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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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In particular, which skill is more desirable for torpedo crew: Guns or Mechanical?
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#2 |
A-ganger
![]() Join Date: Sep 2006
Location: Adelaide, Australia
Posts: 72
Downloads: 11
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im pretty sure its Mechanical, Guns are just for Anti air and your Cannons
I base this on the fact all my crew who have the torpedo symbol, have higher mechanical stats
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#3 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Hmm, now I'm not so sure about whether the Mechanical skill is the right one for the torpedo rooms. I compared tonight how far the Efficiency bar went up when I placed a Seaman Recruit of equal skill level in Guns and then in Mechanical, to see the effect on the efficency bar. It looked to me like the Guns skill made the bar go higher. As I see it, then, should the skills match up like this?:
Mechanical: Engine Rooms, Repair Team Electrical: Sonar and Radar Guns: Torpedo Rooms, Deck Gun, AA Guns Watchman: Watch Crew Leadership: Control Room Are others finding this to be true? |
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#4 |
Sailor man
![]() Join Date: Mar 2007
Posts: 48
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Mechanical and Guns are both important if you want to develop a local ability for your torpedo crew.
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