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Sea Battle 2 first of all your first question:
CV captains don't fire giant guns, so now they use repairs and repairs to repair and repair taller sailors to train soft captains. What you want is soft defense and captain soft soldier repair speed. For example, you can choose a 12-repairer-12 sailor as the captain of the ship, and after turning the nationality, you can take it to the 120-level full-time captain.
The advantage of this is that the ship is relatively sturdy, and the defense is a little better. Positive is the addition of only one potential attribute. Without repairs, the sailor's soft defense is extremely low.
But the advantage is the length of the potential anti-aircraft artillery line. But the aircraft carrier was attacked with aircraft. So the gun line is useless.
The individual defenses of the captain's sailors are also low. So now it's all soft.
Second question:
Pilot reconnaissance pilots have to scout 12, bomb 11 or 10; Combat pilots have to fight, 12, bomb, 12, or both. There are two types of bombers: torpedo planes and dive bombers: both are required to bomb the high 12.
The requirements for combat and reconnaissance are not great, if on the basis of the bombing premise is 12. Others are naturally better. Pilot normal full-time I recommend.
Don't take the middle-of-the-road route, now there are different opinions, so it is still recommended to go mainstream. What if the non-mainstream fails to play and is not disabled? So it's still a positive turn.
All types of pilots must first be converted into reconnaissance pilots. When you reach a certain level, you will naturally see a job transfer notice. This is reassuring.
When the time comes, you can turn dive bomber pilots, torpedo pilots and fighter pilots.
The torpedo machine of the British (country E) worked well. You can practice 6 combat 6 torpedo pilots. The Japanese characteristics are okay, but due to the agility of the aircraft are playing dive bombers, it is recommended to practice 6 combat 6 dives.
As for the escort troops, I personally recommend that the engineer rotate forward, and the other auxiliaries all turn soft. It is characterized by high soft defense, light weight of soldiers, and relatively more armor can be put on. Soft rotation is not recommended because the attributes of the turbine are important, and soft rotation affects the upper speed and acceleration time.
Mobility is very important in Sea Battle 2. So it is recommended to turn forward.
I don't know if you're satisfied.
Sea Battle 2 Bismarck Server Ice Fleet members salute every day.
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Hello, read your question, since now the naval battle has been revised, the next upgrade will open 40 technology.
So 1The captain of the CV has a conditional delay of 100 120 revolutions, and it can be repaired with 12 repairs and 10 repairs or elite repairs, and the experience of the soldiers who have completed the transfer of nationality is higher than that of ordinary captains, and the more soft it is to transfer troops, the higher the potential, the longer the gun line, and it is more important to open the BB to see the gun line.
Soft captains, fewer soldiers, and fast upgrades, because they have more experience and more repairs provided.
2.Pilots must be brought from the reconnaissance aircraft, and it is recommended that the combat use 12 battles and 10 bombings are fine, and the bombing is carried out with 12 bombing, and other attributes can be ignored.
3 E country is the UK's CV The current powerful is CV5 Malta, 10 strikes. PCV Revenge, 11 Sorties. The characteristic of the aircraft of country E is that the power of the torpedo plane is relatively large, second only to France. Bombers are the least powerful.
If you are a newcomer, it is recommended that you start with Brave It is 8 sorties, and it is free, and when you practice proficiently, the level goes up, you can consider buying CV5 or PCV, E country CV with troops, how to say it, If you only play CV, 1 captain 2 repair 2 turbine 6 torpedo 6 combat, it's okay, it is recommended to practice 2 gunners on it.
If you still have any questions, you can ask me, after all, I've been playing for a while.
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1 captain potential best is 9 33 34 seedlings.
2. It is recommended to use JY's to fight with JY's bombing torpedo on 33 34 seedlings to turn positively.
If you scout, you can turn it around once and it's OK.
3 Britain suggested all torpedoes, Japan has not played much, if you are in the field, I don't know if you can't ban the battle, 4 bombs and 4 fish, can't help it, 332 But generally people who are not very boring in the field will not fight.
At the end of the day, it's important to play CV operations).
Hope for the answer.
If in doubt, I will continue to add.
I haven't played a game for over a year, and now the French line industry should be out.
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Upstairs wrong.
1. Try not to delay any captain, especially CV. Because there are not many positions in the CV, the pilots have to occupy several, and there are not many left for the auxiliaries, so the captain of the CV is also the main ** to provide soft defense and repair for the CV, the captain delays the transfer, the sailors are few, the actual ability of the captain is low, I have practiced both soft captains and hard captains, the same attributes and the same technical proficiency, there are more than 600 sailors after the soft captain finished product, about 140 soft defense, nearly 900 sailors after the finished product of the hard captain, and nearly 190 soft defense. That's a difference of 50!
Some people say that the captain of a soft ship has few sailors, and the weight saved can be armored. You know, such a little weight can't hold much armor, and the armor of CV is not as good as the performance of BB, so it is better to improve the ability of sailors.
The CV can't fit the cannon, so the potential is useless against the CV captain, and the sailor who repairs and repairs the high must be selected as the captain.
2γDon't delay the battle either. Contrary to other types of troops, pilots are delayed in their rotation and their training is soft, and there are more sailors, but it has long been concluded that the combat capability brought by the extra sailors is not enough to make up for the loss of combat capability caused by the delay.
The bomber can be delayed, because the aircraft can effectively evade the enemy's anti-aircraft artillery with skillful operation, and the proficiency and technology of the sailors are not full, it is difficult to be burned down by AAW, but the fighter is used to fight with the opponent to fight bayonets to seize air supremacy, and if the combat capability is not good, it means that it is shot down, the air supremacy is lost, and the screen is black!
3. Scouting can be practiced soft! What role does the sailor's reconnaissance attribute play is still being debated, but it is definitely not a vision, I don't believe you can try it with a sailor who has just turned into a reconnaissance, kill all its recruits and skills, and make it a ghost soldier. It stands to reason that the ghost soldier should not have any ability, even if there is a lower limit like the captain, then the field of vision should be very small, but you will find that there is almost no difference between ghost reconnaissance and normal reconnaissance in terms of vision.
Therefore, the ghost suggested training into a soft soldier (brought to 115 or more after level 12 to transfer nationality), which can increase the sailor's soft defense and maintenance capabilities, and strengthen the ship's defense. Moreover, there are many soft reconnaissance sailors, which also increases the hardness of the aircraft to a certain extent.
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Yes, but you must change your nationality first.
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CV Captain can.,Combat can't.,It's best not to bring reconnaissance like this.,It's useless to bring reconnaissance to level 60 80 and then don't turn it.,The field of vision of reconnaissance is related to the ability value.,And the ability value is related to the level after the transfer,γ
I'd rather have it than have it.
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