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What qualifications to get for officers/NCOs ?
Torpedo/gun qualifications should be useful for Weapon Officer ?
Watchman for Watch Officers and Watch NCOs ? Is Gun qualification of any use for officer on bridge ? Torpedo for Torpedo NCOs ? Repair/Machinist for Chief Engineer ? Or both ? Machinist for Engine room NCOs ? Helmsman should be useful for Navigator Officer and Control room NCOs, but it's said it's useless ? Flak NCO if wanting to have specialized Flak-guy ? Radio Qualification for Sonar & Radio NCOs ? Is that useful for Sonar operator ? I don't think Radioman is very important before Radar...or is he ? |
All qualifications are useful :yep:
My ranking of priority would start with Sonar and end with Helmsman :arrgh!: |
I'm rather new to sh3 so better listen to the veterans here but this is how I upgrade the men:
First I let the navigation officer become my repair expert (the LI could do this job as well but there has to be an officer on the rudders so I ignore him). Then I get a new officer to make him my machinist. Then I give the sonar knowledge to a NCO. After that I make the weapons officer an torpedo expert to reduce the loading times. Most of the time I have him in the front restroom so he might also become a medic later to reduce refreshing time of the men. The watch officer gets deck gun skills. And then... well, I never lived long enough to decide who to upgrade after that. :arrgh!: |
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Thanks !! Will check !!
By the way, I like my usual watch officers have Repair qualification, so they can lead repairs when submerged (obviously one doesn't need watch officer then...:p) |
But he might want to rest then :p
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I go for at least 2 sonar quals, 4 flak quals, 4 torpedo quals, 2 machinist and 2 gunner quals. My watch officer has Watch, Gunner & Flak quals; Chief Engineer has Machinery, Repair & Torpedo quals. I don't remember what else my other officers have besides Medical & Helmsman (Last qual).. But Sonar is most important!!
Good Hunting!! |
Is there anywhere that we can find out what the different qualifications do in the game? I know the obvious ones... but for instance, I didn't know that having a medic in one of the quarters caused the crew to lose fatigue quicker. :lol:
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The quals just increase the readiness in that particular space ie: Lookout (Star) makes the bar almost solid green so you can have less people on watch or unqualified ones.. Machinist (Gear) ,increases engineering readiness, but doesn't do anything in the torpedo room, etc...
Does that help or are you looking for further info?? |
Multiple hats
Warrant Officers - 1 Main Gun (keep in mind the gunnery one becomes useless with the XXI class), 1 Flak, 1 medic, 1 helms, 1 radio, 1 sonar, 3 repair man and around a 60/40 percent split with Torpedo and Machinest Mate.
Officers - each has 3 quals he can hold Weaps - Torp/Watch/Gun or Torp/Sonar/Watch Engineer - Machinest/repair/watch Navigator - watch/helm/repair or medic Exec - Watch/Medic/helm AWEAPS - Sonar/Torp/Machinist Of course these are suggestions and have worked well for me - the effect of a torpedo qualified officer significantly reduces reload time. It reduces manning on key areas and allows for greater rest, faster response. |
LI-Helm, Machinist, Repair
IWO-Watch, Helm, Torpedo IIWO-Watch, Helm, Gunnery IIIWO-Watch, Flak, Repair Machinist x6 Radio/Sonar x2 Helm x2 Watch x2 Torpedo x2 Medic x1 Gunner (or Flak) x1 |
Scrag
Hey Scrag you wrote that one of your officers has a sonar qual. Does it help as no officer can be in the sonar room?
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