View Full Version : Question about some crew designations...
vonCrandall
05-22-09, 10:19 PM
I know that the torpedoman designation helps with load times, but does it do anything else? (i.e. more accurate shots)
Does the funker designation do anything for the radio/sonar?
What benefit does the machinist give in the engineroom?
Does adding any designated crewmembers to the repair crew help in that specific category? (i.e. a torpedoman would allow for a torpedo tube to be fixed faster as opposed to the compressor, etc)
Thanks!
I know that the torpedoman designation helps with load times, but does it do anything else? (i.e. more accurate shots)
As far as I know they will load and unload the torpedos faster, also if your usual crew gets tired you can get some seaman on the torpedo room while your dedicated torpedo crew rests
Does the funker designation do anything for the radio/sonar?
They can detect ships more far away
What benefit does the machinist give in the engineroom?
Like the torpedo crew, you can get the machines to work with 4 dedicated machinists, if they are tired switch to full seaman room while the machinists rest
Does adding any designated crewmembers to the repair crew help in that specific category? (i.e. a torpedoman would allow for a torpedo tube to be fixed faster as opposed to the compressor, etc)
You just need a repair man he knows how the sub works, usually my repair man is a officer, If I dive then I can send him to the repair team and get the full bar with a few seaman and him, without sacrificing a vital position since I usually have 1 spare officer
That's what I've seen and tested in my short career playing SH3 :arrgh!:
Jimbuna
05-23-09, 09:48 AM
The qualification makes them more proficient in their chosen field and the experience factor raises their stamina and ability to work longer without entering into a state of fatigue.
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