Quote:
Originally Posted by desirableroasted
But that's useless. Your Petty Officers can only have one qualification that actually works in the game. Yes, you can give them "eye candy" qualifications, but only the top one "works."
And the "sparky" skill does work... and (while it makes no sense) having a second sparks in the radio room does, as far as I can see, increase hydrophone efficiency.
If I give the medic qualification, it is only for "realism" purposes. And then only to a very junior petty officer. Never an officer.
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My medic is usually either the radioman or the sonarman himself, I don't bother giving either the radio skill in the first place. I never count on the sonarman to do his job when the stakes are high, operating it yourself you can get right down to business and monitor the warships above; instead of getting intermittent reports of merchant contacts which are irrelevant when you've got 3 DD's overhead trying to pin you down. It's no more difficult to operate the ships propulsion or steering from the sonar room than the command room.