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Old 02-01-10, 03:19 PM   #31
Sailor Steve
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Originally Posted by Iron Budokan View Post
"The gunner knows how to use the ammunition suited for the right situation. The damage is increased for all weapons."
Because before you bought a dedicated gunner for your crew they didn't know which shells to load, so you shot a lot of starshell at enemy ships.

Or maybe they kept putting them in backwards.

Or loading 20mm in the deck gun.

Or trying to load 8.8cm in the flak gun.

Who knows what those crazy sailors will do without the right man to tell them how?
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Old 02-01-10, 03:21 PM   #32
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Originally Posted by Letum View Post
Maybe they will release a submarine simulator after SHV.
You, sir, win the Internet Prize for the week.
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Old 02-01-10, 03:23 PM   #33
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"Benno begins to cry if stress is too high."

Shoot me now. Just, please, end the pain.

"The gunner knows how to use the ammunition suited for the right situation. The damage is increased for all weapons."

Please, make it stop.

"His personal hobby is playing the violin; about as bad as he cooks..."

*Sigh*
That's when you wish they had actually implemented a Walther P.38 to shoot things inside the boat
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Old 02-01-10, 03:25 PM   #34
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Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover.
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Old 02-01-10, 03:25 PM   #35
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Isnt it getting better and better.Maybe after each mission we will be able to chose to give our officers more training to get new abilities.
I am just left speachless, what a great depths of realism this game has reached...

even better "Silent running - while in silent running, everything stands still, from engines to people moving. The boat will become almost invisible for enemy sonar."

it seems crew of the uboat can affect how enemy sonar works...
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Old 02-01-10, 03:25 PM   #36
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Who knows what those crazy sailors will do without the right man to tell them how?
Once when I was playing SH3, I ordered my WO to order the crew on deck to man the deck gun, and by the time I got up to the bridge they were trying to shove a torpedo in there. And I know for sure that Bernard was in his bunk because I'd had him tied to it the day before.

True fact.
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Old 02-01-10, 03:26 PM   #37
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Originally Posted by mookiemookie View Post
Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover.
"This week, on Project Runway..."
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Old 02-01-10, 03:29 PM   #38
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Originally Posted by mookiemookie View Post
Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover.
Ah.. kinda like The Sims then...
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Old 02-01-10, 03:29 PM   #39
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Quote:
Originally Posted by frau kaleun View Post
Once when I was playing SH3, I ordered my WO to order the crew on deck to man the deck gun, and by the time I got up to the bridge they were trying to shove a torpedo in there. And I know for sure that Bernard was in his bunk because I'd had him tied to it the day before.

True fact.
Well, you have to give them credit for getting it out the hatch and into position that quickly.

Does the torpedoman have gunnery as a second qual?
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Old 02-01-10, 03:34 PM   #40
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Well, you have to give them credit for getting it out the hatch and into position that quickly.

Does the torpedoman have gunnery as a second qual?
No, embroidery.

Not much use in combat, really, but when we return to base our pennants are simply fah-bulous.
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Old 02-01-10, 03:35 PM   #41
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So basically no matter what iteration of VII type you play, you're stuck with these guys? Man. The clones are looking better alla time.

Seriously. I just thought there was gonna be a guy offering you soup. I didn't know I had a weapons officer who could get around the Second Law of Thermodynamic and make my torpedos stronger. Or have a guy who bursts in to tears when the going gets tough and every man's life hinges on every other man doing his job efficiently. Or all the other RPG stuff.

And all this passive/active stuff. Do we have to roleplay that out as well? How is that gonna work out on your ninth patrol when Benno bursts into tears because a British DD is sighted coming straight at you with a bone in its teeth?

Do you see the problem here? In making these RPG elements they've totally jumped the shark, imo. But, okay, you argue, it's a new direction. I'm good with that. Okay. But does it have to be so cheesy....?

Why, yes, I guess it does. Because that's the new direction.

Seriously. I just thought I was gonna be offered soup a lot. I didn't know I had to wet nurse everyone on board.

Hey, maybe it will work. Maybe people will lap this up like cream.

But....sheesh.
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Old 02-01-10, 03:45 PM   #42
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"Great Circle Navigation - An experienced navigator knows how to find the shortest way between two points, especially if you trust him."

So they're saying the game world is no longer flat? Or is this just some special magic he pulls out of his hat like the "We don't need no steenkin' Second Law of Thermodynamics" torpedos....?
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Old 02-01-10, 03:48 PM   #43
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I am surprised the navigator can't improve the weather.
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Old 02-01-10, 03:49 PM   #44
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That was the most funny part of all.Like only few chosen ones can do "great circle navigation"

My bet is that this translates to - less fuel consumption.

Look on the bright side.YOur boat has the best of germany in there.They can do even the crappy engines that some engineers designed for years work better, make steel stronger just be being close to it.May be they can make some fuel by mixing some of the seagull soup with on-board-made beverage... Who knows what talents we are to uncover in the next months.
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Old 02-01-10, 03:51 PM   #45
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I expect you are correct: less fuel consumption.
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