Community - Forum - View old data

Categories :  

U.S Navy

  Index

  • 2nd Class Sailor glitch?

    01. 31. 2011 05:05

Lionel2
Knowing that I'll be expanding my "fleet" into several crews and wanting some flexibility,
I decided to level up some different classes. Yesterday, while bringing a plain ole sailor
up to L20 to become a 2nd Class Sailor, I was unhappily surprised to find that when I
classed him (from regular sailor to 2nd class) all his stats fell to around where he was a
L1. Is this a glitch? Is there a purpose behind having these 2nd, 1st, and petty officer
sailors?
  Index

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 14:51

commanderspy
My Nebraska Crew
1BO
2Main gunner's 12/10 BVE
5Engineer BVE base's are all different but they do the job and no complaint's
4Repair BVE
1Scout EV
1Restore BVE (i have often wondered if i should get a repair for him but when you
take heavy hit's a lot or even half salvo's+Bomber's it's nice to be able to Repair to
maybe 36,000DP rather then 30,000DP)

**ultimately it come's down too your choice i have a very successful crew i quite
enjoy it i don't get owned with this crew and i take a lot of damage but i can last
awhile in battle... but it's skill too...

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 13:59

megabstr
nvm then if you are playing in blitz.

use the trip 6s or the 5"/54 then. But you really shouldnt put torps on if your gunners
are decent. Remember, light shells.

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 12:02

megabstr
is the recharge rate 1:1 with the OH time?
i've never really tested this.

doesnt matter. just sink them all before you lose OH muahahhaa

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 10:10

V2CxBongRipz
Yup

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 09:39

Lionel2
Good point. I didn't know that. So the engineers don't fix that, only allow you to go longer.

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 08:11

V2CxBongRipz
Something to keep in mind: The longer you wait for your OH to recover the more OH you will
have. Meaning if you can maintain overheat for say 2 minutes, it will take 2 minutes to
fully recover after you use it up. If you wait 1 minute only to recharge you will only
have 1 minute before you lose OH speed again.

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 05:30

Lionel2
@ Hypnos - Thank you for the advice. You're English is pretty good. I only play with USN,
and I'm running several crews, so each of my ships is specialized for the role that I play
on different games.

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 05:29

Lionel2
@ Mega - So yesterday, I made my first real attempt at manual mode.... I used a beat up MN
DD in the practice rooms for a bit. Then, I but some DCs on it, replaced the deck guns
with AA and went out into GB. So, right off, I can see now how to do AA fire. Getting the
shells to explode somewhere other than in the ocean was much easier.


BUT turning, finding the planes, shooting... that is going to take a lot more time and
practice. A couple times and came face to face with a sub and I just didn't even bother
with guns and just used the DCs as mines. In one fight, I even managed to penetrate the
opposing battle line and sink a CA with a string of depth charges. I ran into him a few
battles later as I was closing and he and some BBs actually left our line alone and lit me
up.... Anyway, I noticed that manual mode was much more forgiving with shell hits when
your in the general area. My question is this: How in the heck do you figure out range???
Once I get close, I can eyeball and adjust a little, but otherwise my first 4 volleys are
all way off.


Sorry, didn't take your advice at all about the Brooklyn... That crew is using torps on
1/2 the T mounts. Not effective for GB, but in the blitz its a life saver when CAs get in
too close. The planes aren't so bad there so I get more use. Actually, I ended up taking
the Oakland out of my mothball fleet and putting the 5" 38s on it (I know, I know, the two
things you dont like) and made it back into an AA ship. I noticed with the reload gunners
shooting at high angle, I can drop a lot of lead, fast. Where I did take your advice is
the Pensacola. I'm just a few levels away from using it, and I've equipt the entire
secondary battery with AA, using what you suggested I do with the Brooklyn.

  • Re : 2nd Class Sailor glitch?

    02. 03. 2011 05:16

Lionel2
@V2- It finally sunk in. Now I see why all these big ships are cruising so fast. Their
hammering away on the "f" key and the engineers are helping them maintain it longer.
Regular "cruising" speed doesnt really mean much if you can over heat for longer and
recover faster. Got it!


I'm getting close to getting my first scouts. I've been using them to man depth charges on
my ASW hunts to get them up to L25. My plan was to use them on the CAs then level them to
fighter pilots and put them with my B team on my first carrier. However, from everything
I've read, they'll just get eaten alive for 20 levels. Should I just not bother, level
gunners or something else and then buy/trade on the market for pilots that can actually do
something other than fatten the AA whores.


It makes sense to have more fighters. I assume they are easier to control because you can
just put them on station as CAP and let them go. Also, you'd need to use them to protect
your on ships as well as escorts for the bombers. It makes sense to carry all of one type;
no need to split up the effects of an attack. TBs have an appeal to me as the high level
ones are immune to AAW. BUT with all the ships that carry bulge and a .4" Belt, is it
better to go after the deck? Also, what is the (+12) mean?


I suppose that the restorer I've been working on will have a final home on a CV instead of
on a CL.

  • Re : 2nd Class Sailor glitch?

    02. 02. 2011 19:27

Hypnos
I like your curiosity Lionel, you want to know all before do it. I agree with almost all
that is said here. And now i will add my coin.

For bb crews (lvl 120):
- I read: 3 reps - 5 engs - 1 scout - 2 gunners - 2 AA
Well i agree with this good and a complete setup but, this is the standard setup since u
have a good repair ability and decent overheat time (OH), plus a defense for bombers. But
u lack specialiation (Jack of trades).

You will find your own tastes and how u like to play, for my case:
UK. 2 main gunners, 2 repairs on AA slots, 1 scout and 8 engineers: I like this setup Uk
have a great boost on repair ability so 2 reps are enough and 8 enginners can make u run
all the map in OH speed without stop. I dont like UK AA thats why i dont have it.

KM. 2 MG, 2 AA, 1 scout, 3 rep, 5 engs if u like engage in battle with good maneuvers
obviously or 2 MG, 2 AA, 1 scout, 2 rep, 6 engs for hit and run strategy. Like this since
rep ability on KM is very low, their AA is great so is better to have it instead of reps
on their slots. Some people make 4 reps and 4 engs. Its your choice how much u will run or
stay and fight. But take note that KM ships are made of paper, so if u decide to not run
practice until u perfect your maneouvers.

US, the standard nation u can go with any setup since they adjust perfectly to what u want
but never exceed the specialized nations on that matter. You can with 2 AA or 2 reps on AA
slots. but 4 repairs onboard at most. (4 rep - 6 engs, 3 rep - 7 engs, 2 AA - 3 rep - 5
engs, 2 AA - 2 rep - 6 engs). Dont do 2 AA - 4 rep and 4 engs, your OH time will be very
low and the diference on your repair rate isnt that great plus the US AA
isnt that great either.

IJN, 2 MG, 2AA, 1 scout, 2 reps, 6 engs. The long range AA can wipe any scouts insight and
u will need the 6 engs since their engs have low ability and u will need to run to sling
shoots or simply for your life :D. Reps have also low ability but i prefer speed over
repair u can change it to your choice.

MN: not info i didnt play with it.


Maybe this is an off - topic but i really like your curiosity and i wish you do good in NF
i only tried to explain my experience and my observartions on battle.

I hope you understand this since english is not my language.
1 2 3 4 5 6 7 8