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Old 02-02-07, 05:28 PM   #1
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
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Default Rundown On Qualifications

Just trying to get the latest on the 9 qualifications in the game and what they REALLY do. Please feel free to comment on what I write below as this is a quest for the truth dammit. I don't trust the manual at all.

1. Helm: From what I have read it does absolutly NOTHING so it is a waste of a qual to use.

2. Funk (S): Does this really improve the chances of your sonorman detecting sounds? I don't think it does anything for the radio (can still transmit and recieve messages) until maybe there is a radar?

3. Medical: This will heal a wounded man if in same compartment but does it also spped up fatigue recovery or is that just rumor?

4. Torpedo: I assume it speeds up reload time?

5. Machine: Now this one bothers me a little. We all know that if you dont have enough "green bar" in the engine rooms you will lose power. But that is no problem just put normal sailors in there and use your alloted qualifications for better things. Why give a guy a machine rating? Does it make the sub run faster? Is this for real or no?:hmm:

6. Repair. I assume that this speeds up repair of the boat which makes it very important? Please comment.

7. Gunner: Improves chance of hit with deck gun?

8. Flak Gunner: Improves chance of hit with flak?

9. Watch: Does this REALLY improve your chances of the watch spotting inbound ships and aircraft? I thought I read in NYGM somewhere that spotting wasnt related to this. Also, in real life the watch crew was 1 officer and 4 sailors. I tried this for awhile to try to be realistic but because the way that sailors recover from fatigue (efficiency) slower then the warrents I have switched to 2 warrents (watch quals) and two sailors per watch. What do you guys do?

Please give your knowledge!
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