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Old 07-21-11, 11:42 AM   #1
EricW
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Quote:
Originally Posted by Armistead View Post
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
Suh-WEET- 1.5 knots isn't enuff to really bother, but a 3kt boost is a different story!!!
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Old 07-21-11, 12:18 PM   #2
Sailor Steve
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And completely unrealistic.
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Old 07-21-11, 01:01 PM   #3
Armistead
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And completely unrealistic.

I agree, I don't know of a sub that hit 23kts, but maybe it was possible. It is for a time limit, so you can only do it for so many hours and seas must be calm.
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Old 07-22-11, 09:37 AM   #4
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I'm going to chime in here , as I don't necessarily disagree with anything that has been said, I am only giving my experience. I have never paid renown for any special crew abilities however, on my last patrol before I had to start a new career, I looked in my crew roster one day and found two of my engine crew had been upgraded to clovers (experts). I made sure the two were on separate shifts and also noticed an overall boost in the performance of the boat at all times, and since I didn't pay for it I certainly enjoyed the change. As far as being unrealistic?! There were a lot of crew members that brought along their special talents and some boats benefited from just these personnel. As you know, these boats were in a constant state of repair while on patrol and some mechanics had much more talent than others, electricians, even crew members with a knack for guessing the enemys whereabouts. So, I think the system for special abilities has some merits here, I just enjoy it as another small perk to give my boat an edge over the enemy like any Skipper would do in a desperate time.
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Old 07-22-11, 10:07 AM   #5
Daniel Prates
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Originally Posted by Dogfish40 View Post
So, I think the system for special abilities has some merits here, I just enjoy it as another small perk to give my boat an edge over the enemy like any Skipper would do in a desperate time.

D40
Oh yeah, don't get me wrong. Some abilities make all the sense in the world. I particularly like medics that boost morale, expert loaders that speed up loading time and such. Indeed an expert makes the difference. What I don't get is how an engineer would give the ship a speed boast, being that a mechanical limitation.
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Old 07-22-11, 10:20 AM   #6
commandosolo2009
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Oh yes.. I have a few questions myself.

I got 4 SCs with reduce torpedo milfunction, 2 SCs with increase overall speed and other 2 SCs with increase submerged and surfaced speed.

My questions:

Torpedo abilities? What are they? When do I get them? Can I predict who gets them?

Sonar/Radar abilities? like above... And anything else you might think of...

Thanks in advance.
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Old 07-22-11, 11:40 AM   #7
Daniel Prates
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Originally Posted by commandosolo2009 View Post
Oh yes.. I have a few questions myself.
Torpedo abilities? What are they? When do I get them? Can I predict who gets them?
I don't think your crewmen develop those abilities. You must 'purchase' new special crewmen with your renown, when docked.
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Old 07-21-11, 01:08 PM   #8
Daniel Prates
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And completely unrealistic.
I too think that this kind of bonus from special crewman is unrealistic. I think this is another example of Ubisoft creators attempting to make the game more profitable and appealing to people other than reasonable simulaton fans.

I mean, where does this concept come from? "have this item and get a bonus"? From card games, from D&D and such. If this is where they were aiming at, I think it is regretable.
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