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Old 04-06-15, 09:36 AM   #1
Scarredclown
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I recently got some medals to distribute to my crew. Is there a real benefit in giving them ?
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Old 04-06-15, 09:55 AM   #2
Sailor Steve
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A little, at least according to this ten-year-old discussion.
http://www.subsim.com/radioroom/showthread.php?t=84606
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Old 04-06-15, 10:35 AM   #3
UKönig
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I have found many side benefits to decorating the crew.
Improved performance, faster loading times, (both surface and torpedoes), no fatigue -leave 'em on duty from the time you depart, he never gets tired, better accuracy with the radar/sonar, they will start making important repairs without being directed to do so. Better accuracy with the AA weapons, and the deck gun, they send more shots at the target at longer ranges and send less of them into the sea. And it (the game) allowed me to promote my chief seaman to junior warrant officer, and qualify him in a trade at the same time.
I've been told before by others that the "helmsman" qualification does nothing special. And it's useless to give an Officer the "radio/electronics" qualification, because they do not personally operate those systems.
The game still continues to surprise me...
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Old 04-06-15, 03:34 PM   #4
bstanko6
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Actually the helmsman rating is great for keeping a certain depth. Think about when you first start with a green crew, and you are stalking a ship in bad weather submerged. I would call for periscope depth, but would find the u-boat sinks a little here and there, covering the periscope with water when im about to take measurements. There are three positions, think about the repair screen under the NA and Chief. The first two from left to right are the bow and stern planesmen. Having a rate here ensures the most efficient dive surface angle when called upon. This is good if oyu need to get to a depth quickly when losing escorts. the last spot to the right is the guy controlling your depth, and balances the ballast tanks. This is where your depth gets funky in bad, choppy sea. A proficient sailor in these positions will make your hunting that much easier in my opinion. When I have green sailor here and call for say 25 meters, I usually get 22 or 24 if I'm lucky. The promoted helmsman gives me the depth I want most of the time. I look to make at least 2 if not 3 helmsmen.
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Last edited by bstanko6; 04-06-15 at 06:24 PM.
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Old 04-07-15, 10:00 AM   #5
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Incredible info

I have to experiment with these. Perhaps I can put a lousy no-skills guy to man the radio and never get any convoy reports. That way I might one day make it to the end of the war
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Old 04-07-15, 07:19 PM   #6
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An example, I started a new career with a green crew. My sound guy is just a set of ears. Let's say I am trying to attack in the fog, so visibility is crap. I keep popping back to the hydrophones station to listen for my targets to follow them until they get into perfect attack position. My untrained guy can hear the ships, but when I turn the wheel, all I get for an update is "unknown". He cannot identify the sound contact. Back to base, train the PO in radio-electronics, and now he can tell the difference between a lingering merchant and a flank speed destroyer.
This is where SH3 goes back to being a game. With the right kind of crew, you could end up with a wildly inaccurate (to history) U-boat, capable of almost superhuman feats. I can live with that. But it makes a kind of sense that the crew that stays together the longest ends up becoming a very elite group of specialists, so I guess it's not altogether unrealistic.
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