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#1 |
Ensign
![]() Join Date: Oct 2005
Posts: 229
Downloads: 17
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As the topic say's...
Do you fill all of them prior of starting a career (IE. damage control team, gun / AA gun ) or not? Me, I empty the gun / AA gun as I feel you should do the work with the crew at hand in the 3 rotating shifts. |
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#2 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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I do the same thing. Gun crews are taken from other sections as and when they are needed.
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#3 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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Good idea. It would cut down on the stupid bug of having your gun crews injured by depth charges. The game seems to think they're actually manning the gun while submerged.
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#4 |
Planesman
![]() Join Date: Oct 2006
Posts: 195
Downloads: 0
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I use every slot available on the ship. Why not? It helps from a damage-control standpoint to have as many able-bodied men on board, and you never know when someone might get hurt. The whole point of the system is to minimize crew micromanagement and add in some redundancy.
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#5 |
Navy Seal
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My sub leaves port with all slots filled. I want a full-time damage control crew, especially. And as I do all shooting with my crew for more realism, I need specialized gunners. As a practical matter, I don't use the AA guns at all except against sampans, and I could qualify other crew for gunnery, so the guns probably aren't as important to man as the damage control crew.
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#6 |
Planesman
![]() Join Date: Oct 2006
Posts: 195
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With good AA gunners you'll have little to fear from planes. In my Balao I have 2 AA gun slots- I put a twin 20mm in one and a 40mm single in the other. The combined firepower splashes planes easily. i still hide from search planes since they tend to lob bombs, but zeroes and bettys are easy targets.
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#7 |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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I tend to fill out only my AA and DG slots, as for Damage control, if im submerged, whats the use of a full comeplement of watchmen?, If I am surfaced, i usually tend to send the DG gunners as well as one shift of watchmen and the lowest ranking crew from the con.
With Regards, Krauter |
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#8 |
Sailor man
![]() Join Date: Aug 2007
Posts: 45
Downloads: 3
Uploads: 0
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Whenever I start a new career I always scout for a good gunner. The best ones for the cost are 6-7 grade. I find one with 115 gunnery and 90-100 mechanics as my primary gunner. I then find him a gunnersmate around 5-6 level 80-100 gunnery/mechanics. This will give you 100% skill on deck gun. I then scout for an AA gunner using my last points (or find one in my crew and replace him with a flunky skilled in that possition) if in a single AA boat. In a multiple AA boat I will usually use my deck gun crew till I get more renown.
After a few successfull patrols I will slowly fill up my damage control team by recruiting skilled members. This will save your hide after a beating. Until then I use whatever crew is unable to work their area due to damage. |
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#9 | ||
Ensign
![]() Join Date: Oct 2005
Posts: 229
Downloads: 17
Uploads: 0
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#10 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
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I've tinkered with both methods, but I like the workaround of not having the AA and DG position slot 'manned' when submerged.
Having a dedicated, well rounded damage control crew works nicely. Besides, it also IMO, makes a nice bullpen incase regular section members are injured, you can replace them with the appropriate specialists.
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