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I still employ one, simply as an act of faith that some day he'll earn his keep. I just never to seem to have the sort of luck where he is needed; it's either KIA outright or not injured at all.
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:har::har::yeah:
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No offense jimbuna....
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Usually when you get slammed hard you hear "man down on the deck", its almost relieving when you hear "medic!!!" instead. Have seen putting a medic or officer with medic qualification helps things go a little faster, though its not fast enough that he'll likely be able to be on his feet during the remainder of the engagement. Only scenario that I can remember actually needing a CPO Medic was when an officer was wounded, without the medic in the compartment he didn't seem to recover at all, or might have been 1 hp a day; after several hours w/o the medic he'd gone nowhere.
Normally I'll make either/both the sonar and radioman medics, since having the radioist skill is completely useless. Though ironically that compartment seems to be the one that either gets hit first or takes the most damage and casualties. |
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And the "sparky" skill does work... and (while it makes no sense) having a second sparks in the radio room does, as far as I can see, increase hydrophone efficiency. If I give the medic qualification, it is only for "realism" purposes. And then only to a very junior petty officer. Never an officer. |
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