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  • U-Boot Mannschaft Anweisungen (SS Crew Help)

    09. 12. 2011 12:42


Invinciblor
Unterseeboot Mannschaft Anweisungen

Willkommen bei der Kriegsmarine, Kommandant. Stellen sie ihre Mannschaft zusammen und treten den U-Booten der NFNA bei.

This is a guide for players starting their first SS crew. It does not set out to answer the more esoteric questions about true ability caps and the like. What it does is provides insight into which decisions are important to get right early on, and hopefully lets you see which decisions can be safely delayed. Mistakes in building a crew can take a lot of time to fix, and players often ask for advice so they don't make those mistakes. This is that advice.

(The guide itself is below.)

 

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    12. 01. 2011 09:08


Acciainoli
No sir, those sailors only work in the S spot. only repair will work on R spot.You should have one repair in one spot and level an engy on another for SS5. you will want a total of 3 engys for ss5 and one repair

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    12. 01. 2011 13:17


Obergrattler
Your title sounds weird. This would be better:

Dienstvorschriften zur Personalorganisation für U-Boot Kommandanten

Willkommen bei der Kriegsmarine, Herr Kommandant. Stellen Sie Ihre Mannschaft zusammen und gehen Sie im Westraum auf Feindfahrt.

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    12. 05. 2011 02:01


zzCat
It is not possible to delay class a BO or armament sailor as you recommend, as once they reach level 25, national unclassed sailors nolonger get any Exp on nfEU at least, perhaps nfUSA is different.

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    12. 06. 2011 13:54


chang792
Sub stats: (by chang792, a guy who played with KM subs.)
KM subs overall qualities:
Speed: slow
Torpedo output: low(but PROXY ;D)
price: cheap
Air cap: low
Support slots: SS1~SS4=3, SS5=5( overall: low )
Comment: A great nation to choose for first time sub users
SS1 TYPE-II
Lvl:37
Price:220,000
Health: 9000~
Best power plant: sub engi I(heavy)
Armament: Front-3 torpedo tubes, Back-mine silo(almost useless)
Damage output: 17,000~ per torp
Comment:
Like all SS1, this little sea slug is pathetic at just about anything but sinking. The only advantage it has against other SS1 or higher is its 3 front torpedo tubes, but lucky for this sub, they are all proxy torps which is still a force to be reckoned with and as for the mine silo, just don't load any mine, that way you can have more speed.

SS2 TYPE-VIIA
Lvl:46
price:650,000
Health:13000~
Best power plant: sub engi II(heavy)
Armament: Front-4 torpedo tubes, Back-1 torpedo tube
Damage output: 17,000~ per torp
Comment:
Finally, a proper KM sub is here, it has the general KM sub torpedo tube arrangement and it is one huge step forward from the puny type-II, a perfect local ASW and in the same time, if lucky enough, get to infiltrate the enemy line but most VIIA will be showered by HH...and sunk...

SS3 TYPE-VIIC
Lvl:59
Price:1,200,000
Health:15000~
Best power plant: sub engi II(heavy)
Armament: Front-4 torpedo tubes, Back-1 torpedo tube
Damage output: 24,000~ per torp
Comment:
Hell yeah! Finally a sub that can infiltrate properly, this is the first sub in the KM sub history to a able to sneak its way into the enemy line and in the same time no C.box is required! I am currently using this sub on kaizer and it is great( not as great as solid snake though ) so fear me as i shove rounds and rounds into your ship's bulge, eventually, it will FALL APART MUHAHAHAHAHAHA!!!! >:D

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    12. 16. 2011 05:59


Haslam
Originally Posted by chang792

Sub stats: (by chang792, a guys who played with KM subs.)

SS1 TYPE-II
Lvl:37

Comment:
Like all SS1, this little sea slug is pathetic at just about anything but sinking. The only advantage it has against other SS1 or higher is its 3 front torpedo tubes, but lucky for this sub, they are all proxy torps which is still a force to be reckoned with and as for the mine silo, just don't load any mine, that way you can have more speed.
...


NOTE about Type II: About sailors that you CAN use to work Torps tubes or MIne silo,
{KM Sailor} at 37+
{KM Support Sailor}at 37+
{KM Armament Sailor} at 37+
{KM Special Force} at 37+

I dont agreed about this comment: Type II is the best SS1!! loaded with mines you can do a lot of damage

Originally Posted by zzCat

It is not possible to delay class a BO or armament sailor as you recommend, as once they reach level 25, national unclassed sailors nolonger get any Exp on nfEU at least, perhaps nfUSA is different.

(sorry my english)

Here in NFNA is possible.
But for speak more exactly
{Neutral Sailor} beyond level 25 CAN'T BE classed to {National Sailor} and HE EARN XP normally (at 140%) but never be class.
{National Sailor} CAN BE class to {BO} {Armament Sailor} {Support Sailor} or {Special Force} starting in level 12 or {2nd Seaman} starting 20.

Here the important thing is understand the difference between {Neutral Sailor} and {National Sailor}

I can say this because I'd try this method when I'd study the sailor system for use with Submarines like 2 years ago.
This is a very dangereous path to follow because any error when you class your sailor and the whole crew can be hurt. So put all your ATTENTION and be conscious of you want and how you can reach thats you want for your sub.

********** EXPERIMENTALS METHODS FROM HERE!!!! *************************
In my case I try first LINE with a IJN sub doing (keyword: TRP: Torpedoman PLN: Planesman SNR: Sonarman GNR Gunner)

1 BO Delayed as {IJN Sailor} untill 62 [13pot/22Rep+Res]
1 TRP delayed as {IJN Sailor} until mid level (I think it was until 62) [10trp/22Rep+Res]
1 SNR delayed as {IJN Support Sailor} until high level (I think it was until 78) [13pot/22Rep+Res]
1 PLN Normal Classed but [13pot/22Rep+Res]
3 ENG Normal Classed (elites and +12)
1 GNR delayed as {IJN Sailor} until high level (I think it was until 78) [11Acc/11Rld/22Rep+Res]

I´d need another BO, 2 Torp, SNR normal and 2 GNR normal for support while leveling the delay sailors.
Thats training was a LONG path and now I will not recomend to follow. I learn a lot about tactic as sub doing this path, because you have so little element to survive.
But the easy path is take a FIRST LINE AS BB, because you have much more xp much more sailors training at once and no xp nerfing for torp att and you can play BLITZCRIEG and more more more... Remember that its a BB oriented game!

Next experiment was a KM sub crew
This time I increment the delay in SNR and TRP till 90
Note that you REALLY need 2 GNR for U-Flak AT 74 LEVEL. So I delayed them untill 90 lvl as {KM Sailor} too so they can add repair to SS4.

This time was awesome. A KM SS4 (Uflak) with high Repair rates AND guns is so funny and from lvl 90+ is just adrenaline shots! If you can reach 40 knots and u can rep Crits damages fast you have extra handicap against others subs.
Note that in this 2 experiments I do not skelotonize any sailors (they have less TOTAL sailors as result from delay class method) include BO: these BO are "FAT" ones. They add some repair but a lot aof tons too.

(Each step was like one year play!!)

The 3rd experiment was leveling "One sailor" BOs as explain Invinciblor in this guide. I let TRP as normal this time because I prefer skelotonize them just to reach Torp cap (1kk for KM; u must multiply [Total sailor] x [Torp Displayed ab] x [perc]) and free sailor/weigh space for others ship's functions.

This free weigh for high level Engies so you can reach speed cap. Note that principal advantage of the method is You can buy in trade system the normal classed sailors (Engies and TRP and REPAIRS if you prefer those in R slot)
Of course I have a lot of mathematical stuff behind this and I can justify with formulas each step.


NOTE THAT ALL ABOVE ARE EXPERIMENTAL METHODS AND YOU CAN USE IT TO YOUR OWN RISK!!!

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    01. 07. 2012 19:14


coki_hd
Hola bueno la verdad estoy comenzando en lo que es SS y unos amigos me dijeron que para el SS era mas importante la base de RLD que la de torpedo ejemplo: es mejor tener 12 en rld y 10 en torpedo que 12 en torpedo y 10 en rld es verdad?? o es mejor tener la base alta en torpedo nada mas?

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    02. 10. 2012 06:13


deniz82
sorry my english

affecting the critical dive time of transition to sailor (BO or Planesman) Is there? Example: km SS4 critical dive transition period standard is to , or shorten the time to sailor is critical dive?

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    02. 10. 2012 10:05


Nvincible
Originally Posted by deniz82

sorry my english

affecting the critical dive time of transition to sailor (BO or Planesman) Is there? Example: km SS4 critical dive transition period standard is to , or shorten the time to sailor is critical dive?

Critical dive rate is not effected sailors, its is a set value for each SS. KM SS4 has a quicker dive time than other SS's.

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    02. 28. 2012 20:49


Allied87
So is having a Elite Potential for Planesman and classing him ontime with maxed out vets and some experts is good? elite planesman is only 16POT and 9 in other abilities would it be better to have a +15 or +14 and 11/11Rep/Res for use of a planesman?

Also what is best for KM ss worrying more about repair or worring more about restore?

I was going to get all elites for SS crew but it seems that is not the way to go.

  • Re : U-Boot Mannschaft Anweisungen (SS Crew Help)

    01. 08. 2013 21:07


GHHalley



I recommend not skeletonizing the torpedo man or planes man.  For torpedo, it increases the dud rate (yes proxy's have duds too).  For the Planesman, you risk starting the game with no air in the tanks. 

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