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  • Cross-Nation Sailors

    12. 15. 2014 13:49

Recommend : 0

pichu10000

Anyone know the full list of sailors which can work on other nation's ships?

I know that you can use a KM Engie on an IJN ship, but what else is there?

 

  • Re : Cross-Nation Sailors

    12. 15. 2014 14:05


tulsa1

been using a USN eng on an IJN ship...and getting same exp as the IJN engineers.

I guess my eng must be japanese-american.

Only doing this as my USN eng needs more experience to catch up to other USN engs.





  • Re : Cross-Nation Sailors

    12. 15. 2014 15:01


normpearii

All the information you've requested is already posted.


More than once actually. 

  • Re : Cross-Nation Sailors

    12. 15. 2014 17:46


Benser33

Sailors receive their normal exp regardless of the nation of the ship they're on. They're affected by all other normal exp modifiers but won't receive less if they're MN on a UK ship or whatever.

 

Their performance is affected though, I'm not 100% on any of this but I believe that all vets on a sailor only count as experts when on a foreign ship. As well as that, they either work at 50% or 20% of their normal ability based on whether they're on an allied or enemy nations ship. I the Allies are UK, USN and SN, the Axis are KM, MN, IJN and RM. So, a KM sailor would work at 50% on an IJN ship (since they're both Axis) but at 20% on a UK ship (since UK is Allies, not Axis). You can test this pretty simply by checking how much SD is gained by putting the same sailor on various ships.

  • Re : Cross-Nation Sailors

    12. 16. 2014 20:30


StJuggs

I break it down by medic.

You can use a KM medic on the KM, IJN, and RM BB6/CV6

You can use a US  medic on the US, UK, and SN BB6/CV6.

You can use either medic on the MN BB6/CV6.

  • Re : Cross-Nation Sailors

    12. 18. 2014 15:13


bulldogzer

I have tried other nation Engy, and it makes my ship slower . I.E. at least 1 Uk engy can run a dunk at 44knt but if u add other nation Engy it will run 38-40knt. with regards to other sailor, it doesnt affect speed unless it has big weight. So if lvling other nation Engy i will put them in the T slots.

  • Re : Cross-Nation Sailors

    12. 21. 2014 07:53


Benser33

Originally Posted by bulldogzer

I have tried other nation Engy, and it makes my ship slower . I.E. at least 1 Uk engy can run a dunk at 44knt but if u add other nation Engy it will run 38-40knt. with regards to other sailor, it doesnt affect speed unless it has big weight. So if lvling other nation Engy i will put them in the T slots.

Yeah, this is because Engine ability is added together when calculated for overheat time, but is averaged across your engis when calculating influence on ship speed. (The square root of the number of engis, divided by the number of engis).

1 engi works at 100%

2 work at 70% each

3 work at 57% each

4 work at 50% each

5 work at 45% each

Because of this, you can actually reduce the total by adding a bad engi alongside a good one, especially when that 'bad engi' is a cross nation one who suffers the cross-nation penalties.

Pretend you have 2 engis, one with 100 ability, one with 10. The first on his own has 100 ability. Add the second and they both only work at 70%, so that's 70% of their 110 total ability, which is only 77. That's 23 less than the first engi on his own. Not only that, the second engi will make the ship heavier, slowing it further.

He still adds to overheat time normally though, after suffering cross-nation penalties.

  • Re : Cross-Nation Sailors

    01. 21. 2015 15:05


AmatsuKaigun

Originally Posted by Benser33

Originally Posted by bulldogzer

I have tried other nation Engy, and it makes my ship slower . I.E. at least 1 Uk engy can run a dunk at 44knt but if u add other nation Engy it will run 38-40knt. with regards to other sailor, it doesnt affect speed unless it has big weight. So if lvling other nation Engy i will put them in the T slots.

Yeah, this is because Engine ability is added together when calculated for overheat time, but is averaged across your engis when calculating influence on ship speed. (The square root of the number of engis, divided by the number of engis).

1 engi works at 100%

2 work at 70% each

3 work at 57% each

4 work at 50% each

5 work at 45% each

Because of this, you can actually reduce the total by adding a bad engi alongside a good one, especially when that 'bad engi' is a cross nation one who suffers the cross-nation penalties.

Pretend you have 2 engis, one with 100 ability, one with 10. The first on his own has 100 ability. Add the second and they both only work at 70%, so that's 70% of their 110 total ability, which is only 77. That's 23 less than the first engi on his own. Not only that, the second engi will make the ship heavier, slowing it further.

He still adds to overheat time normally though, after suffering cross-nation penalties.




Oh, so is that why 4 Engys are the optimal for speed cap?

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