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:
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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:
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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