The problem of the seedlings of the sea war

Updated on Game 2024-02-09
6 answers
  1. Anonymous users2024-02-05

    The main thing is to look at the attributes. The average is 9-10. The higher the number, the better.

    The more values you have at the same time, the better; In addition, the average gunner is good for high reload and accuracy values, and the captain is good for high potential, for example, but it is difficult to brush. Repairing the repair turbine is based on the attributes of its soldiers. Of course, the more you take care of it, the better.

    For example, if a sailor repairs 11 repairs 11 turbines 12, it is better to be a marine engineer. And this sailor in the game is generally referred to as 34 of the turbine seedlings. The same goes for the others.

  2. Anonymous users2024-02-04

    Good or bad depends on the attributes, the gunner or is good, the captain 15 growth repair 11 repair 11 machinery 11 good, the wheel 12 machinery is good, the anti-aircraft 12 loading 12 anti-aircraft is good, the repair repair 12 attributes are good, and that's basically it.

    Generally, level 40 brushes are full of skills and can be shot, ranging from 25 to 40 yuan.

  3. Anonymous users2024-02-03

    You have to see what you serve, in the national service, generally if you want to shoot, the worst is 32. There are good points of 33, and the seedlings in the national service are not a good thing, 50w can be packaged and sold, and the national service is limited to ** level. Level 50.

    Living by selling seedlings is better to think again. It's better to hang CV to make money quickly.

  4. Anonymous users2024-02-02

    Seedlings can be traded at a minimum level of 7** and cannot be traded at a maximum of level 50 In addition, the captain cannot be traded.

    In addition, it mainly depends on what you are going to do, and it is different.

  5. Anonymous users2024-02-01

    The German line wants soft soldiers.

    Gunner (German): With the "general sailor" after the transfer of nationality, it is delayed to level 85 and directly transferred to the gun commander (with the bottom line of hitting 11 and loading 11 seedlings, it doesn't matter if the auxiliary attribute is in), injection.

    Anti-aircraft gunner (German): to the "general sailor" after the transfer of nationality, delayed to level 115 directly transferred to the anti-aircraft gun commander (based on the reload of 12, it is better to restore the seedlings of 12), injection.

    Maintenance soldiers (4 national lines): maintenance 12 can restore 11, and transfer on time; Injections

    Normal turbine (German): maintenance 10 recovery 10 machinery 12 can be, it is best to practice 6; Injections

    Delay the turbine (German): Repair 10 restore 10 mechanical 12, after changing nationality, and then transfer the "auxiliary soldier" to level 120, the runner (to recover high, mechanical 12 seedlings is better, such as 10 11 12 seedlings), it is best to bring 7, injection.

    6 normal engines on AD, 1 repair and 1 air defense, or 2 repairs, 1 ghost reconnaissance; Maximum speed 49 (with air defense), 51 (without air defense).

    44 on 7 soft turbines, 2 anti-aircraft, 1 ghost reconnaissance is enough

    German fighter pilot.

    Should be transferred to Ace at level 108 and Squadron Leader at level 120.

    The total number of troops in the finished product is 638, and the actual ability value is 2813008.

    When the Soldier's attribute growth value is 13:

    German fighter pilot.

    Should be transferred to Ace at level 120 and Squadron Leader at level 120.

    The total number of troops in the finished product is 650, and the actual ability value is 2,930,200.

    When the Soldier's Attribute Growth is 12:

    German fighter pilot.

    It should be transferred to Ace at level 110 and Squadron Leader at level 120, for a total of 638 troops.

  6. Anonymous users2024-01-31

    Your ability is worth more than 3,200, and if you take one shot, it will reach 4,000

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