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Old 07-10-11, 03:50 PM   #1
Canovaro
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Default Watchman qualifications

Today something strange caught my eye.
We all know the 'watchman' qualification gives lots of efficiency on the conning tower.

I noticed that an officer with anti-aircraft qualification also adds lots of efficiency.

I wonder, does that mean that if I give some officers AA qualification, I don't need to train any of them for 'watchman' qualification?

Any thoughts?

Last edited by Canovaro; 07-11-11 at 12:42 PM.
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Old 07-10-11, 03:57 PM   #2
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That is correct....on the reverse side of the coin though would be giving a second qualification of say....helmsman, that would add nothing below decks.
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Old 07-11-11, 05:35 AM   #3
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Default Interesting...

Jim,

Does the helmsman qual do anything in the game? (when I first started playing SH3 I originally thought helmsman stabilised the UBoat more in some way ie making dives and surfaces more efficient),i've often wondered about this a lot personally.It seems there are quite a few 'invalid' quals in the game which dont actually do anything when applied in conjunction with others?
Do you mind drawing a short list up of the quals that dont work with others?,would save some of us a lot of time when configuring our officer's skills.

Cheers mate.
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Old 07-11-11, 05:47 AM   #4
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Quote:
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Jim,

Does the helmsman qual do anything in the game? (when I first started playing SH3 I originally thought helmsman stabilised the UBoat more in some way ie making dives and surfaces more efficient),i've often wondered about this a lot personally.It seems there are quite a few 'invalid' quals in the game which dont actually do anything when applied in conjunction with others?
Do you mind drawing a short list up of the quals that dont work with others?,would save some of us a lot of time when configuring our officer's skills.

Cheers mate.

Hi Paul

I know drawing up a list would simply invite many responses based mainly on individual opinion...

Most if not all qualifications complement each other IMHO but the Helmsman would appear to give the least increase of benefit closely followed by the Medic (and that is the one where people would usually input their positive and negative experiences/comments).

The above is simply my own opinion based on my modding and gameplay experiences of the game.

What I tend to do is give one officer solely a Watchkeeper qualification in keeping with their watch crew responsibilities and all the others the same qualification after their individual primary ones, Machinist, Gunner etc.
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Old 07-11-11, 06:12 AM   #5
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Ok,thanks Jim,

Could you just briefly describe what exactly 'helmsman' qual does in game?,would it be safe to assume it could give a small performance boost to the UBoat's overall performance,eg such as in an emergency dive?

Thanks again mate.
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Old 07-11-11, 06:57 AM   #6
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Ok,thanks Jim,

Could you just briefly describe what exactly 'helmsman' qual does in game?,would it be safe to assume it could give a small performance boost to the UBoat's overall performance,eg such as in an emergency dive?

Thanks again mate.
I've no evidence to support that but during stringent testing of GWX and its earlier versions we found that the sea state was the main factor in diving times and even then only marginally so.
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Old 07-12-11, 09:21 AM   #7
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Quote:
Originally Posted by Paul Riley View Post

Could you just briefly describe what exactly 'helmsman' qual does in game?
Just to echo Jim... I tested having the helmsman qual a couple of years ago, and could find zero effect. You can fill the control room with them (officers and petty officers) and it makes not a jot of difference to any maneuvering.

Others have reported that the medic qualification can slightly speed injury recovery and slightly retard fatigue. I have never tested it.

The radioman qualification works for petty officers, but not for officers.

And, while you can give more than one qualification to POs, only the "top" one applies. You can give 3 to any officer and they all apply. Don't bother with sailors, it's just eye candy.
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Old 07-12-11, 08:54 PM   #8
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Don't bother with sailors, it's just eye candy.
Some folks like to assign them to sailors as well, but it's just for sorting purposes to make it easy to identify who belongs where.
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Old 07-12-11, 11:40 PM   #9
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Some folks like to assign them to sailors as well, but it's just for sorting purposes to make it easy to identify who belongs where.
It also makes it easier to award medals.
For example , if your crew shoots down an aircraft you can can easily find to whom you should give the medal.
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Old 07-13-11, 12:31 AM   #10
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Concerning Watch O : I GIVE TORP, DG and Repair in that order.

With UZO he does real well on surface attack. Same with DG. Below he'll be able to help with repairs.

My Weapons Officer is used for other things as I manual target with Peri.

HELL!!! I'M THE Kptlt.

I don't fight aircraft. I check my depth and don't get into shallows.

When surfaced I check weather on a regular when on map and at Max 128 TC.

If I can get H.sie's mod to work I will have it all WO automaticaly goes to Conning Tower instead of being dragged among a lot of other great things to much to list. ...

If anyone cares I play 100% minus external cam for screenshots only.

I play a minimun 4hrs a day. Mostly longer.

I bought SH3 on release and if it hadn't been for GWX and Great helpfull team I would have shelved it long ago.

To GWX Team And to h.sie and stiebler and SO MANY others for their GREAT MODS.

btw I also humbly thank the GREAT MODDERS of SH4 & SH5 which I also have installed and have ALL their GREAT MODS.
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Old 07-13-11, 03:15 AM   #11
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Originally Posted by desirableroasted View Post
Just to echo Jim... I tested having the helmsman qual a couple of years ago, and could find zero effect. You can fill the control room with them (officers and petty officers) and it makes not a jot of difference to any maneuvering.

Others have reported that the medic qualification can slightly speed injury recovery and slightly retard fatigue. I have never tested it.

The radioman qualification works for petty officers, but not for officers.

And, while you can give more than one qualification to POs, only the "top" one applies. You can give 3 to any officer and they all apply. Don't bother with sailors, it's just eye candy.
Thanks for the notes
Weird about the medic qual,I would have thought his role pivotal to say the least.

A few configs I will be looking at for my crew are:

Watch Officer - watchman,flak gunner, (unsure for 3rd slot)
Chief Engineer - machinist,repair, (unsure for 3rd slot)
Navigator - helmsman?, (medic COULD have been useful) (unsure for 3rd slot) ,largely I think his role will be to assist the Chief Engineer if he is busy elsewhere.
Weapons Officer - torpedoes,deck gunner, (unsure for 3rd slot)

Any further ideas on some useful crew configs?
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Old 07-13-11, 06:33 AM   #12
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No Crew Fatigue setting in SH3 Commander
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Old 07-13-11, 07:04 AM   #13
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Quote:
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No Crew Fatigue setting in SH3 Commander
Never use it either Jim,pain in the arse having to babysit submariners all the time when to change shift,I much prefer the action of the game myself
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Old 07-13-11, 11:24 AM   #14
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Never use it either Jim,pain in the arse having to babysit submariners all the time when to change shift,I much prefer the action of the game myself
No, what I meant was try the 'No Crew Fatigue' setting in SH3 Commander, that will alleviate the need to 'babysit' the crew.
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Old 07-13-11, 11:49 AM   #15
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You cheater!
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