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  • USN Battleship Speed Cap Listings

    10. 16. 2008 16:47

LordKelvin


Continuing my work on engine-related stuff, I thought that I'd make a table for the
requirements needed to reach the speed caps on all USN BBs. I'm actually only able to
do
this now since Adalbert figured out how Engys stack, so remember to give him your
thanks
for this thread.

And in the event that this gets stickied (or if people reply past 10 posts, either or),
I'm going to put the bulk of the data down below in the next post(s).
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  • Re : It's Over Nine Thousand: USN BB Speed Caps

    10. 16. 2008 16:47

LordKelvin
Basic stuff out of the way first. As you know, overheat speed is capped at 70% for all
ships, and when you reach that cap depends a lot on the performance of your Engys. If you
don't understand how the cap works, then go read Adalbert's ability guides:

http://www.navyfield.com/board/view.asp?Num=84358&Sort=D07

Most notably, look at section 8 of that guide, it gives a formula as to how Engys affect
your overheat ratio and how they stack with each other. As each ship and engine
combination has a different natural overheat ratio, the remainder that you need in order
to fill the rest is also different for each ship, so different ships will hit the speed
cap at different times.

Since the math may seem a bit convoluted to some people, I decided to post a rough general
guideline to how many Engys at what performance levels are needed in order to completely
hit the speed caps on certain ships. Do note that due to the fact that the numbers round
down, there are cases where you don't need to completely hit the 70% speed cap; for
example, on a 28-knot ship, the speed cap would be:

28 * (1.7) = 47.6 knots

Since it rounds down, that final 0.6 knots is useless, so to hit the speed cap at 28
knots, all you really need is 68%. But to hit the speed cap at any base speed with no
questions asked, 70% is the optimal ratio to reach.

I've done the calculations for each ship based on two factors:

1. How many Engys you have, between two and five
2. How good those Engys are, between grades D and S

The first factor is fairly self-explanatory. If you have more Engys, your overall
performance increases, but you also get diminishing returns with more Engys, by a factor
of a square root, as noted in Adalbert's guide. So, in the most general case, you will
have between two to four Engys, though in some cases of overkill you may have as many as
five; if you only have one (like neil lol), then you'll need a miracle or a lot of money to hit the
speed cap successfully, or you could just buy a second and maybe a third Engy.

The second factor is also sort of self-explanatory. The better each individual Engy is,
the better your overall performance. But since there are lots of factors to account for
here, I'll just do a general listing of broad categories for the grades.

Do note that my calculations assume that all of your Engys are symmetrical (that is, all
of them are exactly the same); if you have Engys that have different bases, or not the
same amount of vets and experts, or only one of them is boosted, then just find the grade
that your Engys would most likely fall into as a whole; that is, take the average
performance level of your Engys, and find the grade that they would best fit into.


-----------------------------------------------------
Class D: "Who needs money LOL?" Engys
-----------------------------------------------------
100 recruits remaining, 70 vets, +10 unboosted

This grade would generally define Engys belonging to either players who play completely
for free, or don't know the importance of Engys for USN. As you can surmise, they wouldn't
perform very well even if you had them in spades, at least until very high levels. This
will be the general bare-minimum control group for hitting the speed cap, since they will
hit it last out of all the groups, if at all.


-----------------------------------------------------------
Class C: "I like to not have crappy stuff" Engys
-----------------------------------------------------------
50 recruits remaining, 90 vets, +11 unboosted

This is something of a step up, but again, as you can see, it best applies for someone who
does not have the monetary means to maximize the performance of their Engys. In general,
this would apply to players who know how the game works in general, but again, either
can't or won't spend money on their crew to max out their performance.


--------------------------------------------------
Class B: "I like to be competitive" Engys
--------------------------------------------------
0 recruits remaining, 100 vets, +11 boosted

This would constitute the bread-and-butter Engy that most experienced players use (or, in plain
text, "+11 BVE" Engys); they pick out the most reasonable base above +10 that they can get, and
use money to maximize its performance without going overboard. Except for beta-age Engys,
these are among the most common types of Engys out there currently.


------------------------------------------------------------
Class A: "I like to be REALLY competitive" Engys
------------------------------------------------------------
0 recruits remaining, 109 vets, +12 boosted

Now we're starting to get near the zone of overkill, but don't quite enter it. This grade
generally defines people who don't spend money outside of their limits, but also want to
be serious about their crew. +12 base Engys are quite hard to roll (unless you use
macros), and this grade isn't really that much above B, but for those who take this game
very seriously, this is the group you belong to.


----------------------------------------------------------------
Class S: "Lawl I wipe my @$$ with $20 bills" Engys
----------------------------------------------------------------
0 recruits remaining, 130 vets, Elite boosted

This is where you actually enter the zone of overkill, Engys that are, in a certain players'
words, "the best that money can buy." As 109 is the limit to which you can buy vet items
for your sailors, going above that requires expert burning to a degree that could waste
quite a bit of money depending on your luck. It's generally not recommended to burn money
to get Engys up to this point, since class A is the most feasible point to reach, but if
you have plenty of money to burn (for example, if you're witless enough to use two BO resets
on a Lexington BO consecutively), then be my guest.
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