SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-17-11, 03:02 PM   #10
Vaux
Torpedoman
 
Join Date: Aug 2010
Location: Florida
Posts: 116
Downloads: 26
Uploads: 0
Default

Quote:
Originally Posted by TorpX View Post
I haven't played nearly as much as the old salts here, but I have to ask if it really matters? The sound operator can't hear anything, the gunners can't shoot worth a damn, the helmsmen won't steer the course I want. I've never seen a crewman with a morale that wasn't "normal". Wether the boat was sinking or having just sunk an enemy ship, it's still normal. Worst of all they don't warn you of a closing DD or being under shell fire until you're hit.

In short they seem like automatons.

I really think the devs should have detailed 10 or 12 key men, and given them meaningful abilities, and left the rest as "crew".

Armistead mentioned the XO. How do you know who is the XO?
While I'm convinced that my deck gun crew, despite having high numbers in the "Guns" category, couldn't hit a stationary aircraft carrier from 500 yards even if it was painted bright orange and loaded with magnets to attract the shells, I've never had a problem with my helmsman not keeping the course I've ordered. That goes for stock 1.5 as well as TMO 2.0.
Vaux is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:44 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.