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Training of officers/crew??
Seen somebody mention in a thread where a SH3 u-boat sunk due to flooding that they train thier officers on Damage repairs.....
How do I go about training:06: |
In the personnel files while in base, you can give your crew qualifications from the qualification menu. You can only give out one qualification per successful patrol.
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With each patrol, the efficiency of each crew member improves. Megals and promotions also raise the crew member´s efficiency:salute:
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Of course, with SH3 Commander you can give whoever whatever. But I stick with the one-per-mission qualifications. |
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SO I think provided I make it back to brest in one piece then I'll award five qualies.... IF I give my watch officer gunnery skills, does this increase the accuracy of my flak gunner? I put a flak gunner on that station in a recent session and he simply drained the gun of all ammo without hitting anything, despite numerous passes from the enemy....:stare: |
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IMO the watch officer should be qualified as a watchman , gunner and flak gunner. I go by the SH3 commander to qualify everybody after the shakedown patrol. It looks more realistic to me. Every man must know to do something good - his qualification. If you qualify sailors with the Commander notice that it is only eye candy. It doesn't affect their performance in any way. |
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Although I typically have the WO qualified just as a watchman and a deck gunner and one PO qualified as a flak gunner. As long as the WO is on the bridge when the deck gun is in use, and the PO flak gunner is the guy manning the flak gun when that's in use, it seems to provide more than enough "efficiency" in those areas. You can see the difference by having a deck gun qualified WO on the bridge while the deck gun is manned, even by nothing but ratings who don't have any (recognized) qualifications. Send the WO to his quarters and then back to the bridge and watch what happens to the efficiency bar for the deck gun. |
Through SH3 Commander, you can give qualifications as you wish.
Here is how they count: Officers can have up to three qualifications (you, as captain, have all qualifications). All "count" when staffing a compartment or setting watch. All Petty Officers can have one qualification. And they should have at least one qualification, or they would not be petty officers in the first place. Always give a PO a qualification. However, a 2nd or 3rd qualification, while you can give it, does not count. Sailor qualifications do not count. They influence nothing. You can give them out for eye candy, but they do not affect efficiency. |
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On another note, just to throw this out there, as captain, you arguably have no abilities whatsoever, as you don't actually participate in anything.
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If you look at the crew list in Commander, it includes you right at the top with every available qualification.
But I don't know if Commander does that on its own, or if its reading something that's already in the game and factors into gameplay. If it's the latter, and it does factor in, does it mean that when you are in a particular station doing some "job" yourself, the efficiency for that compartment increases accordingly? Obviously you can't look at the bar to see what happens, because you'd have to leave the station to do it. I do know that people say you can hear stuff on the 'phones if you take over that station that the sonar man can't hear... :hmmm: OTOH, the performance of my flak gun station is definitely NOT improved when I take over the gun from my flak gunner. :haha: |
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I make my crew earn qualifications because it is what makes the grind of mission after mission worthwhile - you are slowly building up your expert crew, clawing your way as you go. In this way you feel invested in your crew.
If you give everyone a qualification from the get-go I find the game gets pretty repetitive with no pay-off. |
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