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Crew tips for GWX mod
Hello, sh3+gwx3 here, i am playing with the GWX mod fatigue model and i like it.
But when it comes to make my own crew i am so lost. And crew is very important no? All you need is good men? :D How should my crew be like? I am on a type II U-boat right now, and i'm thinking to get two officers with spotting to replace one with another and some machinists.. and everything gets complicated. Did anyone find the perfect crew specialization mix? |
I doubt that this exists.
You can use SH3CMDR to assign qualifications to your entire crew; Qualifications that are almost completely useless are helmsman and medic. |
There, I agree that these two professions, does not serve a great purpose :yep:
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HELMSMAN was never implemented in SH3. The qualification exists but is non-functional. GWX can not fix that. I consider my Navigator to be one of the 4 to 6 Chief Warrent Officers and he gets the Helmsman qualification assigned by default. THat way, I have only three true officers, which is historically accurate for type VII and IX boats. Pure eye candy.
MEDIC is useful on rare occasion. If you can move an injured man quickly enough into the compartment with the Medic (by default, the forward crew quarters), he can sometimes be saved. Managed to save my highly decorated bridge officer once that way. However, in my experience, the men with several medals and patrols are the ones who get killed while the newer sailors around them are the ones who get wounded. Some type IXC and IXD2 boats carried a doctor for long-distance trips, so you could always add a medical officer to your crew when you drive a bigger boat. These sea-going doctors were removed towards the end of the war as too many died with their boats and medical skills were desperately needed ashore. |
I play almost exclusively with type II. I recommend having four machinist chiefs (two on-watch, two in quarters), one watchman chief (in the bridge), one torpedo chief (in the engine room), one flak chief (in the aft quarters with the machinists), two radio chiefs (one in sonar, one in forward quarters), then flesh out the watch sections with seamen (should have a full loadout of seamen and chiefs) for the officers, i recommend weapons officer to be torpedo qualified, kept in aft quarters until needed for attack or crew change for fatigue, and watch officer to be flak qualified.
to refresh the crew, i go to 25m, swap everyone out, time compress 32x until everyone is recharged at least 3/4, then i pop back up and carry on. edit: I don't worry about repair specialties yet because i've never been successfully attacked! dive early, dive often. |
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Just kidding, here's hoping the streak continues! :up: |
Another aid in crew selection would be to use SH3Commander and select the no fatigue option :03:
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Sir,only if you have "balls" :know:
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i don't pick anyone that have eyebrows that meet.i have a gun for the rest i like to rule with an iron fist.
they respect me though.:arrgh!: |
Im running GWX3.
When kitting out my crew before my first patrol I notice that if you select the Helmsman qualification for one officer and stick him in the control room then the efficiency bar increases more than it does for inserting another officer instead, who does not have this qualification. When the officee with the Helmsman qualification is removed then the bar drops. However if you leave him there and remove another (non Helmsman) then the bar does not drop at all. This shows the Helm qualification is useful. |
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Ok. But when your torpedo room bar is almost empty, reloading is much slower then when its full If your radio room bar is almost empty, your bound to miss contacts If your machine room bar is empty, you use more fuel. But if your command room bar is empty? What happens then? No noteable difference in steering... |
The Helmsman and Medic qualification have least effect in actual gameplay even though they show a positive move in the strength bar.
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LOL :DL
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