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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Not that it's a big deal, but often their ability doesn't work in their working compartment. For instance my torp officer may get a skill that requires him to be placed in the con tower, ect. Happens to many of them. No big deal, but would be nice to leave them where they work.
I miss a few of them that no longer show up in TMO 1.9, hope they show back up in 2.0. Last night I had 5 med skills, get so many of the same type. Several I toss, just uber skills but a few I like. |
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#2 |
Sparky
![]() Join Date: Jan 2009
Location: running silent 700 meters off your starboard bow..
Posts: 152
Downloads: 50
Uploads: 0
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my personal fav were the "speed dive" and "intercept boost" abilities
or whatever they were officially called. uboats. |
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#3 |
Ace of the Deep
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My personal favs are the "speed boost" and "extended battery" ones
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#4 |
A-ganger
![]() Join Date: Jun 2010
Location: Germany
Posts: 77
Downloads: 7
Uploads: 0
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Stings a bit to ask this, but so far all I have seen is some high ranking officer in the harbor costing way too much renown to get him, having a special ability. When do they usually develop on a fleet boat?
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#5 |
Seasoned Skipper
![]() Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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You don't have to buy the crew member with the special ability with reowns. Just do some patrols, sink some ships, and your crews will gain new abilities.
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[SIGPIC][/SIGPIC] |
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#6 |
A-ganger
![]() Join Date: Jun 2010
Location: Germany
Posts: 77
Downloads: 7
Uploads: 0
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Sounds pretty quick.. will try that.
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