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Old 05-24-08, 02:28 PM   #1
buddha95
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Default pharmacist mate ??

I now have a pharmacist mate. Great. But what are his special stats( like a torpedomans are guns and mechanics)
Knowing this will help me choose to replace him with a better one.

also, what are the stats special for "watch people" im sure watch,,, but anything else ?????

checked MANY threads w/o answers

thanks
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Old 05-26-08, 12:13 AM   #2
buddha95
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dont every body answer at once !!!!
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Build a man a fire,,,
keep him warm for a day.
BUT, set a man on fire,
keep him warm for the reat of his life !!

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Old 05-26-08, 03:13 AM   #3
Ronin1975
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Ahoy Skipper, this is what I found on another forum:
One time I found a thread that listed the qualifications by compartment but I can't remember where. Operating under the senior curse I can't remember the person who worked it out to give him or her credit. Hope this helps.

Quote:
heres what stats effect what compartment.

Torpedo Compartment-effected by Mechanic and Guns stats.

Engine compartment
-effected by mechanic and electric stats.

Command compartment
-effected by Mechanic, Electric, and Watchman stats.

Sensor compartment
-effected by Electric and Watchmen stats.

Damage Control
is effected by Mechanic, Electric, and Guns Stats.

Guns
-is affected by Guns stats.

Deck Watch
-effected by Watchman stats.

Officers slots are located in the Command Room and give bonus to the entire vessel.

Pick the crewman with the best leadership for the leader slots as they give compartment bonuses. The officers in the command Room gain a bonus for the entire sub.

Damage Control appears to favor the engine Specialization Qualification. pro-tip for those who get damaged often, put a Engine specialist as your Damage Control leader.
Hope this will help you out.

Cheers

Last edited by Ronin1975; 05-26-08 at 09:54 AM.
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Old 05-26-08, 04:22 AM   #4
Schroeder
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How does one get a pharmacist? Is this part of a mod or 1.5?:hmm:

@Ronin
Thanks for the info.
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Old 05-26-08, 05:05 AM   #5
Ronin1975
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Quote:
Originally Posted by Schroeder
How does one get a pharmacist? Is this part of a mod or 1.5?:hmm:

@Ronin
Thanks for the info.
Hi Schroeder, in my career the medic came during a patrol (as well as the radarman and the advanced engine crewmembers.)
I think they got a certain level of experience.

I only recruited that yellow torpedo crewmember (cuts loading time in half. and the carrot eating watchmember.) All the rest I got during patrols.



But I'm playing with the U-boat missions (V1.5) and with MODS, from the beginning (I started to play this game some weeks ago.) so I don't know if it's MOD or 1.5 related.

Hope this helped....

cheers

ps: As you can see I'm saving for a new conning tower hahaha:rotfl:
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Old 05-26-08, 05:12 AM   #6
Fincuan
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Quote:
Originally Posted by Ronin1975
ps: As you can see I'm saving for a new conning tower hahaha
It's free. You get it when your boat gets a refit, which is a pretty random event. Using the search you'll find Ducimus' research on the subject.
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Old 05-26-08, 05:12 AM   #7
Ronin1975
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Quote:
Originally Posted by buddha95
I now have a pharmacist mate. Great. But what are his special stats( like a torpedomans are guns and mechanics)
Knowing this will help me choose to replace him with a better one.
My torpedo crewmember became a pharmacist/Medic or Corpsman during a patrol (I thought Navy personel called their "medic" a corpsman).
If the green cross of the pharmacist is dark green, he's in the wrong compartment. When it's light green he's in the correct compartment. If you Pharmacist is light green in all compartments then he isn't yet specialist in a compartment. When he does just put him in the right one.

I'm not sure if he heals the entire boat or just the compartment that he's in. But you can always sent the wounded to the compartment he's in.
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