ID
Password
FlashGuide
FlashGuide
HA Infomation

General Discussion

  Index

  • Default crew (usefulness in new nations?)

    04. 08. 2012 11:34


l3lo0d_l3ath

Just wondering about the viability of the default crew, levelled late-game, in the new nations (MN, SN, RM).  Given that the new nations don't have specific AA gunner classes .. are the default 'AA gunners' (11/11 reload/aaw) any use at all - or should they be disbanded outright to gain the most possible points?  I assume that the lack of AA classes in the three new nations is also probably a sign that there are no plans to fix the AAW stat in NF2D (especially given all the PR trouble it would cause with people who have since delay-classed their AA gunners, etc.)?

Also, are the 11/11 main gunners (i.e., accuracy/reload) - if boosted - adequate as mains in an end-game increasingly populated by BV'd +12 or elite accuracy gunners?  I.e., will they still hit the accuracy/reload caps 'eventually' ?  In past accounts where I bought a starter kit, I often used them merely as high-level neut' gunners - to avail' the 6-inch singles for the DDMP.

As per supports, my own opinion is that the default supports - while not perfect - are not all that bad (given their high starting values and minimum +10 growth in all support stats).  Is the +13 growth stat of an elite worth the tradeoff of having +9 growth in other support areas?

Finally, I vaguely seem to remember someone saying that 'aircraft' stat was disabled.  If so, would it be better to disband the default scout outright and use, perhaps, a sailor with good bomber-oriented stats as a scout pilot (making him more resistant to AA)?

SiDE NOTE:
----------------

My reasons for wondering are, basically, economy; I'm prepared to put some money into the game (rather than spend endless hours rolling for the perfect stats) but, on the flipside, don't plan on becoming one of those who've invested 'hundreds' if not 'thousands' in their crews.  To that end, I'm wondering whether - in order to create a decent but affordable crew - it would be best to go straight from another starting kit, or merely add a few elites to the default crew (as perhaps-needed to replace some of those mentioned above) and then-boost the lot?

Generally, I was thinking I might 'begin' with something like this:
~ note, 'beginning' crew .. additional supports, etc., would be added as later-needed ~

SAILORS:
-------------

FOR DDMP and/or FFX:
Neutral Gunners(2): Default Mains, or rolled 11+/11+
Other crew positions filled using nation-sailors...

FOR NATION-SHIP(s)
Nation Gunners(2): Elite Accuracy or Defaults
"" AA Gunners(2): Default Mains (if Elites used as mains) or rolled 10+/12 (accuracy/reload)
"" Torperdomen(2): Elite Torpedo or rolled 11+/11+ (torpedo/repair)
"" Bridge Operator(2): Default for battleship-line, skeleton Elite Potential for submarine-line
"" Sonarman(1): Elite Potential or rolled 14+/11+ (potential/repair)
"" Planesman(1): Elite Potential or rolled 14+/11+ (potential/repair)
"" Radoman(1): Rolled 14+/11+ (potential/repair)
"" Engineer(1): Default, or rolled 12/10+/10+ (engine/repair/restore)
"" Repairer(1): Elite Repair, Default, or rolled 10+/12/10+ (engine/repair/restore)
"" Restorer(1): Elite Restore, Default, or rolled 10+/10+/12 (engine/repair/restore)
"" Scout: Default or rolled 12/10+/10+ (aircraft/fighter/bomber)

Plus-signs in ratios imply minimum acceptable values .. if I roll greater, great xD

 

  • Re : Default crew (usefulness in new nations?)

    04. 08. 2012 12:01


ljsevern

The starter kits are near useless if I remember correctly. I would also disband those 11reload11AAW sailors.

For repairers, the elite repairers are awesome. For engineers, you want to have rolled sailors; Most people go for 12eng 10 rep, or even 11 rep if you can get it.

For scouts, you want +12 air.

For Gunners, most people go with elite reloads, but as long as the base of your gunners is above 10/10, you are going to hit the cap anyway.

BO; You can either go for elite potential, or go for a +14/+15 potential neut with a good repair base (+10 or +11; or even 12!). Some even use an elite repairer.

Most people end up boosting their crews, and having 109 vets on them. However, I wouldn't buy vets at first because you can convert experts gained from AA into vets fairly easily at low levels; I often get my crews to 90 vets naturally by level 60. 

  • Re : Default crew (usefulness in new nations?)

    04. 08. 2012 12:03


V2CxBongRipz

The gunners are fine for most situations and probobly the scout is useful. Default BO is fine too. The support sailors they give you are ok for your first crew but if you decide to stick with it and go for end game content +12s in rep and repair are nice.

 

+12 or elite for gunners really only helps early on for most things and isnt needed at the endgame. Most nation's main gunners outside of UK accuracy will hit both caps with even 10/10 stats and standard 100ish vets.

My KM main gunners are 10/10 and were identical in reload and spread to any super stat gunners by the mid 80's. Same goes for my elite USN gunners, identical to any 10/10 or probobly 9/9s even now.

  • Re : Default crew (usefulness in new nations?)

    04. 08. 2012 12:37


l3lo0d_l3ath

Thanks for the advice all;

I'm updating the crew list, based on what I've heard, as I go along so that I can come back to it as a reference when-needed.  Would it be sound, then, to begin levelling a default-crew (with a few replacements here and there - AA gunners, for example) .. and later use it as an escort when I double-back to level a more +12 and/or Elite-based crew?  If I do resort to rolling, this will give me a lot more time to, even haphazardly, roll the sailors of appropriate stats.  One of the biggest irritations of having to level defaults that far in the game, however, is their being untradeable (no potential for any return-value on your time when you roll sailors that, levelled, would be superior).

  • Re : Default crew (usefulness in new nations?)

    04. 08. 2012 14:14


V2CxBongRipz

I use yellow starter sailors for FF as well.

  • Re : Default crew (usefulness in new nations?)

    04. 08. 2012 14:41


l3lo0d_l3ath

Yup, since you can't trade the default gunners anyhow ...
may as well make them the 'other' type that can't be traded (level 12+ neutrals)

xD

1