ID
Password
FlashGuide
FlashGuide
HA Infomation

General Discussion

  Index

  • Coin Event & SS crew

    03. 30. 2015 07:17


hms_super_eu

Hi guys, this coin event is good fun, definately got me playing even more !.

But my question is how would you assemble a sub crew out of the coins ?  I get about 20-25 coins a day.  I took alot of peoples advice and leveled SS bo's for French, Russian and German.  I obtained a KM crew so I need a second crew.

Using the coins the Hero's look good value at 75 coins for engies, and maybe the Super elites for the torper, sonar ? 

I'll be doing this for French crew

Thanks in Advance 

 

  • Re : Coin Event & SS crew

    03. 31. 2015 10:22


ljsevern

Originally Posted by EricIdle

Before the sub repair nerf (30% rep rate during dive IIRC), I would have suggested the same things as lj. Now, I'd say, forget about maxing repair - good repair is always welcome, true, but OH time is higher priority.

Well, the sub rebalancing that supposedly is in the works might change things again...



The point is, its still useful and you can increase repair without losing OH time.

  • Re : Coin Event & SS crew

    03. 31. 2015 16:34


jedizorro

What your SS crew really need Super Elite sailor for is Planesman. It is available from SE Potential + 18.

As for all other sailors on an SS, Hero Sailor serves much better in every aspect, which gives you repair, restore, engie, torp all at the same time. You don't need Super Elite sailor for Sonarman because the sonar cap is rather easy to reach.

Hero-sailor crewed SS is almost your one and only hope to achieve repair cap, if you classed them and vetted them right. 

  • Re : Coin Event & SS crew

    03. 31. 2015 17:13


SSquadleader

Originally Posted by jedizorro

What your SS crew really need Super Elite sailor for is Planesman. It is available from SE Potential + 18.

As for all other sailors on an SS, Hero Sailor serves much better in every aspect, which gives you repair, restore, engie, torp all at the same time. You don't need Super Elite sailor for Sonarman because the sonar cap is rather easy to reach.

Hero-sailor crewed SS is almost your one and only hope to achieve repair cap, if you classed them and vetted them right. 

 

I do not agree with that.  Super Elite Potential is good but the increase is not great.  Once your Planesman has 4 million true ability (e.g., lvl 120, +15 Pot, boosted, and 200 vet), adding 0.5 million true ability (changing from +15 Pot to +18 Pot to this same sailor) will only reduce the air refilling time from 62 s to 58 s.  I will prefer two hero sailors instead of the super elite (when I have 150 coins) and go for the repair cap. 

 

 

 

  • Re : Coin Event & SS crew

    04. 01. 2015 22:17


EricIdle

Originally Posted by SSquadleader

I do not agree with that.  Super Elite Potential is good but the increase is not great.  Once your Planesman has 4 million true ability (e.g., lvl 120, +15 Pot, boosted, and 200 vet), adding 0.5 million true ability (changing from +15 Pot to +18 Pot to this same sailor) will only reduce the air refilling time from 62 s to 58 s.  I will prefer two hero sailors instead of the super elite (when I have 150 coins) and go for the repair cap. 

Well, if you really want fast air refill, 200 vets on a planesman is just not very much. Try vet capping him and see the difference.

  • Re : Coin Event & SS crew

    04. 02. 2015 02:51


ljsevern

The air refill ability is uncapped, and if you are min-maxing, going anything other than Super Elite Planesman with the vet cap is sub-optimal.

  • Re : Coin Event & SS crew

    04. 02. 2015 06:28


mako089

Originally Posted by Irish_Ranger

Originally Posted by Rehor

I thought people who considered themselves gods would have all the answers already.

Helpful and friendly as ever, you're all man Rehor.

In Rehor's defence, this is a player with 40K games that uses a scoutless EBB LVL 80+ and infers ~ if we only had vision.

  • Re : Coin Event & SS crew

    04. 02. 2015 07:01


ljsevern

Originally Posted by Irish_Ranger

Originally Posted by Rehor

I thought people who considered themselves gods would have all the answers already.

Helpful and friendly as ever, you're all man Rehor.



For someone that is level 41, has played 241 and sunk 149 ships, you seem to think that you have experence of Rehor from before you started playing.

Unless... 

  • Re : Coin Event & SS crew

    04. 02. 2015 09:44


hms_super_eu

Originally Posted by mako089

Originally Posted by Irish_Ranger

Originally Posted by Rehor

I thought people who considered themselves gods would have all the answers already.

Helpful and friendly as ever, you're all man Rehor.

In Rehor's defence, this is a player with 40K games that uses a scoutless EBB LVL 80+ and infers ~ if we only had vision.




Ive only asked for a bit of guidance on the NF forums.

  • Re : Coin Event & SS crew

    04. 02. 2015 13:33


mdk1_eu

i also play BB without a scout sometimes. HMS, we are both numnums :D

  • Re : Coin Event & SS crew

    04. 02. 2015 15:36


SSquadleader

Originally Posted by EricIdle

Originally Posted by SSquadleader

I do not agree with that.  Super Elite Potential is good but the increase is not great.  Once your Planesman has 4 million true ability (e.g., lvl 120, +15 Pot, boosted, and 200 vet), adding 0.5 million true ability (changing from +15 Pot to +18 Pot to this same sailor) will only reduce the air refilling time from 62 s to 58 s.  I will prefer two hero sailors instead of the super elite (when I have 150 coins) and go for the repair cap. 

Well, if you really want fast air refill, 200 vets on a planesman is just not very much. Try vet capping him and see the difference.



Vet capping a lvl 120, +15 Pot, boosted, planesman will only give around 5.5 mil true ability.  My point is even if you assume a linear decrease in air refilling time (which is not the case due to the diminishing return I found), vet capping this Planesman from 200 vet will reduce air refilling time from 62 s to 48 s.  If you use Super Elite to increase Pot from +15 Pot to +18 Pot, this will further increase true ability to 6 mil (at the cap).  Assume linear relationship (which is an overestimate), this gives around 44 s to fill a tank.  My data come from testing in the 3 to 4.5 mil true ability range, so I do not have information in the 5 mil and higher range.  Have you tested the higher true abilty range?  What is the air refilling time at 5.5 mil true abilty or 6 mil true ability?  I imagine you will see some difference but my point is: it still takes more than 40 s to refill an air tank by vet capping a Super Elite Planesman.  Repairing cap it is easier and is better in most situation.  Fast air refilling is good but is not very useful when the enemy has sonar and hh.    


  

1 2