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-   -   Medic on board? (https://www.subsim.com/radioroom/showthread.php?t=177384)

K-61 11-26-10 02:17 PM

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.

desirableroasted 11-26-10 06:00 PM

Quote:

Originally Posted by DanWilkie (Post 1541957)
.I'd been trying to sneak into Portsmouth in 1941 :\

:har:

Yoriyn 11-27-10 06:23 AM

:har::har::yeah:

Matador.es 11-27-10 04:03 PM

No offense jimbuna....

Jimbuna 11-28-10 01:06 PM

Quote:

Originally Posted by Matador.es (Post 1542669)
No offense jimbuna....

Absolutely none taken http://www.psionguild.org/forums/ima...s/thumbsup.gif

Tessa 12-03-10 07:00 PM

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.

desirableroasted 12-03-10 08:10 PM

Quote:

Originally Posted by Tessa (Post 1546485)

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.

But that's useless. Your Petty Officers can only have one qualification that actually works in the game. Yes, you can give them "eye candy" qualifications, but only the top one "works."

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.

Tessa 12-04-10 05:21 AM

Quote:

Originally Posted by desirableroasted (Post 1546530)
But that's useless. Your Petty Officers can only have one qualification that actually works in the game. Yes, you can give them "eye candy" qualifications, but only the top one "works."

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.

My medic is usually either the radioman or the sonarman himself, I don't bother giving either the radio skill in the first place. I never count on the sonarman to do his job when the stakes are high, operating it yourself you can get right down to business and monitor the warships above; instead of getting intermittent reports of merchant contacts which are irrelevant when you've got 3 DD's overhead trying to pin you down. It's no more difficult to operate the ships propulsion or steering from the sonar room than the command room.

desirableroasted 12-04-10 05:36 AM

Quote:

Originally Posted by Tessa (Post 1546750)
My medic is usually either the radioman or the sonarman himself, I don't bother giving either the radio skill in the first place. I never count on the sonarman to do his job when the stakes are high,

One way to play it... you could also, for the same reason, do away with watchmen, since you will always see further than they do.


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