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Starting a CV crew
10. 30. 2011 12:08
- Recommend : 0
Chaosheavens
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OK, I've played BB and I HATE THEM, either I'm horrible with BBs or just am not capable of using one...actually both! So....I'm starting a CV crew. I know the basic CV crew is made of FP, DB/TB, and the BO, but my question is how does a good CV6 crew look? How many FPs? And I'm going to be using DB so, how many DBs? AA Gunners or HH capable gunners? Medic/Seaman? Would a CV6 have Repair Men/Engineers/Restore men on it? I know I'm asking a lot but I just want to make a good crew so that I have a CV that I'm happy with. Also im not sure if it would be useful but I know I'm going USN for CV, I hear nothing but good things about them! Any and all help is very much appreciated!
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Re : Starting a CV crew
10. 30. 2011 13:26
Iced8383
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BBs get better with tier...
A typical CV crew is 6 FPs 2 DBs. As for gunners AA isn't really needed since you have FPs for AA duty, and AA gunners in USN are worthless. So I'd go for HH capable ones. Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.
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Re : Starting a CV crew
10. 30. 2011 13:47
Chaosheavens
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Originally Posted by Iced8383
BBs get better with tier...
A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.
6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else? Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.
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Re : Starting a CV crew
10. 30. 2011 14:27
Iced8383
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Originally Posted by Chaosheavens
Originally Posted by Iced8383
BBs get better with tier...
A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.
6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else? Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.
Get 6 FPs. You'll thank me later on. 4 FPs is too little if you plan to grind all the way to Midway. Also, for your seaman go for a high fighter stat.
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Re : Starting a CV crew
10. 30. 2011 14:30
phantom3553
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Originally Posted by Chaosheavens
Originally Posted by Iced8383
BBs get better with tier...
A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.
6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else? Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.
6 is fine, trust him his a nuby us cv player (jking ^^ peace), (e.g. most cv3 launch 8 planaes = on 6 pilots you could launch 3 3 2 wave per 3 pilots faster than 4pilots which launch 4 4 setting per 2 pilots)
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Re : Starting a CV crew
10. 30. 2011 14:31
solid_ghost
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They all are right but I rec instead of gunners a eng/rest and medic
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Re : Starting a CV crew
10. 30. 2011 14:32
solid_ghost
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They all are right but I rec instead of gunners a eng/rest and medic
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Re : Starting a CV crew
10. 30. 2011 14:59
Iced8383
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Originally Posted by solid_ghost
They all are right but I rec instead of gunners a eng/rest and medic
I believe that medics have virtually no effect nowadays. Also engies don't even work on gun slots.
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Re : Starting a CV crew
10. 30. 2011 16:56
Chaosheavens
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OK, so 6 FPs it is...
Originally Posted by solid_ghost
They all are right but I rec instead of gunners a eng/rest and medic
Being that I truly don't know what it is that engys/restorers do if I was to skip the Gunners I would go with reps...besides from what I understand they are the only support sailor that works outside the support slots.
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Re : Starting a CV crew
10. 30. 2011 17:24
Iced8383
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Originally Posted by Chaosheavens
OK, so 6 FPs it is...
Originally Posted by solid_ghost
They all are right but I rec instead of gunners a eng/rest and medic
Being that I truly don't know what it is that engys/restorers do if I was to skip the Gunners I would go with reps...besides from what I understand they are the only support sailor that works outside the support slots.
Restores work on gun slots as well.
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Re : Starting a CV crew
10. 30. 2011 17:50
Chaosheavens
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Originally Posted by Iced8383
Restores work on gun slots as well.
Oh, well like I said I have no clue what it is they do lol. So I just spent like an hour rolling this crew and what to know: Time well spent or time well wasted? xD BO- +14 Potential All 6 FPs- +11 Fighter Both DBs- +12 Bomber I haven't gotten around to rolling the seaman or gunners yet. When rolling the seaman should I take the time to get him at +12 Fighter or just go with a +11?
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