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View Full Version : HALSMAN SKILL: any good?


94cruiser
04-11-07, 09:59 PM
I want to get rid off two of my officers as they are halsmen in trait.
When I have two of them in command room along with three sailors that green bar is always full
I have been exiting and entering my save for the lack of the better term to see who I can replace them with and I can't ever seem to find one with ENGINE and TORPEDO traits. Wonder if such combo is possible.
GUNNERY trait is useless as well as with GWX I was not even able to sink a small vessel at port.
I do want to try my luck with U-Flack, I'm training my crew for that.
So far I have an Officer that is a watchman and flack gunner w German Cross in Gold:rock: and a Petty Officer with flack gunner trait.
My idea is to fire all the torpedo petty officers and get noobs and give them flak gunnery training...:arrgh!:


just to be on the safe side I changed their skills to either TORPEDO MAN, ENGINE CONTROLLS, or MEDIC ;-)

Canovaro
04-12-07, 01:02 AM
I was wondering the same thing: is training (petty) officers for helmsmen worth it?

Canovaro
04-12-07, 01:03 AM
Wth? Now I'm Popeye? :lol:

94cruiser
04-12-07, 01:30 AM
LOL, and I'm this drunked fat bastard boxer dude

I think overall if you have one halsman among your officers you'll be golden but it's not necessary, now that I'm doing a patrol and changed the officer skills to ENGINES, or REPAIRMAN. :yep:

Canovaro
04-12-07, 03:48 AM
Searched the archive threads, and many say the helmsman qualification is useless.

:down:

Corsair
04-12-07, 03:52 AM
What is a "halsman" ? Don't have that on my boat...

GreyOctober
04-12-07, 04:12 AM
What is a "halsman" ? Don't have that on my boat...

He meant "helmsman" dont be mean :D . And yes its utterly useless.

Cheers!
Grey

Jimbuna
04-12-07, 05:23 AM
What is a "halsman" ? Don't have that on my boat...

He meant "helmsman" dont be mean :D . And yes its utterly useless.

Cheers!
Grey

Agreed :up: ....the least useful of all the qualifications :arrgh!:

Brag
04-12-07, 06:51 AM
If you have one officer and a petty officer gunner, you will end up with a deadly gun crew. The most useful officer is a repair and torpedo. Forget flack and helmsman. See article on my webbie==Strategies for Survival

HunterICX
04-12-07, 06:54 AM
in my U45 I have a extra Officer that has the Helms, Torpedo and Repair qualification
really good to have:up:

94cruiser
04-12-07, 08:40 AM
Before I installed GWX I was running in a U-Flack and those FLACK skilled crew took down waves after waves of planes. Having three U-Flacks I was able to sink down about 20-25 planes per patrol at ease. Even a liberator from time to time...
Looking forward to trying this tactic again with GWX - who knows how much touger the planes are now...
:rock:

Crazy Ian
04-12-07, 08:44 AM
I have two sets of officer in my game on the trusty Type VIIB

3 Officers with Helmsman, Torpedoman and Repairman specialisation.

2 Officers with Watchleader, Torpedoman and either gunner or flak specialisation.

I leave the machinists at a paltry 2 Senior rates...

CaptainAsh
04-12-07, 09:04 AM
4 officers on board of my type IXB :
1 watch/deck gun
1 repair
1 helmsman
1 machinist

they re doing alright. The helmsman is useful as I can have 3 noob sailor in command station and still be full green. What I m wondering is what use to be full green in command station :lol:
The machinist is a fantastic add-on if you re playing with fatigue ON as you can run your engine full green without the full crew on the station :)

I don t see the point of training an officer as flack gunner, a petty officer is enough as I don t use flack unless I can't dive because of shallow water or else (I ve a personnal rule about torpedo transfert from deck reserve to torpedo room, if I m transfering a torpedo, I m not allowed to dive as I must have some hatch opened).

Crazy Ian
04-12-07, 09:09 AM
I don t see the point of training an officer as flack gunner, a petty officer is enough as I don t use flack unless I can't dive because of shallow water or else (I ve a personnal rule about torpedo transfert from deck reserve to torpedo room, if I m transfering a torpedo, I m not allowed to dive as I must have some hatch opened).

As I saw it his skill contributes to the overall effectivness of the gun, providing he's on the bridge... have I got this wrong?

CaptainAsh
04-12-07, 09:10 AM
you got it right. It works the same for the flak gun skill if you want to do a u-flak :)

Crazy Ian
04-12-07, 09:14 AM
you got it right. It works the same for the flak gun skill if you want to do a u-flak :)

Good job... I've just given Willhem his scrambled egg and I don't want to part with him :D

94cruiser
04-12-07, 09:20 AM
Yes,
with U-flack you'll need up to six of your crew men mounting the guns plus an NCO to boost.
Speaking of U-flack can I upgrade my cunning tower in the VII-B ?
When?

Crazy Ian
04-12-07, 09:23 AM
Yes,
with U-flack you'll need up to six of your crew men mounting the guns plus an NCO to boost.
Speaking of U-flack can I upgrade my cunning tower in the VII-B ?
When?

End of '41/ start of '42.. I know this because muggins here is waiting patiently for this patrol to end..

Herr Russ
04-12-07, 01:54 PM
I transfer the helmsman & the medic.. Later I'll qual an officer as a medic since they can hold multiple quals..

Good Hunting..

Edit: Took this off the community manual site:

When crew are deployed to certain areas of the U-Boat, the "efficiency bar" will change to indicate the current performance of that area. The "efficiency bar" is black when there are no crew deployed to fully green, when it is at maximum efficiency. Placing a "qualified" crew member in the appropriate area will increase the efficiency of that area far more than placing just any crew there. This is in the same way that placing an officier (with more experience) will help more than a lowly sailor.
The type of "qualification" an area requires is shown by the small yellow icon next to the area name.
Note that it doesn't make sense to give an officer the "Radioman/Sonarman" qualification, as officers may not be placed in the radioroom (only petty officers and sailors); accordingly, the game does not allow it.
Each time the crew returns from a mission, there will typically be one additional "qualification" to allocate.

Canovaro
04-12-07, 03:36 PM
Edit: Took this off the community manual site:....

....Each time the crew returns from a mission, there will typically be one additional "qualification" to allocate.

Since my English isn't that good: what does the word "typically" mean here?
Does on certain occasions the game allow you to assign more that one qualification to the crew?

Sailor Steve
04-12-07, 04:54 PM
Edit: Took this off the community manual site:....

....Each time the crew returns from a mission, there will typically be one additional "qualification" to allocate.

Since my English isn't that good: what does the word "typically" mean here?
Does on certain occasions the game allow you to assign more that one qualification to the crew?
Usually, most of the time, things like that.

I don't think the game ever allows more than one assignment per patrol, but SH3 Commander does.

Canovaro
04-13-07, 03:26 AM
thanks, sailor.