First of all, I would like to introduce the attributes of soldiers and their roles:
Before the attributes of soldiers, I would like to introduce a formula for the real ability value of soldier attributes:
Attribute Real Ability = (number of skilled soldiers*4+skilled soldiers)*(actual number of soldiers/total number of soldiers)*Nominal Ability Value
For an example, if you have a soldier, the number of soldiers in the water is 620. If you have a soldier with 620 sailors, 120 skilled soldiers, 300 skilled soldiers, 200 new soldiers, and a potential 1500 nominal ability value, then the potential actual ability value of this soldier is: (120*4+300)*1500, and after removing the new soldiers, the actual ability value drops to (120*4+300)*1500*(420/620). That is to say: skilled soldiers, skilled soldiers to provide the ability, new recruits and all the soldiers affect the ability to play, no skilled soldiers, skilled soldiers, new recruits when the ability is useless
Potential: In addition to the PBB, PCV, PCA, PCL turbines, in the captain's position of the potential attributes only to increase the length of the gun line, and the enemy warning (such as the discovery of fish, the discovery of enemy planes, etc.) does not affect the other attributes, such as steering and other attributes. such as steering, etc.
Gunline length is calculated as:
11.1 * (Captain's Potential Real Capability / 1000000) + 12.6 * Radar's "Range Marker"
Sonar: detects enemy submerged SS's at cruising speed at a distance of 3 meters from the submarine's gunline, and is only used by the Sonarman
Submarines have no sonar, and have 3 frames of gunline in their field of view. As long as there is a sonar trooper, even 0 ability, will immediately become 9.75
TSR 9.25 > 0 Ghost Sonar Troopers
TSR 10.5 > 620k
TSR 11.75 > 1160k
TSR 13.0 > 2130k Soft Sonar 12-frame gunline, absolutely enough! . Positive turn sonar detection range will not be more than 14 so sonar soft turn it
Oxygen: accelerate the submarine surfacing when the inflatable time, the ghost oxygen inflatable time is 112S (different SS may be slightly different), only for the oxygen soldier
Inflatable time = 112 - 20 * (real ability/10^6) [seconds]
That is, the actual inflate time is 112 - 20 * (real ability/1000K)
For every 50K increase, inflate time decreases by 1 second
From MF data post, GF untested
Medical: Reduce the rate of dead soldiers, if you have a high level of positive medics to prevent the effect of dead soldiers is very, very obvious, only works on the medics, the United States, Britain, Japan and Germany can be used to **** the medics. The effect of preventing dead soldiers is very, very obvious, only works on medics.
Communication: join, build, exit fleet
Hit: accuracy of shells. Basically only works on gunners.
When your gunner's true to hit ability reaches 4706*Gunner's level + 1,000,000 you will reach the accuracy cap, and your guns won't be any denser, this cap is level dependent, however. This cap is very, very, very easy to reach. In layman's terms, 120 would only require 1564K real abilities to reach. All I can say is that even a 3-turn loaded British gunner can still hit for over 2000K after 3 full.
Load: how fast the shells are loaded. Basically only works on gunners.
Load caps for GFs have already appeared, i.e. anti-aircraft guns (at least all of them that can fire AA rounds), without needling, have a 54% cap of 1680K, and with needling the 50% cap should be between 1900-1920K. And BB main guns should probably have a 50% cap between 2000K-2100K without needling, and a 45.6% cap at 2080K after needling - this basically requires no detail, and is basically achievable by any normal main gunner
Also, anti-aircraft guns don't have a higher cap after testing, and my loaded 4500+K German gunner, and the anti-aircraft guns still shoot at 50% after the shot. This paragraph is very critical, this is the theoretical basis for us to engage the delayed gunner
Air: This should be called AAW.
There are 2 ways to say this attribute: one is that it can increase the AAW; the other is that it can increase the chances of the AA gun hitting the airplane
In real combat, the effect of these 2 claims is minimal, so just ignore him.
Torpedo: torpedo loading speed. Works on torpedoists. The deckhand torpedo attribute can add to the torpedo attribute, but does not affect the fish loading cap. Torpedo loading 50% cap is 850K, which is pathetically low.
Deck Trooper (4 national line): useless, after years of serious testing by players, the repair ability is not as good as the repair troop, the recovery ability is not as good as the recovery troop, and the other hit/load/wheeler's, there is no change at all, the P is not even useful. On the torpedo in the early stage has the ability to increase the loading, but with the torpedo player 120 level full technology full proficiency, the loading limit is also arrived, so the deck has become a chicken rib.
Repair: repair this attribute role has 3: role in the whole ship soldiers.
Improve soft defense: soft defense 900 is the upper limit
Each soldier provides soft defense is only related to its "repair real ability" calculation formula is:
Single soldier provides soft defense value = "repair real ability value"/8555
Single soldier provides soft defense value = "repair real ability value"/8555
All soldiers have the same soft defense value. 8555
One of the conditions for increasing the repair limit of a wounded ship (armor increases can also increase the repair limit): this 900 soft reaches the maximum limit, which is not quantified.
Lowering the negative soft: this advanced chapter to say
In short, repair is useful, repair soldiers useless. 900 soft soft soft defense ceiling, higher than 900 soft on the ship has a certain effect, but the effect is not great (mentioned the concept of negative soft in the explanation)
Recovering the soldiers (4 national line): at present there is no need to, to be randomly brought 1, 2 to stay, repair 11/recovery 12 can be The first thing you need to do is to get your hands on a new one, and you'll be able to do it on time
Repair: Repairing the ship will help you get the most out of it. The deckhands, in addition to their own repair ability, can add to the repair ability of other soldiers on board. This value is about 3% at level 120 (very little effect, not more than one repair)
Repair cap is 280DP/S
Ship repair speed = ( ship repair real ability/1000000 )*7.18 + 26.6
(this 26.6 is when you repair ability to reach 20 or so after the additional, the specific The reason is unknown)
Repairman (4 national lines): Repair 12/Recovery 11 is sufficient, transfer on time
Turbine:
1. Only turbines can increase overheat time and speed
2. Turbines only work in the auxiliary position, and also in the captain's position on P-series ships
3. Maximum overheat speed is 70% of the original speed. Different ships require different turbine ability values to reach the speed line (courtesy of SirDante Warrior)
4. The effect of turbine ability on overdrive time accumulates linearly
Overdrive time = true turbine ability of all turbines on the ship/110000
About the increase in overheating speed affected by the turbines, which will be discussed in the Advanced section, we only need to know that:
Overheating speed is only increased when the ship is in the auxiliary position, and also when it is in the captain's position. p>
Superheating speed on line is 170% of the initial speed
Reconnaissance: about the scope of the role of the ability to detect, there are a lot of sayings, summarized in 4:
1: improve the range of vision
2: improve the ability to avoid anti-aircraft artillery shells, AAW machine guns, fighter gunfire ability
3: improve the duration of the aircraft to adhere to the voyage when there is no fuel
4: Increase time to detect enemy fire
At least from what I've seen, there's no clear evidence to support any of the conclusions in 2 and 4, except for 1 and 3, so ignore this attribute
Reconnaissance Pilot (GERMAN, AMERICAN, BRITISH): Spectre is fine. You can also practice soft reconnaissance. Later will talk about the specific practice
Reconnaissance Pilot (Japan): recovery 12, combat 11 or more good (priority to ensure that the recovery of 12), in order to transfer nationality after the "general sailor", delayed to 120 levels directly to the recon pilot, because the Japanese line has a special combat reconnaissance aircraft, so the Japanese line is necessary to practice 2! Reconnaissance
Bombing: To put it bluntly, improve the hardness of the aircraft
Battle: This is nothing to say, either to improve the aircraft to hit the other side of the aircraft may be to improve the attack power of the aircraft. (also not good argument, but there is a conclusion, the higher the combat attributes the better)
Well, about the soldier's attributes we finished, now I talk about a few kinds of special soldiers.
Special soldiers, the most to be delayed soldiers: the so-called delay, that is, when a soldier to reach the level of the level of the transfer did not transfer. Why delay, the benefits of delay.
There are several kinds of such soldiers
1: not affect the main ability to maximize the auxiliary ability, such as
delayed gunner, delayed anti-aircraft gunner, delayed torpedo, delayed reconnaissance, delayed sonar soldiers, delayed oxygen soldiers, delayed turbines
2: do not affect the main ability to maximize the ability to improve the other special ability
such as Combat Bombardment, Combat Torpedo Plane.
3: Improve the main ability higher than the positive rotation, at the same time improve the auxiliary ability
4: have special needs
Delayed auxiliary: both high repair, repair attributes, but also can manipulate the low-grade guns, fish, depth charges, hedgehog shells, etc., suitable for use in the BB T-position, the CV gun position
Some delayed soldier reference rotation:
Soft air defense in various countriesFor 12 loaded seedlings, to load 12 as the basis, 11 repair . Recovery 12 seedling is good
British and American lines can be used to nationality soldiers to level 84 to ship artillery to level 120 to air defense guns
German line can be nationality soldiers to level 108 to directly transfer to air defense soldiers to the last level to 120
Japanese line can be nationality soldiers to level 80 to ship artillery to 120 to air defense guns, but also can be transferred to the nationality, and then transferred to the The "naval gunnery" can be delayed until level 120 and then directly transferred to the dual-purpose gunner
Soft main gun practice
For the 12-loaded seedlings, repair and repair as high as possible
The United States line of 12-level nationality transfer to 102 levels of the ship's artillery→accurate→loaded→loaded to be transferred to the next level, and then brought to level 120
The British line of 12-level nationality transfer to 97 levels of the ship's artillery, and then brought to level 120
German line level 12 to nationality transfer to level 115, directly to the gunner, and then take it to level 120
Japanese line level 12 to nationality transfer to level 107, directly to the gunner, and then take it to level 120
Soft Torpedo Man (4 countries line)
To Torpedo 10, repair 12, recovery 12 is preferred (followed by fish 10, repair 11, recovery 12. In this way, the priority is to ensure the recovery of 12); to transfer nationality after the "general sailor", directly to the 120 level, to torpedoman
Soft sonar:
To potential 13 or more, recovery of 12, repair of 12 is preferred (followed by potential 13, recovery of 12, repair of 11.), the best way to ensure the recovery of 12, repair of 12, repair of 11. And so on, the priority to ensure that the potential 13 or more, recovery 12 seedlings), in order to turn nationality, and then turn "auxiliary soldiers" to bring to level 120, directly to the sonar chief
Soft Oxygen (what is called the domestic lifting helmsman) (4 national line)
JY potential delay of 120, and other according to personal preference appropriate Delay
Oxygen to potential 13 or more, recovery 12, repair 12 is better (followed by potential 13, recovery 11, repair 12.... And so on, the priority to ensure that the potential 13 or more, repair 12 seedlings), to turn nationality, and then turn to "auxiliary soldiers" to bring to level 120, directly to the elevation of the helmsman
BB soft captain (4 national line): 10 potential, 12 repair 12 recovery is good (followed by 10 potential 12 repair / 11 recovery. (analogous)
CV soft captain (4 state line): ignore potential, 12 repairs 12 recovery is good (followed by 10 potential 11 repairs/12 recovery.).
★ The above 2 kinds of captains, are turned national white soldiers 120 in the turn
Special soldiers there is also a kind of ghost soldiers
That is, there is no recruits, technology, skilled soldiers. The biggest advantage of this soldier is that there is no weight, and can manipulate the equipment. The most important advantage of this soldier is that he has no weight and can manipulate the equipment. The ghost captain, the ghost torpedo player, the ghost sonar are mostly
Ghost torpedo player (4 national lines): ghost can be, with 2; a throw depth charges, a fish, anti-submarine special; can also be used for submarine PP behind the torpedo bit.
★ Can be white soldier state, brought to level 60 or so, can be thrown aside ★
Ghost captain (4 state line): any seedling can be, don't want any new recruits/skilled/technical (suitable for anti-aircraft ships without the main gun against the ship, submarines).
★ Can be white soldier state, bring to level 120, then turn captain, level 120 is for later may also be updated