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  • Classing Sonar man/ Planesman

    09. 05. 2013 10:33


ivansuibship

Should I go for 1st Sonar man? or just stay as 2nd will be enough for a KM ss?

 

Also the same question for Planesman

 

Many Many Thanks

 

  • Re : Classing Sonar man/ Planesman

    09. 05. 2013 11:11


Ultra_Dog

Class promptly, on time.  Load up with as many vets and experts.  You want those two sailors to be the heaviest on your ship, they provide the most value.

  • Re : Classing Sonar man/ Planesman

    09. 05. 2013 16:49


jedizorro

For Sonar man, I believe the best strategy is valid for all nations: late-class it until Lv120.

Check out the following UK Sonar man. Potential base = 13; Repair = 11; Restore = 12. Classed at Lv120. Sonar range cap reached, while providing 4.9M repair true ability and 600 SD by this single sailor, plus less weight.



As for Planesman, you can class it on time since no air reload cap has been found yet. 

  • Re : Classing Sonar man/ Planesman

    09. 05. 2013 18:17


ivansuibship

Seems there are two different explanation. Will there be more example for me to take a look?

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 09:58


Ultra_Dog

Originally Posted by jedizorro

For Sonar man, I believe the best strategy is valid for all nations: late-class it until Lv120.

Check out the following UK Sonar man. Potential base = 13; Repair = 11; Restore = 12. Classed at Lv120. Sonar range cap reached, while providing 4.9M repair true ability and 600 SD by this single sailor, plus less weight.



As for Planesman, you can class it on time since no air reload cap has been found yet. 





Your example is a UK sonarman with extra repair/restore.  Not gonna happen with KM.   Meanwhile you were grinding away until you reached L120 with a totally sucky sonarman on your sub.

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 10:52


danita

He didn't grind it on a sub, the sonarman was levelled as support on a BB and classed to 2nd-1st-chf sonarman at 120.

And it only works because he made SDE very happy by putting 300 vets on it. If he did the same with  a more sensible 200 vets, it wouldn't cap sonar on a SS6.
Also it's a bit of a waste he went for 12 rest, 11 rep. UK (and MN) don't need to select for rest on their sub crew. With 4 engineer on board you'd already hit 900 SD.
A 13 pot, 12 rep sailor would have been better, even if it had a 8 base restore stat.

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 12:43


jedizorro

Originally Posted by danita

He didn't grind it on a sub, the sonarman was levelled as support on a BB and classed to 2nd-1st-chf sonarman at 120.

And it only works because he made SDE very happy by putting 300 vets on it. If he did the same with  a more sensible 200 vets, it wouldn't cap sonar on a SS6.
Also it's a bit of a waste he went for 12 rest, 11 rep. UK (and MN) don't need to select for rest on their sub crew. With 4 engineer on board you'd already hit 900 SD.
A 13 pot, 12 rep sailor would have been better, even if it had a 8 base restore stat.



A 13 pot/12 rep sailor is ideally a better choice, but you forgot that Sonarman can be also put on an escort... and what's wrong in putting higher SD in an escort? Plus, the difference between 12 rep and 11 rep at Lv120 is only about 1 or 2 DP/Seconds more, which I think is negligible. But the difference between 12 res and 11 res at Lv120 can be 50-60 in SD, which sometimes is enough to survive one more torp from enemy SS.

And don't you forget the event earlier this year that basically SDE gave out 8800 free experts to potentially everyone... and numerous 300% vet conversion rate events...

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 12:59


jedizorro

Originally Posted by Ultra_Dog

Originally Posted by jedizorro

For Sonar man, I believe the best strategy is valid for all nations: late-class it until Lv120.

Check out the following UK Sonar man. Potential base = 13; Repair = 11; Restore = 12. Classed at Lv120. Sonar range cap reached, while providing 4.9M repair true ability and 600 SD by this single sailor, plus less weight.



As for Planesman, you can class it on time since no air reload cap has been found yet. 





Your example is a UK sonarman with extra repair/restore.  Not gonna happen with KM.   Meanwhile you were grinding away until you reached L120 with a totally sucky sonarman on your sub.



Oh yes late-classing is definitely gonna help KM. Danita was correct. This sailor was not leveled up on an SS.

Anyways, for most of the sailor types, their best performance is only brought out after power-leveling and late-classing. And I believe you know that already. This is how this game is designed and just admit it. NF is not an newcomer-friendly game anyways.

- Gunners (late-class for more repair for GB; don't late class for WAW);
- Engineer (late-class or not, depending on personal preference);
- Scout (late-class or not, depending on personal preference);
- Planesman (late-class or not, depending on personal preference)
- Sonarman (definitely late-class for GB; not sure about sonar range cap in WAW, but SSes are not welcome in WAW...);
- Fighter (for best performance, definitely late-class for all game types);

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 16:28


Ultra_Dog

I give up arguing with purists who consider some mathematical ability to be the solution to some competitive threat.   Repair and restore ability are nice, but without any doubt in my mind, a trivial addition to the operation of a submarine.

Your focus with a sonarman should be sonar, not repair or restore.   Same with Planesman.

When you get the higher level ships, you can put a dedicated repairman on if you want.  I prefer all Chief Engineers because speed and OH are more important during battle than repair ability you may not use.  Besides, you're not going to go limp back home with 15 secs of air left and lick your wounds..you're going to go in to the battle, fighting to the end and sink as many ships as you can as long as you can survive.  That's the life of the submariner. 

  • Re : Classing Sonar man/ Planesman

    09. 09. 2013 17:24


jedizorro

Originally Posted by Ultra_Dog

I give up arguing with purists who consider some mathematical ability to be the solution to some competitive threat.   Repair and restore ability are nice, but without any doubt in my mind, a trivial addition to the operation of a submarine.

Your focus with a sonarman should be sonar, not repair or restore.   Same with Planesman.

When you get the higher level ships, you can put a dedicated repairman on if you want.  I prefer all Chief Engineers because speed and OH are more important during battle than repair ability you may not use.  Besides, you're not going to go limp back home with 15 secs of air left and lick your wounds..you're going to go in to the battle, fighting to the end and sink as many ships as you can as long as you can survive.  That's the life of the submariner. 



What you said is not wrong.

But when you have an SS that has reached repair cap, I guess the gameplay would change a little, if not a lot. 

  • Re : Classing Sonar man/ Planesman

    09. 10. 2013 05:58


Stealth001

Originally Posted by Ultra_Dog

you're going to go in to the battle, fighting to the end and sink as many ships as you can as long as you can survive. 



Repair/restore skills help you with this, in every sailor. 



Back on Answering your question @ivansubship:

Late classing the KM Sonar/Planesman is the correct choice. Untill you reach lvl 37 dont class them further than Support Sailors, even better, if you plan to skip the SS1 class them Sonar/Planes by SS2, avoid classing them 1st Sonar/Planes till lvl 70 and dont class them as Chief Sonar/Planesman untill you reach lvl 115 at least. 

Doing this you will reach the easy sonar-planesman skill cap and you will retain more SD-Repair and OH speed/time untill SS4. Then you can add every single engineer/repairer you want to the SS to maximize surviving chances.  There are more tricks like these for every sailor for KM SS, use search function.

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