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Old 02-22-17, 06:21 AM   #1
pepe99a
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Some time ago I made this table based on information I found in various forums, exploring files of the game and doing several tests on my own.

I think it's moderately accurate, it worked for me. Any comments or corrections will be welcome .

 


Resized:

 

Last edited by pepe99a; 02-22-17 at 06:30 AM.
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Old 02-22-17, 08:41 PM   #2
Zero Niner
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Hi Pepe
Thank you for sharing. Can I ask how one should read the table?
E.g. under "Room Skills" in the Torpedo Room, my interpretation is that the efficiency of the compartment is affected by the crews' mechanical and gun skills, each of which are equally important (since the ratio is 1:1).
Under "Promotion Specialization Skills" does it mean that when a crewman is promoted and given a specialization of say Guns, he gains +2- skill in that area?
I think the Passive Abilities are clear enough - it adds a certain unique ability that is helpful, as described in your table.
Thanks for clarifying.
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Old 02-23-17, 04:57 AM   #3
pepe99a
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Quote:
Originally Posted by Zero Niner View Post
Hi Pepe
Thank you for sharing. Can I ask how one should read the table?
That's for sure .

Quote:
Originally Posted by Zero Niner View Post
E.g. under "Room Skills" in the Torpedo Room, my interpretation is that the efficiency of the compartment is affected by the crews' mechanical and gun skills, each of which are equally important (since the ratio is 1:1).
That's right. Another example: efficiency in the engine room is affected by the crew's mechanichal and electrical skills. In this case the ratio will be 1'5:1. On the other hand and as already said, leathership benefits all the compartments.

Quote:
Originally Posted by Zero Niner View Post
Under "Promotion Specialization Skills" does it mean that when a crewman is promoted and given a specialization of say Guns, he gains +2- skill in that area?
Right again. Another example:

Leathership: 35
Electrical: 7
Mechanichal: 28
Guns: 25
Watchman:11

If you promote this crewman with the torpedo specialization he will gain +20 mech and +20 guns, with the result being:

Leathership: 35
Electrical: 7
Mechanichal: 48
Guns: 45
Watchman:11

Quote:
Originally Posted by Zero Niner View Post
I think the Passive Abilities are clear enough - it adds a certain unique ability that is helpful, as described in your table.
Thanks for clarifying.
I finish clarifying in case someone is interested .
  • Name in red: Simply the name of the skill.
  • Italics: The room in which the crewman must be in order for the skill to function. Torpedo Expert skill only works if the crewman is in the Torpedo rooms.
  • Right column: The code for that skill in the game files. Editing these files and adding, for example, "Ability-Torpedo-Expert" in the appropriate command line, will activate that skill in the crewman that we want.

Effects:
  • TorpedoDamage: Torpedoes cause more damage.
  • TorpedoSpeed: Faster torpedoes.
  • TorpLoadTime: Reduced torpedo recharge time
  • TorpMalfunction: Reduced malcfuntion chance.
  • RepairSpeed: Faster repairs.
  • BatteryConsume & FuelConsume: : Obvious, reduced consumption, more range.
  • HealSpeed: Faster heal
  • CrewFatigue: Fatigue reduced.
  • Theoretician: Faster experience.
  • DiveSpeed: Reduces dive time.
  • Rest: I think it's obvious what they do, the mechanics are always the same.

Last edited by pepe99a; 02-23-17 at 05:06 AM.
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Old 02-25-17, 08:54 AM   #4
LittleGrebe
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Thanks pepe99a!
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Old 03-03-17, 09:38 AM   #5
DicheBach
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Awesome table Pepe.
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Old 03-03-17, 01:52 PM   #6
Aktungbby
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Default welcome aboard!

DicheBach!
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