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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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Usually when you get slammed hard you hear "man down on the deck", its almost relieving when you hear "medic!!!" instead. Have seen putting a medic or officer with medic qualification helps things go a little faster, though its not fast enough that he'll likely be able to be on his feet during the remainder of the engagement. Only scenario that I can remember actually needing a CPO Medic was when an officer was wounded, without the medic in the compartment he didn't seem to recover at all, or might have been 1 hp a day; after several hours w/o the medic he'd gone nowhere.
Normally I'll make either/both the sonar and radioman medics, since having the radioist skill is completely useless. Though ironically that compartment seems to be the one that either gets hit first or takes the most damage and casualties. |
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#2 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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And the "sparky" skill does work... and (while it makes no sense) having a second sparks in the radio room does, as far as I can see, increase hydrophone efficiency. If I give the medic qualification, it is only for "realism" purposes. And then only to a very junior petty officer. Never an officer.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#3 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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#4 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
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One way to play it... you could also, for the same reason, do away with watchmen, since you will always see further than they do.
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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