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View Full Version : Comprehensive list of crew special abilities anywhere?


difool2
10-13-08, 10:28 AM
Any wiki or something which has them? The docs for the 1.5 patch just mention them briefly, with no details. I suspect that there are close to two dozen or so. A search here came up empty.

SteamWake
10-13-08, 12:15 PM
A good question.

I have not seen such a list. They seem to pick up the skills at random. My current crew has a command post full of diving officers.... for all shifts :doh:

aanker
10-13-08, 08:22 PM
Ordersbar.cfg has them:

Master Engineer
Sharpshooter
Torpedo Specialist
Torpedo Expert
Medic
Engines Expert
Propulsion Specialist
Expert Sonarman
Expert Radarman
Watchman
Radioman
Theoretician
(Active) Stalker
(Active) Overcharge
(Active) Riposte
(Active) Bombarde
(Active) Quick Repair
(Active) Quick Escape
(Active) Perfect Pitch
(Active) Medic
(Active) Sensors Alert

Art

Seminole
10-14-08, 07:48 AM
That guy who develops perfect pitch is worth his weight in enriched uranium. Keep all the others...give me perfect pitch on sonar.

:shifty: ....though I must say he makes it just too easy to score on convoys...

doulos05
10-14-08, 08:33 AM
That guy who develops perfect pitch is worth his weight in enriched uranium. Keep all the others...give me perfect pitch on sonar.

:shifty: ....though I must say he makes it just too easy to score on convoys...

So.... what exactly does perfect pitch do? Increase Sonar detection range?

Rilder
10-14-08, 09:02 AM
Ordersbar.cfg has them:

Master Engineer
Sharpshooter
Torpedo Specialist
Torpedo Expert
Medic
Engines Expert
Propulsion Specialist
Expert Sonarman
Expert Radarman
Watchman
Radioman
Theoretician
(Active) Stalker
(Active) Overcharge
(Active) Riposte
(Active) Bombarde
(Active) Quick Repair
(Active) Quick Escape
(Active) Perfect Pitch
(Active) Medic
(Active) Sensors Alert


Nice list.

From what Ive seen so far:
Theoretician: Increases sailor xp gain and renown you get
Medic: Increases healing speed of wounded sailors
Expert Sonarman: Detection speed, range and stuff.
Quick Escape: Reduces dive time, and electric engines are boosted (30 mins)

SteamWake
10-14-08, 09:30 AM
Ordersbar.cfg has them:

Master Engineer
Sharpshooter
Torpedo Specialist
Torpedo Expert
Medic
Engines Expert
Propulsion Specialist
Expert Sonarman
Expert Radarman
Watchman
Radioman
Theoretician
(Active) Stalker
(Active) Overcharge
(Active) Riposte
(Active) Bombarde
(Active) Quick Repair
(Active) Quick Escape
(Active) Perfect Pitch
(Active) Medic
(Active) Sensors Alert

Art

Nice list but what do they do? I know some are 'obvious' but wtf does a Riposte do? What does it effect? In what way / quantity?

FIREWALL
10-14-08, 10:19 AM
Do you all mean to tell me Ubisoft's excellent manual info :roll: doesn't answer all these questions. :rotfl:

difool2
10-14-08, 10:21 AM
Oh you mean the manual which wasn't updated, at all, after 1.5 was released?

FIREWALL
10-14-08, 10:32 AM
Oh you mean the manual which wasn't updated, at all, after 1.5 was released?

That's the one. $30.00 for SH4-UBM and only a keycard.

The pdf was a copy of my SH-4. They could've at least included a small amendment. :yep:

aanker
10-14-08, 03:39 PM
Nice list but what do they do? I know some are 'obvious' but wtf does a Riposte do? What does it effect? In what way / quantity? You got me?? I've looked for the tool tips that say what they do but they're not in menu.txt. I can't WAIT - to find out what the Riposte does ;-)

My Computer WordWeb Pro dictionary says: "Riposte - Noun - A quick reply to a question or remark (especially a witty or critical one)" I wonder if he's a wise guy..... lol

Art

Seminole
10-14-08, 03:53 PM
That guy who develops perfect pitch is worth his weight in enriched uranium. Keep all the others...give me perfect pitch on sonar.

:shifty: ....though I must say he makes it just too easy to score on convoys...

So.... what exactly does perfect pitch do? Increase Sonar detection range?


It makes all ships visible on the map while you are still submerged to any depth.

Talk about shooting fish in a barrel. :lol:

You only have to get to < 99 feet, without detection, then fire away when they cross your O'Kane solution line. The only thing is you have to move him to a sonar position and he is only good for 30 minutes...which is always more than enough with good planning...just work out your positioning using standard techniques...then bring him online.

I like to save him for times when the weather is absurdly lousy topside,the escorts numerous and talented,or the target is an especially juicy one. If you use him all the time you might as well play at zero realism.

Probably the general opinion is that he is pretty much of a cheat...but hey..there are days when I'm feeling down right lazy and glad he is aboard...;)