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  • KM SS supports

    07. 20. 2011 07:04


Taniano
Atm i have VIIC, speed is 30/37 and 25/31 underwater (22 torps, 0.2 belt and only Engi and Planesman has full crew). Can SS3 go any  faster?
Anyway my engineer is lvl 66, premium,  base +11, 130 vets and full experts. Maybe i need Elite engineer (or even 2 for SS5 and 6)?
And my planesman is lvl 69, premium base +14, 130 vets, full experts.
Oh and rest and rep are +10 or +11 on them.
Idk what to do, i want more speed, OH time and air recovery, so do i need elite sailors or i am doing fine whit my current supports?

Any succestions?

EDIT: Thx for answers! But i didnt asked what crew i need, my question was: Elites or not? How much my speed, OH and air resupply will get better if i change my planesman and engineers for elites? Thx!

 

  • Re : KM SS supports

    07. 24. 2011 19:24


dingy
skeleton you BO and your Aft torper

you might gain an extra knot or 2

i cant remember (because it was two years ago) but i think the max i got out of my ss3 was 39knts

but i am not like most and some dont agree with my crew

my sonar and planesman are 12 eng base....people way that eng base doesnt effect my speed... i beg to differ...the proof is in the pudding :)

my crew then was eng sonar planesman on supports and the i had a BVE high lvl seaman and another lower lvl engineer on my gun slots...always had bo and aft torp skeletoned

good luck

  • Re : KM SS supports

    07. 25. 2011 07:37


NIborGER
Originally Posted by dingy

skeleton you BO and your Aft torper

you might gain an extra knot or 2

i cant remember (because it was two years ago) but i think the max i got out of my ss3 was 39knts

but i am not like most and some dont agree with my crew

my sonar and planesman are 12 eng base....people way that eng base doesnt effect my speed... i beg to differ...the proof is in the pudding :)

my crew then was eng sonar planesman on supports and the i had a BVE high lvl seaman and another lower lvl engineer on my gun slots...always had bo and aft torp skeletoned

good luck


as i allready said i cant support all the skeletoning. for ss5 u will need atleast a medicore rear torper because KM gets a additional rear torp in ss5. and if u dont hit SD cap dont skeleton your BO, it gives a huge advantage to have high SD.

Only engineers can add OH speed and time (seaman is debateable). For sonar and planes try to get high potential number and as nice adds restore and repaire. Dont keep your sonar at 0! for ss1-2 ok cause u wount hit a sight range cap but for 223 and especially for ss5 its necessary to have a good sonar man or do u want to get raped by subs who are out of your sight range but u are in his torped range?

Well with your seaman on board u could try to cut your fronttorper a bit more.. if he already has the cap (850k)

edit: 0.2 belt are more worth then 1knot! It reduces torp dmg by 50%!

  • Re : KM SS supports

    07. 25. 2011 10:27


Ultra_Dog
So I took the suggestion of putting a Repairman on board (front gun slot).

Verdict: "TOTALLY USELESS"

Yes, my DP went up, but after a dozen games, I found that the absence of my front gunner was more of a loss in my ability to defeat enemy ships than any repair ability gained in surviving. If you don't get damaged, the Repairman is useless. If you surface and want to counteract an approaching DD or CL ASW, you're gonna want to have some gunners operating the U-flak guns. Polishing off some smoking heap of a CV or BB with U-Flak guns is very impressive and completely insulting to the enemy you just sank. (I love it). A Depth charge dropping FF will put you away and you can't do anything about...unless you surface and swing your guns around and blast him. Can't do that with a repairman and engineer sitting in your guns slots.

In a KM SS4, when you fall below 7200 DP, you cannot OH. If DP falls below 5000 DP you cannot dive.

So, if you get hammered and lose DP below 5000, you're deadmeat once you surface and cannot dive again. Regardless of how fast some repairman puts out the fire, you are a sitting duck and will get bulldozed.

Spend 1 knot of speed and add some armor, put two gunners on board and rip holes in CLs and wipe out some enemy bombers while you're at it.

  • Re : KM SS supports

    07. 25. 2011 10:50


Blazer4show
Originally Posted by dingy



my sonar and planesman are 12 eng base....people way that eng base doesnt effect my speed... i beg to differ...the proof is in the pudding :)



Show me two planesman, one +12 engy and one +8 or so with same crew weight. Then show me that Base speed or OH time changes. That would be proof.

Originally Posted by Ultra_Dog


Can't do that with a repairman and engineer sitting in your guns slots.



Why are you putting an engineer on a gun slot?

  • Re : KM SS supports

    07. 25. 2011 11:23


Ultra_Dog
Originally Posted by Blazer4show

Originally Posted by Ultra_Dog


Can't do that with a repairman and engineer sitting in your guns slots.



Why are you putting an engineer on a gun slot?


Are you mental?

Did you read the entire paragraph before you snipped a sound-bite out and added a completely unrelated question?

  • Re : KM SS supports

    07. 25. 2011 11:26


apmonte
Originally Posted by Ultra_Dog

Originally Posted by Blazer4show

Originally Posted by Ultra_Dog


Can't do that with a repairman and engineer sitting in your guns slots.



Why are you putting an engineer on a gun slot?


Are you mental?

Did you read the entire paragraph before you snipped a sound-bite out and added a completely unrelated question?



I wouldn't read paragraphs from CAV either.

  • Re : KM SS supports

    07. 25. 2011 15:00


Taniano
Well, i made my SS3 as light as possible - lost 0.2 belt, only have now 9 front torps now, and trimmed all my crew as much as possible, most of my sailors has vets only, only engineer and planesman has full expert. and now my speed is 31/39 (was 30/37 with 22 torps and 0.2 belt) and 26/33 (was 25/31) underwater, i feel like im driving speedboat... :D 9 torps is not enough, but i only have 180k exp till i get U-flak.
Anyway, how is U-flak? Faster then SS3? Easyer to get 40 knts with same engineer? Or need better engineer then SS3?

  • Re : KM SS supports

    07. 26. 2011 11:19


KingCong
best way to test is put your best engineers (all 3 support slots) on an empty ship (just engine).

see what is possible.

then put the essentials (fcs, couple of torps, planesman).

see the OH cut and plan accordingly. perhaps moar vets

Then put on the fluff... or not (belt, gunners, restore, rookies)

  • Re : KM SS supports

    07. 26. 2011 12:01


Starluck
I have used every setup there is and have determined that faster speeds are not required to be great in a sub.
I never used an engineer on my submarine until my entire crew was lvl 110 with very good results. I use the
light engine. I orginally used one restore and one repair. Then I would try either a restore and seamen or repair and seamen. I have now settled for the following setup.

1 Gunner manning the front gun only
1 seamen sits on the rear gun slot
1 elite & boasted prem Egnineer

Light Engine SS2 with max speed of 32 knots but OH is like 40 seconds.. I drive circles around other subs...

The name of the game is to engage the enemey at max range forcing them to drive through your torps, or crit dive.
Simply stop moving to engage and you will be far more successful regardless of crew makeup.

PS... All my crewmen are maxed out and superfat. Not all stats have a cap and fat crews give huge advantage in
all areas when summed up together.

  • Re : KM SS supports

    07. 26. 2011 14:21


Ultra_Dog
Originally Posted by Starluck
...PS... All my crewmen are maxed out and superfat. Not all stats have a cap and fat crews give huge advantage in all areas when summed up together.


If there is anyone whose credibility is to be considered, it is Starluck. I too ran a seaman for quite a while with my SS2 and SS3. The reload time on my Torpers was very quick and had little difficulty putting other subs and ships away. I also have very fat crews, no skeleton. My ship has personnel at every position (2 Torps, 2 Gunners, + engr).

I run 39 knots OH (because I drop a knot for armor), and my gunners sink ships and down planes almost every encounter.

Don't be afraid of putting on weight (Rookies/experts/Vets) with active personnel.

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