terje439
Posts: 6813
Joined: 3/28/2004 Status: offline
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quote:
ORIGINAL: rockmedic109 Do NOT send anything back to the west coast until it has 0 Flotation. Otherwise they can continue to leak and end up doing an Oklahoma on the way to SF {Oklahoma foundered on the way...1946, I think}. Yup, taken care of, noone leaves Pearl before Fire and Flood is down to 0. quote:
You should read the manual carefully regarding ship repair. Nah pdf files and myself does not go along well quote:
Basically, the higher the port size, the better the chance at repair. Note, I said chance. The bigger the ship, the smaller the chance. Battleships and Carriers need the largest port to really repair. A repair yard at the port gives ANOTHER chance {a possiblity of two repairs taking place} if the number of repair points exceeds the DUR of the ship. A repair yard can build up 4 days worth of repair points....thus a small 15 point repair yard will never have enough repair points to help in the repair of anything larger than a cruiser. A Naval HQ boosts the effective port size for repair determination {I think the Admin rating of the HQ commander has somthing to do with this}. Up to four ARs can be used to boost the effective port size {one each} for repair determination. Up to 2 ADs can be used the same way to repair DDs. Up to 2 AS can be used to similiarly repair subs. And if there is any "item" {radar, gun, etc} that is disabled on the ship, that item will not be repaired except at a repair yard. I probably missed something, but that is all I can think of right now. This is great input, exactly what I was looking for! One more Q thou, if I have 5 damaged BBs in a major port (say SF) does those repair points only work towards one ship, or are all ships "rolled" for? And at what structue damage lvl should I take ships out of the front line? So far I have sent them back as soon as they have any damage, but it seems my DDs take damage from being at sea, and most of them have 1 or 2 pts of structural damage... quote:
If you have a ship that is flooding and will not make it to a major port, you can stop by a nearby level 1 or 2 port in the hopes that the small port will stop the flooding. Then, when flotation damage is back to 0, you can continue to the repair yard. Might save you a ship. Also, you can rush an AR to the aforementioned port to increase it's odds. Good point! Btw does scuttling my ship leave fewer VPs for the enemy player? quote:
Dive bombers are the most accurate, though they take AA at the level they come in at and at 2000'. Torpedo planes take AA at the level they come in at and 200'. Torpedo planes are the best at causing Flotation damage which {obviously} is what causes a ship to sink. So if my DBs attack at an altitude lower than 2k feet and my TBs lower than 200 feet they will only get shot at once? quote:
Most of the battleships and some of the cruisers are nearly impervious to bombs {especially the 500 pounders}. The bombs will cause minor SYS damage, ruin equipment {AA guns, Radar, etc} and start fires. Ok, so smaller planes against smaller ship sort of thing then, good to know! But does the DBs carry anything larger than 500 pound bombs? Or should my carriers deploy TBs only? quote:
The big four engine bombers seem to be more effective than they should be. I think this is due to the program giving a certain percent chance of a bomb hitting and the B-17/24/29 carry a LOT of bombs. Using 4e bombers on naval attack for anything short of a crucial base {Pearl, SF, etc} seems gamey. I also use them at higher altitudes {no lower than 11,000'} which may mitigate this somewhat. kk, thanks for the information and help! Terje
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