Thread: Ability List
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Old 03-13-10, 01:53 PM   #4
Safe-Keeper
Ocean Warrior
 
Join Date: Dec 2005
Location: Norway
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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.

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 OČ Consumption

Level 1: -10% OČ Decrease Rate
Level 2: -20% OČ Decrease Rate
Level 3: -30% OČ Decrease Rate
Level 4: -40% OČ Decrease Rate
Level 5: -50% OČ 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.

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.

Last edited by Safe-Keeper; 03-13-10 at 05:33 PM.
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