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  • New Player question

    08. 23. 2011 20:08


Crazyeyes224
Just started playing a couple weeks ago, and this is my first post here. Anyways, I wanted to ask how much of a disadvantage  having two main gunners classed reload first would be for  a USN BB down the road?

Apologies if this is the wrong forum for such a question.

Thanks for any advice.

 

  • Re : New Player question

    08. 23. 2011 21:27


aingeal
down the road, an advantage.

Reload and accuracy both eventually reach a "cap" where the extra ability cease to matter. Reload cap is harder to reach, and is a constant. (F(x)=b)

Acc cap is level based (F(x)=(ax+b)) but is reached earlier, and it takes only minimum growth to maintain the ax value difference.

The gunner that caps both at the earliest is rld/rld/rld.

acc/acc reachs the acc cap a bit faster, but the rld one takes a lot longer.

HOWEVER. You will have a slightly harder time getting good spread from your lower level ship if you do not BVE (Boost, vet (100 to 109) full expert) them (most MMORPG call this "pimping")

As you are a new player, I'd suggest you to go acc/rld/rld. You'll get a decent lower level experience, without jeopardizing your higher level abilities.

Also it lessen the need to BVE your sailors, so you can try out the game a bit before deciding if you want to spend money on it or not.

  • Re : New Player question

    08. 23. 2011 21:51


Crazyeyes224
Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.

  • Re : New Player question

    08. 23. 2011 22:07


aingeal
Originally Posted by Crazyeyes224

Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.


I was actually refering to gaming experience for you as a player, not your sailors xp :P

Sorry if it was unclear. Gunners have no impact on your total xp. FCS does tough, but I think you cleared that issue if you are AAing, as it means you are using Aiming FCS already.

Mainly, its always fun to have a good first run at CL/CA etc.

You seem to have done a bit of reading tough, so I can only applaud your attitude so far. Always aim to get better!


Some trick to get creds : Ask if anyone has spare points in a GB. Many high level players, mostly CVs, have tons of them, and will gladly give you a few hundred ks. Use them to roll +12 neut and sell them once they are lvl 6 for about 250k-300k each (altough might be more nowadays, been a while I checked the neut market)

  • Re : New Player question

    08. 23. 2011 22:17


Crazyeyes224
That's quite a bit for just some lowbie sailors, but then again, 12 growth is the best base right? I didnt think about jsut farming those.

Thanks for the advice again!

  • Re : New Player question

    08. 24. 2011 00:56


aingeal
Originally Posted by Crazyeyes224

That's quite a bit for just some lowbie sailors, but then again, 12 growth is the best base right? I didnt think about jsut farming those.

Thanks for the advice again!


12 growth is the best base for any sailors you can roll in game. Note that POTENTIAL goes up to 15 in game.

Elites are +13. Elite potential are +16.

And happy to help.

  • Re : New Player question

    08. 24. 2011 07:16


Platapus
Originally Posted by aingeal

Originally Posted by Crazyeyes224

Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.



Some trick to get creds : Ask if anyone has spare points in a GB. Many high level players, mostly CVs, have tons of them, and will gladly give you a few hundred ks. Use them to roll +12 neut and sell them once they are lvl 6 for about 250k-300k each (altough might be more nowadays, been a while I checked the neut market)
To trade, neuts have to be level 12, classed as nation, and job, ie... armament, support etc.

  • Re : New Player question

    08. 24. 2011 09:40


aingeal
Originally Posted by Platapus

Originally Posted by aingeal

Originally Posted by Crazyeyes224

Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.



Some trick to get creds : Ask if anyone has spare points in a GB. Many high level players, mostly CVs, have tons of them, and will gladly give you a few hundred ks. Use them to roll +12 neut and sell them once they are lvl 6 for about 250k-300k each (altough might be more nowadays, been a while I checked the neut market)
To trade, neuts have to be level 12, classed as nation, and job, ie... armament, support etc.


false. They can be lvl 6 through 11 and traded as neut.

Passed lvl 11 (so 12 onward) they must be classed nation-wise and first job wise to prevent "BO" sales.

  • Re : New Player question

    08. 24. 2011 13:39


Blazer4show
Originally Posted by aingeal

Originally Posted by Platapus

Originally Posted by aingeal

Originally Posted by Crazyeyes224

Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.



Some trick to get creds : Ask if anyone has spare points in a GB. Many high level players, mostly CVs, have tons of them, and will gladly give you a few hundred ks. Use them to roll +12 neut and sell them once they are lvl 6 for about 250k-300k each (altough might be more nowadays, been a while I checked the neut market)
To trade, neuts have to be level 12, classed as nation, and job, ie... armament, support etc.


false. They can be lvl 6 through 11 and traded as neut.

Passed lvl 11 (so 12 onward) they must be classed nation-wise and first job wise to prevent "BO" sales.


I'm going to have to try this one, while back they changed the minimum trade level (at which used to be 6) to 12 and then applyed the nation/trait. IIRC was their bandaid fix to remove neut/BO trading.

  • Re : New Player question

    08. 24. 2011 18:20


Crazyeyes224
Did some digging, and in the Trade/Barter forum one of the stickies said that sailors can only be traded after level 12 and after they have been nationalized/classed. Now I just need to get my points and credits back up to 50k.... Already have a +12 repair to sell too.

Thanks for the help guys, see you in the battlefield.

  • Re : New Player question

    08. 24. 2011 22:11


Verfallen
Originally Posted by Blazer4show

Originally Posted by aingeal

Originally Posted by Platapus

Originally Posted by aingeal

Originally Posted by Crazyeyes224

Thanks for the reply, I am pretty glad to hear that long haul it will eventually work out, I was planning on going reload, then accuracy accuracy. I am not too worried about early game XP (I am fine with it taking a bit longer, but my biggest issue right now is credits/points to keep up with my XP gains. So far I've gotten up to an Atlanta and have it set up for AA. It has been going pretty good in the money making department, but it is still slow going compared to my leveling right now.



Some trick to get creds : Ask if anyone has spare points in a GB. Many high level players, mostly CVs, have tons of them, and will gladly give you a few hundred ks. Use them to roll +12 neut and sell them once they are lvl 6 for about 250k-300k each (altough might be more nowadays, been a while I checked the neut market)
To trade, neuts have to be level 12, classed as nation, and job, ie... armament, support etc.


false. They can be lvl 6 through 11 and traded as neut.

Passed lvl 11 (so 12 onward) they must be classed nation-wise and first job wise to prevent "BO" sales.


I'm going to have to try this one, while back they changed the minimum trade level (at which used to be 6) to 12 and then applyed the nation/trait. IIRC was their bandaid fix to remove neut/BO trading.


They nuked neut trade?

Must have happened in my 6 month break.

Wtf? How the heck does trading lvl 6-11 neut hurt BOs? it was a great way for new players to get creds/points while vet player could actually get their crew without having to roll them if they chose too.

Now you pretty much have to take orders I suppose so its worth it, and class for the person with your own points.

Way to complicate matters.

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