The following are all examples of six generations of SS, except specific ones.
If you are a novice, it is recommended that Germany, the magnetic storm torpedo has a high fault tolerance rate. It's easier for boats and yangko boats to hit the target.
But if you are a master, I suggest Italy, the first eight tubes and the last six tubes are very easy to use. The only two shortcomings are that the speed is 37 knots and the maneuverability is relatively poor. SS can only rely on pipelines to carry out uninterrupted attacks on the enemy in wartime, and it is impossible to get rid of the enemy by dancing yangko.
The United States is in the top six, the last four and the most satisfied. No features. Basically, it is the average of each family. The first six and the last four pipes are like druids. Without him, you can't decide whether to win or lose, and without him, it won't hurt the overall situation.
Britain is the first six and the last four, and it feels ordinary to use. The best turn is the British gold coin SS. But only the first six tailless fish. A master yangko can make you dodge the whole level, but only dodge, no tail output. And the diving speed is slow. Personally, I think it's not easy to use. Just like an elf, flickering, only flashing without meat, occasionally poking you can make you gnash your teeth with pain.
The most wonderful thing is the parting line. Only the top eight have no tail fish, but they can torpedo and fish. The only SS who can board the fishing machine. SS can only stop at the ship's exit in wartime. Once the enemy bypasses his exit and goes to the rear, he can basically wait for death. Just like a mage can attack from a distance and get high damage, but once he falls behind, he will die in melee.
The fastest runner is Germany. Over 40 knots. Enough to pursue the enemy. The sixth generation SS has only the first six tubes without tail fish, and the gold coin SS has the first four tubes and the last two tubes. SS is more beneficial to combat, but slightly thin to BB output. It usually takes two or three rounds of volley to sink BB, and finally there is basically no ammunition. Class 74 ss can also be equipped with machine guns (the only SS that can be equipped with machine guns). When the torpedo can't hit, you can use a machine gun to make the enemy suddenly hit it, which is very entertaining, but the pipes in the first four and the last one feel that he was not born for torpedoes, but for hitting others for fun. Germany's SS is like a knight, both offensive and defensive. Strong mobility, but deep behind enemy lines, lack of logistics supplies, and eventually starved to death.
French SS personally thinks it is the most rubbish. The penetration is too strong. If you play five rounds, you can burn high incense if you play four rounds. The first five and the last four pipes. But underwater diving is the fastest among the seven countries. The surface speed is moderate, but the steering is too poor, which is directly worrying. Meeting the enemy SS basically belongs to the waiting series. Like a dagger, a dead soldier, who knows who uses it.
Wula country is a little heavy. But torpedo unlocking is also the fastest. You can fire at the nearest distance, and the enemy is not easy to avoid. The first six and the last four tubes are like assassins, only making short knives, one inch is short and one inch is dangerous.
Xiaoke has SS in seven countries, and every country has tried it. Comparatively speaking, Italy is the most realistic. The top eight and the bottom six are definitely killers. The first knife won't kill you, and you will definitely be knocked out by the second knife. Just like a killer, ten steps will kill people. If you shoot, the enemy will die.
There is no best or worst, just look at your favorite way of fighting. If you like soldiers with meat shields, that's just your personal preference.
On the distribution of soldiers and seedlings:
SS Captain: Ultra-fine training, 12 level to nationality, soft down 125 level to captain. Never practice ghost captain, it will be very late (passive) to find enemy fish. After the technical soldiers at the back are added, only the technical soldiers are left to lose weight.
Ascending and descending soldiers: super-precision, 12 level to national to auxiliary, soft inversion 100 level to 1 10 level to ascending and descending to the end. The requirements are high and it is not easy to reach the upper limit.
Sonar soldier: Super-refined and potential, 12 level to nationality to auxiliary, soft to the last job-hopping. All 18 soldiers and all 14 soldiers only see a splash in the distance, and do not need to practice hard and soft attributes.
Torpedo Man: Super-refined, 12 to the nation, soft to 125 to the fisherman. (The above four items are mandatory and standard. Torpedo has the lowest upper limit and no engine value in R position, so it is most suitable for training with repairmen.
Engineer: The degree of softness varies from country to country, but it is better to recommend a hard engine. Sometimes running for ten more seconds can decide the outcome. The repair value is supplemented by T-position hard repair or soft gunner. How many soldiers you bring depends on how many soldiers the SS in this country can hold. Four kinds are common, and some countries have more. ) The more skilled the soldier, the better. I won't explain why.
T soldier: gunner or repairman. The gunner suggested using ultra-precision repairman with nationality of 12. If repair is used, it is recommended to use hard repair directly, because the engine value is not added to the T position. (Personally, I think that in addition to the 74-level German SS. In other countries, the location and repair of SST are more practical than gunner. Two boxes of shells are really too thin for one shot, and so many gunners are needed. It is strongly recommended to give up and change to a repairman. It is most reasonable to arrange several maintenance personnel in several test positions. Full repair of SS can maximize water navigation and ignore small guns. In exchange for the highest speed and oxygen saturation of water navigation. Get to the enemy-occupied area as soon as possible (the speed will decrease when sneaking). Going deep into the enemy's rear can maximize the stealth time and reduce the surface fire output.
Finally, many novice SS will chase after the enemy as long as they see it, even if the enemy is a small DD or a small FF. This consumes too much turbine value to catch up with the enemy. Yangko was distorted by the high-speed warship and could not hit the target. If you can't hit high damage, it's not worth the loss. The SS should be strategic. The first target should be BB, which is the biggest threat to us, followed by CV. As for other boats, selectively hit a few that pose a greater threat to themselves (such as those with sonar or hedgehog bombs, including enemy SS), which belong to hunting grass and rabbits. Just pick up a few heads on the road, turn a blind eye if you don't pass by, and give them to your own BB behind you. If there is no threat, then miss it quickly and find your strategic goal as soon as possible. As long as you can sink your opponent's two or three big BB, the outcome is basically decided. The rest is all kinds of omissions. Wait for victory! ! !
Wish: Fleet Task 2 is getting better and better, and all kinds of ships and soldiers are becoming more and more diversified! ! !