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#1 |
Stowaway
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For example, is it worth it to give one of your officers the 'flak gunner' specialty? It didn't seem to make a difference when I did it. Does it just decrease the reload time? I had a qualified flak gunner at the post. Does it help with accuracy at all?
I guess this question also goes for the 'gunner' specialty. |
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#2 |
Wayfaring Stranger
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I have one of each on my boat.
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#3 |
Stowaway
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Does it make them more efficient? Or needing less men to operate the electric engines, for example, the only benefit?
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#4 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
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I'm a real obsessive compulsive when it comes to this.
On starting a campaign, I take quite a while clicking the barracks screen trying to get good officers. I usually keep the deck watch officer with the "Watch" and "Guns" badge. (I upgrade him with a flak badge early as possible) Then I have to have an engine room officer:- "Watch" "Machinist" "Repair" Then two "Watch" "Helm" "Machinists" (sometime a Watch Helm Medic instead) One is the Chief Engineer, The second I class as navigator And one "Watch" "Helm" "Torpedo" (second watch officer/ torpedo guy...) Da daaaa... that's my crew. Also, I prefer it if they all look different to avoid confusion, most with hats (if possible) and blue overalls for engine officer and maybe the CI. As you can imagine, it takes ages to get it right, and often I dont "buy" the last member of my crew till after the first patrol, as 1500 renown doesn't cover everything. |
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#5 | |
Marine Boy
![]() Join Date: Jun 2005
Location: In your baffles
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I go for: Two Petty Officers in Radio room, both have Radio. (These are the first two qualifications I assign!) Watch officer: Watch, Repair, Flak (Watch officer gets repair as soon as sonar/radio guys get their qualifications). Engine Room has an officer with Mechanical, Repair and Medic. Two PO's in each engine room with Mechanical, the officer moves between the rooms on his own, both stay fully crewed, if I have enough men. CE: Machinist, Helm, Repair NO: Helm, Medic, Repair WP: Helm, Torpedo, Gunner Both planesmen are Petty Officers, and have helm, as does the ballast guy. (guess that's what you call him), In the torpedo room, I have two PO's with Torpedo, and an officer with Torpedo, Repair, and Medic. Engine Room has an officer with Mechanical, Repair and Medic. Two PO's in each engine room with Mechanical, the officer moves between the rooms on his own, both stay fully crewed. On the tower, I have one Petty officer with Watch, and 3 crewman. I try to get enough PO's to have one flak gunner for each flak gun I have, and one for the deck gun, if any. Any petty officers I have left get Repair. Oh, and I keep a medic PO permanantly assigned in each berthing compartment. Takes a while getting all those qualifications, but when done, repairs are virtually automatic in most compartments. Bonus though, if submerged getting depth charged, my watch officer is free, doing nothing, so he leads a repair team which I place those PO's with repair ability, and a bunch of sailors, and I move them to the room with worst damage or flooding. Works extremely well for me. This is the crew for my XXI (actually WAS the crew for my now dead career ![]()
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Idaho- -I like to play poker with Tarot cards. The other night I got a full house, and 4 people died. |
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#6 |
Watch
![]() Join Date: Apr 2005
Posts: 28
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here is the current traits I use
RUB: watch officer: Watch, Gunner, Flak Chief Engineer: helm/repair navigator: Helm Weapon Officer: helm Reserve officers: 1. Watch, Machine, Torp 2. Torp/ Machine Warrent officers: 3- Watch 3- Torp 3-machine 1- Sonar 1- Repair 2- Flak 1- Helm (although this is probably useless) I honestly don't think assigning sonarman to your radioman will make much of a difference., also the Deck gun is so slow in RUB and ineffective, that I don't bother using it (I put 6 shells into a elco torp boat and it didn't go down) Even small merchants almost expend all my Shells to take out. I think its a solid balance for cruising and battle stations. This gives me the ability to run both torpedo rooms at max efficiency, as well as the engine compartment.... and the reserve Watch officer is always clutch. If I wasn't playing with RUB, I would probably substitute a Torp and machine for Medic and Gunner. I would also assign one of Officers with the medic ability. |
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#7 |
Wayfaring Stranger
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I went for redundancy in case of casualties
Watch officer : Watch, Guns, Flak Engineer: Repair, Engines, Torpedo Navigator: Helm, Watch, Torpedo Weapon Officer: Torpedo, Helm, Repair Spare officer: Medic, Torpedo, Repair The Petty officers you can see below: ![]()
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#8 |
Samurai Navy
![]() Join Date: Jun 2005
Location: Norway
Posts: 567
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I actually go for shifts:
Officers: Two helm (one of which has repair duties as well) One gunner/medic Two watch Petty officers: Two radios Three torps One flak (should have given someone else that one) Two machinists (plus 14 sailors, 7 to each machine shift) Two watch In the combat zone, depending on the task ahead (single or two ships), both radios are assigned.
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I shall punish yee, landlubber! C'mere for spankings and popsicles! |
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#9 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
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I assign the qualifications needed to get each department up to 100% efficiency without a comissioned officer present in the department.
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#10 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
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I have:
2 Radar guys 4 Torpedo 2 Machinist 1 watch officer 1 medic --- from commanders: 1 - (in tower) - Flak/Gun/Watch 2-4 Helm station, plus a repair skill on one of them 5 - Machinist/Repair/Torpedo I have a Gold Cross medal for Machinist and one of Helmsman - to always make sure my boat keeps going. ![]() I'm in 8th patrol, so I intend to get much more torpedo guys and machinist. -------- About the flak gunner : I anticipate yuo lose the gun towards the end of the war - so no point wasting skills on the gunner. Also, the watch officer with 3 skills (number 1 on my list) is the best combo - you get him on top, and reload is very quick. IF you put more skilled gunners - it won't speed up the process, just make them more expensive cannon fodder. Don't bother. :hmm: |
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#11 |
Samurai Navy
![]() Join Date: Jun 2005
Location: Norway
Posts: 567
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South of Ireland, west of Brest, in calm seas in 40, 41 and 42, you might want the gunner to take out merchants.
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I shall punish yee, landlubber! C'mere for spankings and popsicles! |
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#12 | |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
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#13 |
Machinist's Mate
![]() Join Date: Jul 2005
Location: DĂĽsseldorf
Posts: 124
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My Fellows are as follows.
Officers I.WO Helm, Watch, Torpedo, II. WO Helm, Flak, Gunner LI. Helm, Mechanic, Machinist Obermaschinist: Machinist, Mechanic Obersteuermann: Helm, Medic, Watch Petty Officers differs. Mostly 4 Torps, 2 Machinists, 1 Medic, 2 Radar/Sonar, 1 Medic, 1 Helm plus other stuff...
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U-Boot Spezialcocktail :-) |
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#14 |
Wayfaring Stranger
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I've found that now i have a bemedaled crew it takes a lot less of them to handle the ship. I could easily get rid of an officer, several POs and probably 10-12 sailors, and still run all the compartments with max efficiency.
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![]() Flanked by life and the funeral pyre. Putting on a show for you to see. |
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#15 |
Mate
![]() Join Date: May 2005
Location: Spain
Posts: 59
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Hey, August!
Where did you find these Officer images? And how did you manage to have different ones in the lower-left row and in the boat profile? I use the 'Das Boot' officers downloaded from Subsim, but they just change the lower-left row. |
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