open fire with all of your
weapons. It is unlikely that you will sink it. However, it will force the other team to
send ships/planes to try and stop you. This will help your team immensly. Just
dodge and weave until you're eventually sunk, but with your team (hopefully) in the
mop-up stage and all your sailors ~2000 xp ahead.

Now, I'm going to leave now, because my Internet decided to f*ck up with me. Once
I teach my browser some manners, I'll continue this.

Wow. Apparently, my browser is a fast learner. Either that, or I found where the
zoom button is. Either way, back to business.

I would use the x2 4"/45cal QF HA Mk.XVI D because, although the spread isn't the
best, it has the best range (25 deg. puts you a little farther than your dot leaders),
the second-best damage (with the heavy shells), and it's the biggest gun you can
put on without it being too heavy to not load shells. However, some of you might
want to use the x1 5.5"/50 BL Mk.1 D due to it's tighter spread and higher damage.
I say use whatever floats your boat (or, at least, whatever keeps it afloat the
longest)

At this point, I would say no armor whatsoever. It's isn't really going to do anything,
and as small as you are, you'll want speed over something that isn't even going to
do it's job right.



Tribal Destroyer



The Tribal Destroyer is a DD2 that's available at level 19. If you did that BB practice
all the way to level 15, then you only had 4 levels of suffering in the O-Class. First,
sell your O-Class the same way you sold your frigate: weapons first, FCS, and then
the ship itself. Go to your BO's ship tree and select the Tribal. Go to 'new' and click
to purchase the $45,360 ship. You'll soon discover that this isn't your mother's DD.
With 900 more HP, you'll be able to engage in light skirmishing with other
destroyers, and maybe even the odd, unprepared CL. This is my ship setup:

S5---S6---S7

R1-S1--R2-----F-S2--E-S3--T1---R3--S4-R4

R1 and R2:x5 7.2" Mk.10 Hedgehog (for GB), your choice of guns (BK); replace all
with x2 4.7"/45 QF Marks XIX D at lvl 22
S1: Gunner->Armament Sailor->Gunner(lvl 22)
F: DD FCS II (Aiming)
S2: Bridge Operator
E: DD Engine II (Heavy)
S3: your choice
T1:21" Mk.VIII x3 Launcher
S4: Gunner->Armament Sailor->Gunner(lvl 22)
R3 and R4: x2 4.7"/45 QF Marks XIX D (lvl 22)
S5-S7: your choice, but rotate them for even xp gain
As you can see, the setup is pretty much the same as it is for the O-Class, so, more
GB'ing. However, the vastly improved armor and weaponry allow limited use in
Blitzkreig. The strategy for GB's are pretty much the same, although you could
decide to engage some of the smaller FFs and DDs.

However, Blitzkreig is new to us. Blitzkreig is a much smaller battle, with only 36
ships max at once, and (usually) no BB's, SS's, or CV's. This means that you can play
a bigger role than in GB, since you can't be one-shotted on sight. Skirt along the
edges of the map to flank them from behind. If there's any CV's wreak havoc on it
with AA, Hedgehogs, and torpedoes. And it's pretty much common sense by this
point to stay away from anything with guns that are bigger than you are.

At this point, I would recommend two guns, the x2 4.5"/45 QF Mark V L and the x2
4.5"/45 RP 10 Mark IV D. Although the Mark V has more power and is consistent
over long distances, the Mark IV has a slightly faster firing rate and is more
consistent and accurate close up. Whichever suits your playing style. The x1 6"/50
BL Mark XVII L is not recommended, since it is basically the same as the x2 Mark IV,
but without the ability to load AA shells.

(Work in progress, stay tuned for updates)
=====================WORK IN PROGRESS=====================
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