LordKelvin
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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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