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 III
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-15-06, 10:06 PM   #2
bookworm_020
Navy Seal
 
Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
Downloads: 1
Uploads: 0
Default

Ditch the helmsman and one of the watch qualifications from your list. I would have and extra torpedo and a extra flak.

The gunnery for the weapons officer I'd change to repair. You have a watch officer and a petty officer with gunnery qualifications. That should be enough. This will also give some flexablity when, at a later stage (if you make it), you need to change your layout of your sub so it has no deck gun. You can then replace this crew member with one with a flack qualification, as this is eaiser than replacing an experienced officer.

Play around, you might find a better combination that what you have listed. Having as many officers and petty officers listed with repair qualifications is a good idea, I learnt that the hard way!
bookworm_020 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 01:59 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.