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raziel08
03-13-10, 01:24 PM
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.:down: some of them have hidden effects you possibly do not even be aware of.

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!!!

alexradu89
03-13-10, 01:47 PM
Good job raziel, this should be stickied and edited from time to time so that everyone can better understand what every ability does.:up:

difool2
03-13-10, 01:52 PM
"50% speed increase?"

http://blog.tmcnet.com/blog/tom-keating/images/scotty-star-trek.gif
"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?!?

Safe-Keeper
03-13-10, 01:53 PM
Once that SH5 Wiki Neal hints about with his stuck thread is up, this should be put in posthaste.

"Ya canna change the laws of physics!" Agree. I know engines can be tweaked, but the abilities really need an overhaul by mod to be more believable. Lemme have a look:

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:-?? Isn't the evacuating of water, too, an automatic thing done by pumps? I'd be more in favour of an ability that stopped flooding faster.

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:nope:.

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:rotfl2:.

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.

raziel08
03-13-10, 02:00 PM
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

alexradu89
03-13-10, 03:38 PM
the abilities need a serious "nerf" because this isn't a simulator anymore, it's turning uboats into friggin modern age nuclear submarines :arrgh!:

PortoFerro
03-13-10, 04:00 PM
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.

Hartmann
03-13-10, 04:06 PM
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

:nope:

it´s a game killer that with abilities at full the sub can work well or better than a XXI boat

PortoFerro
03-13-10, 04:15 PM
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

:nope:

it´s a game killer that with abilities at full the sub can work well or better than a XXI boat

Well, now we know why there is no XXI in the game... It would put a Virginia Class SSN to shame :arrgh!:

raziel08
03-13-10, 04:25 PM
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.

Sailor Steve
03-13-10, 04:34 PM
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.

Safe-Keeper
03-13-10, 05:13 PM
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:nope:?

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.

Well, now we know why there is no XXI in the game... It would put a Virginia Class SSN to shame :arrgh!:Your boat would be the most famous vessel in the world if SH5 was real. Imagine everyone in the harbour and along the shoreline watching your Type VII cruise by at the speed of a Destroyer. You'd get the Nobel prize in physics and 2 000 000 renown in a heartbeat.


Updated my comments above.

raziel08
03-15-10, 10:46 AM
*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!!!

Conrad von Kaiser
03-15-10, 11:04 AM
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.


Whiskey, it thins the mix :p

http://i282.photobucket.com/albums/kk277/Teutonic_Knight_Funnay/Down_Periscope_-_Fanart2_poster.jpg

Safe-Keeper
03-15-10, 11:17 AM
sticky?Part of this thread should perhaps be moved to Mod Workshop, or maybe I should just copy the stuff I wrote over there.

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.

avee
03-15-10, 11:18 AM
OMG... There is no room for magic in submarine simulation!
Can someone release a mod that eliminates all magic skills? Just set impact of passive skills to 0 and "cost" of active skills to, say, 10000 promotion points. :)

raziel08
03-15-10, 11:24 AM
i just noticed there are many questions about these ability things, about preheat, bugs etc. and wanted to help ending this discussions.
besides, if unrealitic or not, these abilities belong to the game and the devs did a poor job explaining them. so it would be nice to lift the secrets.

i did not meant to sticky this thread on its own. "about game" would be a nice idea.

gutted
03-15-10, 11:29 AM
Thanks for digging up that info (and for telling me which file in the other thread).

It allowed me to fix my overspeeding torpedos.

SabreHawk
03-15-10, 11:44 AM
Boy howdy the more I look and learn about this aspect of SH5 the less I care for it at all.
I can only think that UBI is trying to attract the RPG'ers, and gamers into this cause this is the sort of thing they are used to. And it's so arcade'ish.

I'd like to see this aspect done away with altogether, it's worse than SH3's crew mgmt system of having to constantly tell them to go to bed and rest.
Or better yet if they truly are bound to try and pull in the arcade'ers, and RPG fans, then make there be two modes of playing SH5, arcade, or sim. And then both simmers and the RPG'ers can be happy.
I've seen other games that went this way, and they could draw both audiences which does what the seller wants and doubles the sales potential and yet keeps both types happy.

Geez, uber torpedos and engines, Uboats out running a DD, or a PT boat........what madness.

gutted
03-15-10, 11:57 AM
@sabrehawk

if you hate it so much, then dont spend the points.

In my first playthrough, im spending them just because... but next time around i won't.

avee
03-15-10, 12:15 PM
BTW, I released a small mod that fixes (removes) all special abilities.
Of course, Silent running etc still work.

Link (http://www.subsim.com/radioroom/showthread.php?t=164996)

Bilge_Rat
03-15-10, 12:21 PM
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!!!





thanks for the work, it will make it easier to mod/rip out the wrong ones.

In real life, the pre-heated T2 electric would run at max 5,000 meters/30 knots and the non pre-heated at max 3,000 meters/28 knots:


http://www.uboat.net/technical/torpedoes.htm (http://www.uboat.net/technical/torpedoes.htm)

raziel08
03-15-10, 12:40 PM
i feel the same way. at first i was like: yeah upgrades. i try them out.
after fully upgrading i had no trouble against 5 dds at the same time:hmmm:
it is just boring and ridiculous.

i am in rpgs as well as i like sim games and realism. i love the idea that your crew gets promoted and became veterans, but the devs get totally out of line with this. sh5 is arcade, casual gaming and rpg-style. we can only wait for a realism mod.

what is most annoying about this morale system, is the fact that it is bugged as hell and you never knew what the abilities does to your ship and your crew...

SabreHawk
03-15-10, 01:03 PM
Well my first experience with this morale thing was last night on our first hunt I asked the sound man to use this ability I'd gave him, and his response was "sorry Captain but I just cant do that right now".

I though about the scene in Das Boot were that fella was busy praying, and another crew member socked him in the mouth, saying HEY! We got work to do!!!. And not to mention that Johan nearly got himself shot for disobeying the captain's order to get back to his post.
And another film U-571 where the capatin gave an order and the other guy was saying to fire, the capatin kept saying no dont you fire that weapon sailor! Then after all that he socks the other one and says, "What do you think yer doin? This aint a democacy!!"
And also later on when he needed scooter to go in the bilge and close that valve.
"Your gonna go down in there, and DO YOUR JOB SAILOR!

So I was pretty put off by this, it aint no democracy, the ship and the lives of the crew are at stake and you had better do what you are told sailor, or find yourself in the brig.

Saintaw
03-15-10, 02:04 PM
Well, this might be related to the morale mod, but the passive abilities do not seem to kick in for me, for example I maxed out the passive abilities for speed, dive speed & battery reload speed and I don't think I have seen that much of an enhancement, still going 17kts surfaced at 'extreme speed'. Active abilities are enabled.

Jail
03-15-10, 02:40 PM
Diesel:
I guess that max speed is what the engine can do for a longer period of time without taking any damage.
Maybe a 10% increase in speed and 50 % chance for an engine failure. And the % for failure should increase over time should be more realistic.

raziel08
03-15-10, 02:55 PM
nope, there is no such thing as damage over time due to overcharging.

as i said several times before: the passive abilites are working. just try it out with a savegame of yours lvl1->lvl5.
with the upgrades "engine tuning" "overcharge diesel" "battlestations" you can reach 26knots surface speed or 11knots submerged speed. however, speed seems to be hardcaped after that...