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Old 07-03-07, 06:59 AM   #16
TarJak
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It doesn't help in game though. You can't "fool" the AI. You just have to stay quiet until they give up.
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Old 07-03-07, 07:02 AM   #17
STEED
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Quote:
Originally Posted by TarJak
It doesn't help in game though. You can't "fool" the AI. You just have to stay quiet until they give up.
And that's the difference from real life and a game.

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Old 07-03-07, 07:08 AM   #18
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It's hard to tell the difference sometimes...:hmm:
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Old 07-03-07, 07:10 AM   #19
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Originally Posted by Iron Budokan
Helmsman quals are totally useless, though I admit I use 'em for immersion purposes only. Repair, sonar, watch and torp quals are the most important, imo.
From my observations funker is totally useless. I've had in my prev career a very qualified funker with lots of medals and only use of it was millions of GWX messages on the radio. I've gave him a rest once and put a sailor on hydro. In seconds he found few far new contacts... Now I don't use funker any more.

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Repair is the big one, though. Not only can you have repair men in the damage management screen, but if you put 'em in other boat compartments they work there, too.
Didn't know that but started to learn better damage control as I just installed "Longer repairs mod". True nightmare! Try it if you're an immersion freak!
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Old 07-03-07, 07:53 AM   #20
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It's funny I used to think repair was a lowly seaman or beginner qual, then move them up from there. These days I seem to keep enough po's as watchmen for a rotating shift, then enough radio/sonarmen. Torp/machinists while seemingly important take no priority over repairmen. You can simulate promotions for your crew-po's after a good patrol etc.
And the Sr. cheif wo's can hold two quals if your crew survives long enough ..
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