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-   -   Ability List (https://www.subsim.com/radioroom/showthread.php?t=164712)

raziel08 03-13-10 01:24 PM

Ability List
 
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-keat...-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.

Quote:

"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

Quote:

Originally Posted by Hartmann (Post 1313495)
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.

Quote:

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

Quote:

Originally Posted by Safe-Keeper (Post 1313239)
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/k...rt2_poster.jpg

Safe-Keeper 03-15-10 11:17 AM

Quote:

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.


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