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NO PILOTS IN POOL??

 
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NO PILOTS IN POOL?? - 9/28/2012 2:26:46 AM   
santino250

 

Posts: 118
Joined: 6/17/2009
Status: offline
Hi All,

Is there any posts, that do a great job of explaining the best way to train your pilots???

I have been playing for quite a while, and now the most of things, but, I am still having problems training my pilots...

It usually takes a pilot almost 6 - 8 months to say train a fighter upto 55 exp/ 70 Air/ 60 Def

I try to put an experienced pilot in the squad, or mark A pilot as not moveable?

Does it make much of a difference if the pilot is attached to a different base when it is training?

And when you move the trained pilots, I always put them into Reserve, Is that the best? I'm not sure what putting them in Group does?

Any Help would be Great

Thanks to all of you who have put so much time into this GREAT GAME!!!!

Santino

_____________________________

santino
Post #: 1
RE: NO PILOTS IN POOL?? - 9/28/2012 2:51:53 AM   
n01487477


Posts: 4717
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: santino250

Hi All,

Is there any posts, that do a great job of explaining the best way to train your pilots???

I have been playing for quite a while, and now the most of things, but, I am still having problems training my pilots...

It usually takes a pilot almost 6 - 8 months to say train a fighter upto 55 exp/ 70 Air/ 60 Def

I try to put an experienced pilot in the squad, or mark A pilot as not moveable?

Does it make much of a difference if the pilot is attached to a different base when it is training?

And when you move the trained pilots, I always put them into Reserve, Is that the best? I'm not sure what putting them in Group does?

Any Help would be Great

Thanks to all of you who have put so much time into this GREAT GAME!!!!

Santino

Okay - firstly I've done research on this via tracker (my build which allows me to track group and pilot stats better) ... Off the top ..
  • Make sure you have max planes in the group.
  • Overfilling the group or keeping it at the same as the max planes is interesting; more pilots = slower but in the end more pilots and vice-versa.
  • Train group at 100% escort/sweep, range 0 and Alt 10-20K
  • Do this until you have some reasonable air stats (50's)
  • Change training to another quality (naval, 100%, Alt 100) - not necessary step but I like two good qualities.
  • Lstly, change from training to cap 20-30% & Training 60-70%

    Harvest into Reserve for other groups to use as Group takes them into the same air group as group reserve pilots.

    Caviats:-
  • Playing with realistic weather can cause probs - Weather at some bases does affect how often training occurs (I don't have data on this but anecdotal play suggests this to me).
  • Some people will tell you that putting an experienced pilot or leader will help - I doubt this makes a much difference as they claim; as it firstly skews the percentages and secondly I can't determine if a higher leader makes any decernable difference. If there is I haven't seen it enough to say it is anything but a stat +/-

    _____________________________

    -Damian-
    EconDoc
    TrackerAE
    Tutes&Java

    (in reply to santino250)
  • Post #: 2
    RE: NO PILOTS IN POOL?? - 9/28/2012 5:34:56 AM   
    Yaab


    Posts: 778
    Joined: 11/8/2011
    From: Poznan, Poland
    Status: offline
    Also:
    - an air HQ at the base
    - big airfield
    - tons of Aviation Support at the base
    - airgroup leader with high Leadership, who enhances experience gain
    - tons of supply at the base

    (in reply to n01487477)
    Post #: 3
    RE: NO PILOTS IN POOL?? - 9/28/2012 5:59:08 AM   
    jmalter

     

    Posts: 1216
    Joined: 10/12/2010
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    don't forget to check the group leader - if a group is training poorly, get a new leader w/ higher Inspiration (keeps morale high) and Leadership (for better Experience gain & more planes in the air). high Air Skill isn't needed for training, but helps fighter & bomber groups on combat ops. check each reinforcement group as it arrives - they can show up w/ a really chump leader! the arriving groups are always set to 40% train & max range - change them to 100% train & 0 range right away.

    i prefer to train at lower altitudes (5-8k') instead of 10-20k', to cut down on fatigue gain. but if Damian says they train faster at higher altitude, he's prob'ly got the tracker-numbers to prove it. note that training altitude is independent of attack-mode altitude setting - if you train your dive-bombers well in NavB at 8k', they'll do just fine in combat when dive-bombing from 10-15k'. mind your TB groups - if you want to train NavT, make sure they're set to use Torpedoes. even if the Use Torpedoes text is red (indicating no torps available), they'll train NavT just fine.

    but some air skills are trained only at specific altitudes that correspond to the alt-setting used for the combat mission - for LowN or LowG, set training at 1k' (these skills are needed for groups that fly or will upgrade to an Attack Bomber). for Strafing, train Sweep at 100', this will also train Defense skill.

    i like the idea of training pilots in 2 skills, but if you're under pressure for pilots at the front, don't get carried away w/ cross-training!

    my favorite pilots in the game are those that fly float-planes from BBs, cruisers & AVs. they need cross-training in ASW, NavS & Recon, mebbe even in Air skill & NavB. whenever one of their ships goes into the yard for an upgrade, i fly off their planes to the base so they can continue to train.

    < Message edited by jmalter -- 9/28/2012 6:03:08 AM >

    (in reply to n01487477)
    Post #: 4
    RE: NO PILOTS IN POOL?? - 9/28/2012 3:10:41 PM   
    KPAX


    Posts: 682
    Joined: 6/3/2004
    From: Where the heart is; Home of the Fighting Irish
    Status: offline
    Small add to three great posts ....

    1. Train until 70 sill in air.

    2. Switch to SWEEP at 100'. This will work on the DEF and STRAF skill (and the XP skill).

    3. Get DEF to like 60 or so and you will see your XP at 50+.

    4. Try not to send out the fighters into combat if XP is <50, regardless of the air skill.

    5. The DEF skill is obvious, but the STRAF will help if you wish to use fighters for naval. For a fighter the attack skill for naval attack is not NAVAL but STRAF.

    6. 60+ Leadership and at least one vet (60+ skill) are most critical.

    7. It will take about 3 months to bring a fighter group all the way to Air 70+, XP of 50-55+ and DEF 60+. At that point you have a great unit looking for trouble.

    8. Without the 60+ skill, at the beginning, some units will take forever to reach 70. Example is NavS for US Army. They have no pilots with skill in NavS. That may take 6 months to get a unit up to 60+. I would suggest once you start hitting a group with skill 60 or so for NavS, start to pull them out of that unit and use them to fill up each other unit with a vet.


    _____________________________

    "War makes Heros on both sides." Hero (the movie)



    Thanks !!

    KPAX

    (in reply to jmalter)
    Post #: 5
    RE: NO PILOTS IN POOL?? - 9/29/2012 3:16:39 AM   
    n01487477


    Posts: 4717
    Joined: 2/21/2006
    Status: offline

    quote:

    ORIGINAL: KPAX

    Small add to three great posts ....

    6. 60+ Leadership and at least one vet (60+ skill) are most critical.


    Nope ...




    Attachment (1)

    _____________________________

    -Damian-
    EconDoc
    TrackerAE
    Tutes&Java

    (in reply to KPAX)
    Post #: 6
    RE: NO PILOTS IN POOL?? - 9/29/2012 4:01:34 AM   
    jmalter

     

    Posts: 1216
    Joined: 10/12/2010
    Status: offline
    hi Damian,

    Test1 (w/ high-value ldr & 1 TRACOM pilot) is closer to combat-readiness than Test3 (w/ chump ldr & no TRACOM pilot). but the Test1 pilots started w/ a 5-point advantage in Exp, Air & Def skills over Test3. after training, Test1 is +8 in Exp, but only +3 in Air & Def.

    Test1 gained Exp+19, Air+47, Def+30
    Test3 gained Exp+16, Air+49, Def+32

    so, it looks like the high-$ ldr + TRACOM pilot gave little if any advantage, except i must note that low-value pilots seem to train skill more quickly than higher-value pilots, & i think Test1's Exp-gain advantage is significant. how many turns did you cycle between the before/after screen-shots?

    (in reply to n01487477)
    Post #: 7
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