I usually get a second machinist, then a radio/sonar guy, then a Torp qualification, as above. After that I like to get an officer qualified in Watch, Flak and Gunnery. He's no use when submerged but it's nice to have everything together on the surface just in case.
Medics are something I rarely seem to have. Most injuries my crew have suffered have been instantly fatal so I've never seen the use. Repair is another one that I'm pretty lax with. It's usually one of the last qualifications I pick up. I don't think I've ever picked up a helm/navigation qualification past the one at game start. That must be the most useless of the lot.
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