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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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here is a complete ability list i ripped of the game files. i added some notations, as well as my own experiences with that abilities. the reason i did this list is due to the fact that the ingame description are very vague, lack of details or are simply wrong.
![]() since sh5 become much more rpg-style and abilities have great influence on game mechanics you should know a few things about them and how they work. exact knowledge of these effects should maximize your performance out there. remember: in war, knowledge is pure power. CHIEF ENGINEER Repair All Subsystems Level 1: Instant Repair Subsystems Morale Cost: All Points Duration: Instant Cooldown: 8 Hours Type: Active Note: currently highly bugged Increased Repair Rate Level 1: +10% Repair Speed Level 2: +20% Repair Speed Level 3: +30% Repair Speed Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active Reduce Flooding Times Level 1: +20% Flooding Time Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active Note: at the current time simply awful. 20% does not help to prevent sinking in most cases. when you are sinking you are ****ed... EXECUTIVE OFFICER Battle Stations Level 1: +20% Ability Times, +30% Passive Type Effects Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F7 Note: very useful. cheap with big buffs. for bigger battles dont hesitate to turn it on Silent Running Level 1: Almost Invisible For Sonar Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F8 Note: Needs Submerged State Note2: slow speed should do the trick too... MOTOR OFFICER Overcharge Diesel Level 1: +10% Surface Speed, +20% Fuel Consume Level 2: +20% Surface Speed, +30% Fuel Consume Level 3: +30% Surface Speed, +50% Fuel Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F9 Type: Active Note: useless ability. you will run out off fuel quickly and warships are faster anyway. Overcharge E-Engine Level 1: +10% Dive Speed, +20% Battery Consume Level 2: +20% Dive Speed, +30% Battery Consume Level 3: +30% Dive Speed, +50% Battery Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F10 Type: Active Note: see above Speed Increase Level 1: +5% Submarine Speed Level 2: +10% Submarine Speed Level 3: +15% Submarine Speed Level 4: +20% Submarine Speed Level 5: +25% Submarine Speed Type: Passive Reduced Battery Recharge Time Level 1: -10% Recharge Time Level 2: -20% Recharge Time Level 3: -30% Recharge Time Level 4: -40% Recharge Time Level 5: -50% Recharge Time Type: Passive Reduced Engine Noise Level 1: -5% Noise Signature Level 2: -10% Noise Signature Level 3: -15% Noise Signature Level 4: -20% Noise Signature Level 5: -25% Noise Signature Type: Passive NAVIGATOR Reduced Diving Times Level 1: -5% Diving Times Level 2: -10% Diving Times Level 3: -15% Diving Times Level 4: -20% Diving Times Level 5: -25% Diving Times Type: Passive Maximize Diving Depth Level 1: +5% Diving Depth Level 2: +10% Diving Depth Level 3: +15% Diving Depth Level 4: +20% Diving Depth Level 5: +25% Diving Depth Type: Passive Increased Manoeuvrability Level 1: +6% Surface Turn Rate Level 2: +12% Surface Turn Rate Level 3: +18% Surface Turn Rate Level 4: +24% Surface Turn Rate Level 5: +30% Surface Turn Rate Type: Passive TORPEDOMAN Preheat Torpedo: Level 1: +25% Torpedo Damage, -10% Torpedo Speed Level 2: +50% Torpedo Damage, -20% Torpedo Speed Level 3: +75% Torpedo Damage, -30% Torpedo Speed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F12 Note: Works or all torp types! currently bugged with manual tdc. just use it for straight on shots or close distance!!! Overcharge Torpedo: Level 1: +10% Torpedo Range, +5% Dud Chance Level 2: +20% Torpedo Range, +4% Dud Chance Level 3: +30% Torpedo Range, +2% Dud Chance Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F11 Note: Works or all torp types! fire from safe distances!!! Increased Torpedo Speed Level 1: +4% Torpedo Damage/Speed Level 2: +8% Torpedo Damage/Speed Level 3: +12% Torpedo Damage/Speed Level 4: +16% Torpedo Damage/Speed Level 5: +20% Torpedo Damage/Speed Type: Passive Reduced Torpedo Loading Times Level 1: -6% Torpedo Reload Time Level 2: -12% Torpedo Reload Time Level 3: -18% Torpedo Reload Time Level 4: -24% Torpedo Reload Time Level 5: -30% Torpedo Reload Time Type: Passive Reduced Torpedo Dud Chance Level 1: -10% Torpedo Dud Chance Level 2: -20% Torpedo Dud Chance Level 3: -30% Torpedo Dud Chance Level 4: -40% Torpedo Dud Chance Level 5: -50% Torpedo Dud Chance Type: Passive BOSUN Propaganda Level 1: +10% Effect Times/Cooldown Times Level 2: +20% Effect Times/Cooldown Times Level 3: +30% Effect Times/Cooldown Times Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: watch out, it will increase the cooldown times for all other abilities!!! Riposte Level 1: -80% Torpedo Reload Time Level 2: -80% Torpedo Reload Time Level 3: -80% Torpedo Reload Time (no error by me!) Morale Cost: 1, 2, 3 Duration: 24 Min, 24 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: never used it. you have 5 tubes, that should be enough. the level up bonus is minimal. also there is no shortkey for it. Reduced Morale Decay Level 1: -4% Morale Degeneration Rate Level 2: -8% Morale Degeneration Rate Level 3: -12% Morale Degeneration Rate Level 4: -16% Morale Degeneration Rate Level 5: -20% Morale Degeneration Rate Type: Passive Reduced O² Consumption Level 1: -10% O² Decrease Rate Level 2: -20% O² Decrease Rate Level 3: -30% O² Decrease Rate Level 4: -40% O² Decrease Rate Level 5: -50% O² Decrease Rate Type: Passive COOK Special Meal Level 1: +1 Morale Point, -5% Passive Effects! Level 2: +2 Morale Point, -10% Passive Effects! Level 3: +3 Morale Point, -15% Passive Effects! Morale Cost: 0 Duration: 10 Min, 10 Min, 10 Min Cooldown: 12 Hours!, 336 Min, 140 Min Type: Active Note: only use it before combat or in an emergency! Max Morale Level 1: +1 Max Morale Point Level 2: +2 Max Morale Points Level 3: +3 Max Morale Points Level 4: +4 Max Morale Points Level 5: +5 Max Morale Points Type: Passive SOUNDMAN Reveal Convoys Level 1: 120km Revealed, +20% Enemy Engine Noises Level 2: 180km Revealed, +50% Enemy Engine Noises Level 3: 300km Revealed, +100% Enemy Engine Noises Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: very useful for those special target missions. lvl3 reveals half england!!! Visual Contacts Level 1: Sonar Contact Becomes Visual On TAI Level 2: Sonar Contact Becomes Visual On TAI Level 3: Sonar Contact Becomes Visual On TAI Morale Cost: 1, 2, 3 Duration: 6 Hours, 12 Hours, 1 Day Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: combined with "reveal" and "overcharge" a snipers wet dream!!! go, get 10km kills!!! Boost Sonar Level 1: +5% Sonar Range, Detection Time Level 2: +10% Sonar Range, Detection Time Level 3: +15% Sonar Range, Detection Time Level 4: +20% Sonar Range, Detection Time Level 5: +25% Sonar Range, Detection Time Type: Passive Reduced Sonar Darkness Penalty Level 1: -5% Sonar Range Penalty Level 2: -10% Sonar Range Penalty Level 3: -15% Sonar Range Penalty Level 4: -20% Sonar Range Penalty Level 5: -25% Sonar Range Penalty Type: Passive RADIOMAN Safe Communication Level 1: -25% Chance Of Being Revealed Level 2: -50% Chance Of Being Revealed Level 3: -100% Chance Of Being Revealed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: i very doubt the need of that ability, but whatever... Boost Radio Detection Level 1: +4% Detection Times/Range Level 2: +8% Detection Times/Range Level 3: +12% Detection Times/Range Level 4: +16% Detection Times/Range Level 5: +20% Detection Times/Range Type: Passive Boost Radar Detection Level 1: +5% Detection Times/Range Level 2: +10% Detection Times/Range Level 3: +15% Detection Times/Range Level 4: +20% Detection Times/Range Level 5: +25% Detection Times/Range Type: Passive GUNNER Boost Guns Level 1: +6% Guns Accuracy/Damage/Range/Shell Speed Level 2: +12% Guns Accuracy/Damage/Range/Shell Speed Level 3: +18% Guns Accuracy/Damage/Range/Shell Speed Level 4: +24% Guns Accuracy/Damage/Range/Shell Speed Level 5: +30% Guns Accuracy/Damage/Range/Shell Speed Type: Passive Note: helps to conserve ammo Reduced Gun Reload Times Level 1: -10% Gun Reload Time Level 2: -20% Gun Reload Time Level 3: -30% Gun Reload Time Level 4: -40% Gun Reload Time Level 5: -50% Gun Reload Time Type: Passive Note: lvl5 doubles the deck gun rate of fire!!! Last edited by raziel08; 03-13-10 at 02:20 PM. |
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#2 |
Lieutenant
![]() Join Date: May 2009
Location: Romania
Posts: 259
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Good job raziel, this should be stickied and edited from time to time so that everyone can better understand what every ability does.
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#3 |
Commander
![]() Join Date: Apr 2005
Posts: 459
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"50% speed increase?"
![]() "Ya canna change the laws of physics!" A few tenths of a knot here or there, maybe (which can be significant nonetheless), but not a u-boat with a 27 knot surface speed?!? |
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#4 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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Once that SH5 Wiki Neal hints about with his stuck thread is up, this should be put in posthaste.
Quote:
CHIEF ENGINEER Repair All Subsystems Level 1: Instant Repair Subsystems Morale Cost: All Points Duration: Instant Cooldown: 8 Hours Type: Active Note: currently highly bugged, also highly unrealistic. I mean, seriously, what does he do, wave a magic wand? Hit Ctrl+Alt+Delete on some central u-boat computer? This one should definitely have to go. Increased Repair Rate Level 1: +10% Repair Speed Level 2: +20% Repair Speed Level 3: +30% Repair Speed Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active,This one can stay. An officer should be perfectly able to yell at his guys to get them to do double-time when needed. Having never worked on u-boat engines, I can't comment on the efficiency rates. Reduce Flooding Times Level 1: +20% Flooding Time Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active Note: at the current time simply awful. 20% does not help to prevent sinking in most cases. when you are sinking you are ****ed... How do they reduce flooding rates in the first place? Telling the water to flow slower ![]() EXECUTIVE OFFICER Battle Stations Level 1: +20% Ability Times, +30% Passive Type Effects Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F7 Note: very useful. cheap with big buffs. for bigger battles dont hesitate to turn it on See below. Silent Running Level 1: Almost Invisible For Sonar Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F8 Note: Needs Submerged State Note2: slow speed should do the trick too...Why are these two "abilities", tied to this officer? I should be able to order Silent Running whenever I wanted to, and not have to wait for some stupid cool-down before I can use it again. "Sorry, Herr Kaleun, you can only tell us to be quiet through the Executive Officer, and he's wounded at the moment"? What? MOTOR OFFICER Overcharge Diesel Level 1: +10% Surface Speed, +20% Fuel Consume Level 2: +20% Surface Speed, +30% Fuel Consume Level 3: +30% Surface Speed, +50% Fuel Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F9 Type: Active Note: useless ability. you will run out off fuel quickly and warships are faster anyway. Agreed. This one needs tweaking and I don't know if it should even stay in. Is "Overcharge diesel" even a meaningful phrase? Sounds like technobabble from someone who knows zilch about motors. Overcharge E-Engine Level 1: +10% Dive Speed, +20% Battery Consume Level 2: +20% Dive Speed, +30% Battery Consume Level 3: +30% Dive Speed, +50% Battery Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F10 Type: Active Note: see above Indeed. Speed Increase Level 1: +5% Submarine Speed Level 2: +10% Submarine Speed Level 3: +15% Submarine Speed Level 4: +20% Submarine Speed Level 5: +25% Submarine Speed Type: Passive All these very likely need tweaking. Reduced Battery Recharge Time Level 1: -10% Recharge Time Level 2: -20% Recharge Time Level 3: -30% Recharge Time Level 4: -40% Recharge Time Level 5: -50% Recharge Time Type: Passive Reduced Engine Noise Level 1: -5% Noise Signature Level 2: -10% Noise Signature Level 3: -15% Noise Signature Level 4: -20% Noise Signature Level 5: -25% Noise Signature Type: Passive NAVIGATOR Reduced Diving Times Level 1: -5% Diving Times Level 2: -10% Diving Times Level 3: -15% Diving Times Level 4: -20% Diving Times Level 5: -25% Diving Times Type: Passive Maximize Diving Depth Level 1: +5% Diving Depth Level 2: +10% Diving Depth Level 3: +15% Diving Depth Level 4: +20% Diving Depth Level 5: +25% Diving Depth Type: Passive Another totally unrealistic one which should just be removed outright. Increased Manoeuvrability Level 1: +6% Surface Turn Rate Level 2: +12% Surface Turn Rate Level 3: +18% Surface Turn Rate Level 4: +24% Surface Turn Rate Level 5: +30% Surface Turn Rate Type: Passive Same. TORPEDOMAN Preheat Torpedo: Level 1: +25% Torpedo Damage, -10% Torpedo Speed Level 2: +50% Torpedo Damage, -20% Torpedo Speed Level 3: +75% Torpedo Damage, -30% Torpedo Speed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F12 Note: Works or all torp types! currently bugged with manual tdc. just use it for straight on shots or close distance!!! Needs tweaking to be realistic; should only be usable on torpedoes that needed pre-heating. Overcharge Torpedo: Level 1: +10% Torpedo Range, +5% Dud Chance Level 2: +20% Torpedo Range, +4% Dud Chance Level 3: +30% Torpedo Range, +2% Dud Chance Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F11 Note: Works or all torp types! fire from safe distances!!! I don't think it's possible to over-clock torpedoes. They're a bit different from graphic cards in that respect. Increased Torpedo Speed Level 1: +4% Torpedo Damage, +4% Torpedo Speed Level 2: +8% Torpedo Damage, +8% Torpedo Speed Level 3: +12% Torpedo Damage, +12% Torpedo Speed Level 4: +16% Torpedo Damage, +16% Torpedo Speed Level 5: +20% Torpedo Damage, +20% Torpedo Speed Type: Passive Again, how is this achieved? If your torpedo guy knows of a way to tinker with his eels to make them 20% faster, you'd think it'd be a good idea for him to tell the engineers back in Germany. Reduced Torpedo Loading Times Level 1: -6% Torpedo Reload Time Level 2: -12% Torpedo Reload Time Level 3: -18% Torpedo Reload Time Level 4: -24% Torpedo Reload Time Level 5: -30% Torpedo Reload Time Type: Passive Needs nerfing, I suppose, but makes sense for your torpedo loading crew to get better at their job over time. Reduced Torpedo Dud Chance Level 1: -10% Torpedo Dud Chance Level 2: -20% Torpedo Dud Chance Level 3: -30% Torpedo Dud Chance Level 4: -40% Torpedo Dud Chance Level 5: -50% Torpedo Dud Chance Type: Passive Should probably be removed outright along with the other "let's see if we can open this thing up and make it twice as powerful" options for the torps. BOSUN Propaganda Level 1: +10% Effect Times, +10% Cooldown Times Level 2: +20% Effect Times, +20% Cooldown Times Level 3: +30% Effect Times, +30% Cooldown Times Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: watch out, it will increase the cooldown times for all other abilities!!! Besides from that bug, should probably be left in, and possibly nerfed. Riposte Level 1: -80% Torpedo Reload Time Level 2: -80% Torpedo Reload Time Level 3: -80% Torpedo Reload Time (no error by me!) Morale Cost: 1, 2, 3 Duration: 24 Min, 24 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: never used it. you have 5 tubes, that should be enough. the level up bonus is minimal. also there is no shortkey for it.Apart from the fact that you have to go all the way down to the torpedo room for it, I guess this one is okay. But an 80% increase is of course way over the top ![]() Reduced Morale Decay Level 1: -4% Morale Degeneration Rate Level 2: -8% Morale Degeneration Rate Level 3: -12% Morale Degeneration Rate Level 4: -16% Morale Degeneration Rate Level 5: -20% Morale Degeneration Rate Type: Passive Needs nerfing? Reduced O² Consumption Level 1: -10% O² Decrease Rate Level 2: -20% O² Decrease Rate Level 3: -30% O² Decrease Rate Level 4: -40% O² Decrease Rate Level 5: -50% O² Decrease Rate Type: Passive "Hey, let's play a game, 'see who can hold their breaths the longest!'". Aw, come on. COOK Special Meal Level 1: +1 Morale Point, -5% Passive Effects! Level 2: +2 Morale Point, -10% Passive Effects! Level 3: +3 Morale Point, -15% Passive Effects! Morale Cost: 0 Duration: 10 Min, 10 Min, 10 Min Cooldown: 12 Hours!, 336 Min, 140 Min Type: Active Note: only use it before combat or in an emergency! Good idea, but needs some work, and really should be blocked during combat. Max Morale Level 1: +1 Max Morale Point Level 2: +2 Max Morale Points Level 3: +3 Max Morale Points Level 4: +4 Max Morale Points Level 5: +5 Max Morale Points Type: Passive Leave in? Don't know enough about the morale system to tell. SOUNDMAN Reveal Convoys Level 1: 120km Revealed, +20% Enemy Engine Noises Level 2: 180km Revealed, +50% Enemy Engine Noises Level 3: 300km Revealed, +100% Enemy Engine Noises Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: very useful for those special target missions. lvl3 reveals half england!!! Remove outright. Psychics aren't real. Visual Contacts Level 1: Sonar Contact Becomes Visual On TAI Level 2: Sonar Contact Becomes Visual On TAI Level 3: Sonar Contact Becomes Visual On TAI Morale Cost: 1, 2, 3 Duration: 6 Hours, 12 Hours, 1 Day Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: combined with "reveal" and "overcharge" a snipers wet dream!!! go, get 10km kills!!! Remove outright. Psychics aren't real. Boost Sonar Level 1: +5% Sonar Range, Detection Time Level 2: +10% Sonar Range, Detection Time Level 3: +15% Sonar Range, Detection Time Level 4: +20% Sonar Range, Detection Time Level 5: +25% Sonar Range, Detection Time Type: Passive I never knew sonar could be "boosted". Reduced Sonar Darkness Penalty Level 1: -5% Sonar Range Penalty Level 2: -10% Sonar Range Penalty Level 3: -15% Sonar Range Penalty Level 4: -20% Sonar Range Penalty Level 5: -25% Sonar Range Penalty Type: Passive Nor that they worked less efficiently in darkness ![]() RADIOMAN Safe Communication Level 1: -25% Chance Of Being Revealed Level 2: -50% Chance Of Being Revealed Level 3: -100% Chance Of Being Revealed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: i very doubt the need of that ability, but whatever... Needs heavy nerfing, or outright removal. Boost Radio Detection Level 1: +4% Detection Times/Range Level 2: +8% Detection Times/Range Level 3: +12% Detection Times/Range Level 4: +16% Detection Times/Range Level 5: +20% Detection Times/Range Type: Passive Tweak this and the one below. I buy that one would get better at picking up stuff using radar and radio with time, but 20% and 25% seems overdone. Boost Radar Detection Level 1: +5% Detection Times/Range Level 2: +10% Detection Times/Range Level 3: +15% Detection Times/Range Level 4: +20% Detection Times/Range Level 5: +25% Detection Times/Range Type: Passive Tweak. GUNNER Boost Guns Level 1: +6% Guns Accuracy/Damage/Range/Shell Speed Level 2: +12% Guns Accuracy/Damage/Range/Shell Speed Level 3: +18% Guns Accuracy/Damage/Range/Shell Speed Level 4: +24% Guns Accuracy/Damage/Range/Shell Speed Level 5: +30% Guns Accuracy/Damage/Range/Shell Speed Type: Passive Note: helps to conserve ammo Shell speed? Accuracy and damage, I get, although damage should of course just be a natural by-product of increased accuracy -- but range and shell speed? Reduced Gun Reload Times Level 1: -10% Gun Reload Time Level 2: -20% Gun Reload Time Level 3: -30% Gun Reload Time Level 4: -40% Gun Reload Time Level 5: -50% Gun Reload Time Type: Passive Note: lvl5 doubles the deck gun rate of fire!!! Needs tweaking, in other words. So basically, many of them need to be nerfed, and some need to be removed outright or replaced by other, more realistic abilities.
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Last edited by Safe-Keeper; 03-13-10 at 05:33 PM. |
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#5 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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as i said: i took the values directly from the game files. 50% increase in speed results in 25 knots surface and 10-11 knots dive speed, yes true story.
for my liking the abilities make the game unrealistic and far to easy. maybe i do a realistic mod for that once the bugs are fixed. edit: safe-keeper, your absolutly right with your comments. i think that overcharge should be tweaked because you suffer drawbacks as well and the rest that enhance your boat should be highly nerfed. torpedo and guns need more realism, no doubt about that. silent running has only 30 seconds wait time, but what the hell!? in my version i made it already instant recharge. flooding times are explained by "faster pumping speed" O_o riposte: since there is no shortkey for it, u have to leave the periscope, climb down the ladder, turn left, speak to the officer. then it is active and you have to do the targeting again.... in that time the torp is already reloaded. and 5 tubes are enough to kill most convoys, at least for me. shell speed: the projectile travels faster and more straight. its far easier to hit, since the angle doesnt matter that much anymore. 8,8 projectile= ~1100m/s after buff ~1600m/s unrealistic i know Last edited by raziel08; 03-13-10 at 02:44 PM. |
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#6 |
Lieutenant
![]() Join Date: May 2009
Location: Romania
Posts: 259
Downloads: 94
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the abilities need a serious "nerf" because this isn't a simulator anymore, it's turning uboats into friggin modern age nuclear submarines
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#7 |
A-ganger
![]() Join Date: Mar 2010
Posts: 72
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Reduced O2 consumption is really dumb as passive ability. You simply can't breath less than you need.
As an active ability it would be fine -> Crew has to use their "Kalipatronen" (CO2 absorbers) which extends the time you can stay submerged. Flooding/Pumping Bonus also makes sense, good trained sailors are better/faster with damage control. |
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#8 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
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Yes, this ability list is cheating in one word, and some really ridiculous
It must be heavily modded or patched to convert shV in a true simulator ![]() it´s a game killer that with abilities at full the sub can work well or better than a XXI boat
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#9 | |
A-ganger
![]() Join Date: Mar 2010
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#10 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
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absolutely. going to release my mod, however it will be plain simple and beta state. to make this game realistic and get rid of this casual gamer/arcade disease will require a ****load of work...and i do not have the time/effort to do that, ecspecially as long as the bugs are not fixed.
however i see what i can do. Last edited by raziel08; 03-14-10 at 09:25 AM. |
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#11 |
Eternal Patrol
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To my mind every single one of those is stupid and unrealistic. Any bonus gained in any department should be based on the crew's experience, not morale.
If you're going to have morale it should start at peak, and maybe department efficiency goes down as it falls. The captain needs to keep morale up, not create it from scratch. This is one of the things that needs to be changed completely, not just 'fixed'. My opinion, anyway.
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“Never do anything you can't take back.” —Rocky Russo |
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#12 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
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Absolutely agree. I dislike the RPG system of spending experience on fields of your choice enough as I do in RPG's, but in a simulator
![]() As you said, I've got nothing against morale and experience being in the game, but they should be realistic -- morale should be dependent on events (and perhaps the overall strategic situation), and crew should gain skills only by using them, not by getting magical "promotion points" from their skipper. Oh, and why on earth is morale a kind of "Magic Points" or "Mana" that you spend on doing something? No abilities should have "Morale costs", that's just ridiculous. Quote:
Updated my comments above.
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Last edited by Safe-Keeper; 03-13-10 at 05:34 PM. |
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#13 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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*updated list*
; fixed a hidden effect (riposte), corrected names ; should be sticky? CHIEF ENGINEER Repair Items Level 1: Instant Repair Subsystems Morale Cost: All Points Duration: Instant Cooldown: 8 Hours Type: Active Note: currently highly bugged Increase Repair Level 1: +10% Repair Speed Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active Reduce Flooding Times Level 1: +20% Flooding Time Morale Cost: 1 Duration: 10 Minutes Cooldown: 1 Hour 12 Minutes Type: Active Note: at the current time simply awful. 20% does not help to prevent sinking in most cases. when you are sinking you are ****ed... EXECUTIVE OFFICER Battle Stations Level 1: +20% Ability Times, +30% Passive Type Effects Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F7 Note: very useful. cheap with big buffs. for bigger battles dont hesitate to turn it on Silent Running Level 1: Almost Invisible For Sonar Morale Cost: 1 Duration: Turn On/Off Cooldown: 30 Seconds Type: Active Shortkey: F8 Note: Needs Submerged State Note2: slow speed should do the trick too... MOTOR OFFICER Overcharge Diesel Level 1: +10% Surface Speed, +20% Fuel Consume Level 2: +20% Surface Speed, +30% Fuel Consume Level 3: +30% Surface Speed, +50% Fuel Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F9 Type: Active Note: useless ability. you will run out off fuel quickly and warships are faster anyway. Overcharge E-Engine Level 1: +10% Dive Speed, +20% Battery Consume Level 2: +20% Dive Speed, +30% Battery Consume Level 3: +30% Dive Speed, +50% Battery Consume Morale Cost: 1, 2, 3 Duration: 10 Min, 15 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Shortkey: F10 Type: Active Note: see above Engine Tuning Level 1: +5% Submarine Speed Level 2: +10% Submarine Speed Level 3: +15% Submarine Speed Level 4: +20% Submarine Speed Level 5: +25% Submarine Speed Type: Passive Faster Battery Level 1: -10% Recharge Time Level 2: -20% Recharge Time Level 3: -30% Recharge Time Level 4: -40% Recharge Time Level 5: -50% Recharge Time Type: Passive Sound Coating Level 1: -5% Noise Signature Level 2: -10% Noise Signature Level 3: -15% Noise Signature Level 4: -20% Noise Signature Level 5: -25% Noise Signature Type: Passive NAVIGATOR Diving Drills Level 1: -5% Diving Times Level 2: -10% Diving Times Level 3: -15% Diving Times Level 4: -20% Diving Times Level 5: -25% Diving Times Type: Passive Crush Depth Level 1: +5% Diving Depth Level 2: +10% Diving Depth Level 3: +15% Diving Depth Level 4: +20% Diving Depth Level 5: +25% Diving Depth Type: Passive Maneuvering Level 1: +6% Surface Turn Rate Level 2: +12% Surface Turn Rate Level 3: +18% Surface Turn Rate Level 4: +24% Surface Turn Rate Level 5: +30% Surface Turn Rate Type: Passive TORPEDOMAN Preheat Torpedo: Level 1: +25% Torpedo Damage, -10% Torpedo Speed Level 2: +50% Torpedo Damage, -20% Torpedo Speed Level 3: +75% Torpedo Damage, -30% Torpedo Speed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F12 Note: Works or all torp types! currently bugged with manual tdc. just use it for straight on shots or close distance!!! Overcharge Torpedo: Level 1: +10% Torpedo Range, +5% Dud Chance Level 2: +20% Torpedo Range, +4% Dud Chance Level 3: +30% Torpedo Range, +2% Dud Chance Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Shortkey: F11 Note: Works or all torp types! fire from safe distances!!! Warhead Specialist Level 1: +4% Torpedo Damage/Speed Level 2: +8% Torpedo Damage/Speed Level 3: +12% Torpedo Damage/Speed Level 4: +16% Torpedo Damage/Speed Level 5: +20% Torpedo Damage/Speed Type: Passive Torpedo Loading Drills Level 1: -6% Torpedo Reload Time Level 2: -12% Torpedo Reload Time Level 3: -18% Torpedo Reload Time Level 4: -24% Torpedo Reload Time Level 5: -30% Torpedo Reload Time Type: Passive Torpedo Maintenance Level 1: -10% Torpedo Dud Chance Level 2: -20% Torpedo Dud Chance Level 3: -30% Torpedo Dud Chance Level 4: -40% Torpedo Dud Chance Level 5: -50% Torpedo Dud Chance Type: Passive BOSUN Propaganda Level 1: +10% Effect Times/Cooldown Times Level 2: +20% Effect Times/Cooldown Times Level 3: +30% Effect Times/Cooldown Times Morale Cost: 1 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: watch out, it will increase the cooldown times for all other abilities!!! Riposte Level 1: Tube1: -100%, Tube2:-80%, Tube3:-60% etc. Reloading Times Level 2: see above Level 3: see above Morale Cost: 1, 2, 3 Duration: 24 Min, 24 Min, 24 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: never used it. you have 5 tubes, that should be enough. the level up bonus is minimal. also there is no shortkey for it. Confident Officer Level 1: -4% Morale Degeneration Rate Level 2: -8% Morale Degeneration Rate Level 3: -12% Morale Degeneration Rate Level 4: -16% Morale Degeneration Rate Level 5: -20% Morale Degeneration Rate Type: Passive Rationalize Oxygen Level 1: -10% O² Decrease Rate Level 2: -20% O² Decrease Rate Level 3: -30% O² Decrease Rate Level 4: -40% O² Decrease Rate Level 5: -50% O² Decrease Rate Type: Passive COOK Special Meal Level 1: +1 Morale Point, -5% Passive Effects! Level 2: +2 Morale Point, -10% Passive Effects! Level 3: +3 Morale Point, -15% Passive Effects! Morale Cost: 0 Duration: 10 Min, 10 Min, 10 Min Cooldown: 12 Hours!, 336 Min, 140 Min Type: Active Note: only use it before combat or in an emergency! Morale Level 1: +1 Max Morale Point Level 2: +2 Max Morale Points Level 3: +3 Max Morale Points Level 4: +4 Max Morale Points Level 5: +5 Max Morale Points Type: Passive SOUNDMAN Reveal Hidden Enemies Level 1: 120km Revealed, +20% Enemy Engine Noises Level 2: 180km Revealed, +50% Enemy Engine Noises Level 3: 300km Revealed, +100% Enemy Engine Noises Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: very useful for those special target missions. lvl3 reveals half england!!! Total Revealing Level 1: Sonar Contact Becomes Visual On TAI Level 2: Sonar Contact Becomes Visual On TAI Level 3: Sonar Contact Becomes Visual On TAI Morale Cost: 1, 2, 3 Duration: 6 Hours, 12 Hours, 1 Day Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: combined with "reveal" and "overcharge" a snipers wet dream!!! go, get 10km kills!!! Direction Finder Hydrophone Level 1: +5% Hydrophone Range, Detection Time Level 2: +10% Hydrophone Range, Detection Time Level 3: +15% Hydrophone Range, Detection Time Level 4: +20% Hydrophone Range, Detection Time Level 5: +25% Hydrophone Range, Detection Time Type: Passive Darkness Level 1: -5% Darkness Sonar Range Penalty Level 2: -10% Darkness Sonar Range Penalty Level 3: -15% Darkness Sonar Range Penalty Level 4: -20% Darkness Sonar Range Penalty Level 5: -25% Darkness Sonar Range Penalty Type: Passive RADIOMAN Safe Communication Level 1: -25% Chance Of Being Revealed Level 2: -50% Chance Of Being Revealed Level 3: -100% Chance Of Being Revealed Morale Cost: 1, 2, 3 Duration: 10 Min, 10 Min, 10 Min Cooldown: 72 Min, 48 Min, 24 Min Type: Active Note: i very doubt the need of that ability, but whatever... Direction Finder Radio Level 1: +4% Detection Times/Range Level 2: +8% Detection Times/Range Level 3: +12% Detection Times/Range Level 4: +16% Detection Times/Range Level 5: +20% Detection Times/Range Type: Passive Direction Finder Radar Level 1: +5% Detection Times/Range Level 2: +10% Detection Times/Range Level 3: +15% Detection Times/Range Level 4: +20% Detection Times/Range Level 5: +25% Detection Times/Range Type: Passive GUNNER Precision Drills Level 1: +6% Gun Accuracy/Damage/Range/Bullet Speed Level 2: +12% Gun Accuracy/Damage/Range/Bullet Speed Level 3: +18% Gun Accuracy/Damage/Range/Bullet Speed Level 4: +24% Gun Accuracy/Damage/Range/Bullet Speed Level 5: +30% Gun Accuracy/Damage/Range/Bullet Speed Type: Passive Note: helps to conserve ammo Reload Drills Level 1: -10% Gun Reload Time Level 2: -20% Gun Reload Time Level 3: -30% Gun Reload Time Level 4: -40% Gun Reload Time Level 5: -50% Gun Reload Time Type: Passive Note: lvl5 doubles the deck gun rate of fire!!! Last edited by raziel08; 03-15-10 at 11:09 AM. |
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#14 |
Helmsman
![]() Join Date: Mar 2010
Location: New York
Posts: 105
Downloads: 19
Uploads: 0
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#15 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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![]() Quote:
Other than that, I think an "About the game" thread would be nice. And I'm not talking about an "OMG SH5 sux" or "this game is the best thing since special soup!" thread, but a kind of "mini-Wiki"/"community manual" thread where we list the game's features, like abilities, such as how the ability works, the above ability list, etc.
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