View Full Version : Growth and Ability
logan96cb
12-03-2005, 12:11 PM
Hope this hasn't been covered already but, is there a listing of the maximum starting growth numbers as well as ability? Like what is the best starting stats for a "fill in gap"?
papajohns
12-04-2005, 11:25 PM
for potential 13 is pretty good and 14 is rare,
for all the others 11 is good and 12 is rare.
logan96cb
12-05-2005, 11:08 AM
Great, thank you. Should I be to worried about ability, or just try to max out Growth? Great site btw.
Switz
12-05-2005, 12:59 PM
and if your lucky you'll get a 15 ;)
RogueCaptain
01-22-2006, 11:02 PM
I just rolled the dice on a sailor and came up with a level 15 potentiability, but all the other stats are low....is he any good?? and if so, what could he be turned in to??
Spartiate
01-23-2006, 03:17 AM
+15 potential is great for a BO, but even better for a neut you level up until he reaches the level required for a ship you want, at which point you convert him to the appropriate nation BO.
ktrugani
01-23-2006, 07:29 PM
I rolled a 14 growth and 34 starting ability for a B.O. the other day. got him up to lvl 14 right now, but i dont think i will notice any major difference until he is a much higher level.
lordsaxon
02-05-2006, 11:04 PM
=15 potent. Wow, this is really hard to get (as I have seen maybe once on 50 tries)
SO always keep these sailors, other stats make little difference.
The potentiality effects the sighting range of your BO for marking shots fired at long distance, and now with retail this is the only stat that effects the strength of landing forces for the harbor assault mission.
cujo832000
02-07-2006, 12:02 AM
good one sax lucky you on the 15. In my opinion it depends on what you use him 4 i also realize having acc gunners on brook would have been a better idea
lol
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