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#1 |
Watch
![]() Join Date: Sep 2002
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How do other figures configures the qualification of petty officers?
Right now I have five machinists, five torpedo officers, one deck gun, one watch, two funk/sonar, one repair, one medical, one w/o since I retired one machinist. One of my machinists have the Gold Cross, to eliminte fatigue. I intend to do that to another one to free up another petty. So with that makeup, what qualifications should I give the two? Thought about flak, but that might not be of much benefit since I never engage aircraft--I always crash drive. EW |
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#2 |
Samurai Navy
![]() Join Date: Apr 2005
Posts: 579
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I keep 4 machinists. Two stay in the engine room, two in the stern quarters, and I switch them out as needed. I have two radiomen. They alternate in the radio/sonar room until both wind up with the Knights Cross, at which time they are both there 24/7. Normally the 4 torpedomen are enough for me. I get two watchmen. That's the core, and what I work on until I have it all. After that, it depends. I'll usually add in one medic, one repair, and one or two flaks, though that's later in the war. Mostly I've got one or two that are totally unqualified, but promoted and medalled out. That way if I lose one, I have a ready replacement as soon as the patrol ends.
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We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing. |
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#3 |
Planesman
![]() Join Date: Oct 2005
Location: USA Carson City, NV
Posts: 182
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Yeah, this is a real crap-shoot. Especially when it comes to 'promoting' seaman. Who really cares how many stripes a common swabbie has? You can't tell who they are during patrol anyway unless you highlight one and check his stripes. But hey, it's all in keeping with my God-like status on the boat...
![]() I do make sure I've got several of the much-needed 'Chiefs' (like torpedomen, gunners, flak gunners, watchmen, and of course, a repairman and a medic). Now, handing out medals, there's the problem.... :hmm:
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#4 |
Weps
![]() Join Date: Jan 2006
Location: Seattle, WA
Posts: 358
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I've got 3-4 machinists, 3-4 torpedo, 2 watch to rotate, 2 radiomen to rotate at the sonar (radio is not as important, until later when you get radar). I also can't hit a thing without a flak man, two later when you have two slots for flak. One medic in the forward quarters is important for emergencies. And a gunner is OK too, but I can make do without that if need be. A repairman is essential too, with a petty officer repairman and a real officer repairman, that's the only way I've found to fill up the repair crew to the full bar for max short repair times. I've found that crucial a time or two between sinking and staying afloat in an emergency.
Medals are tough! I first try to fill up my 5 officers, as they seem to have the biggest impact on things. Be careful with Commander mod though, they can get transferred!
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"My, God! Those bulkheads! Did you hear them burst!" System: 40gb 5400rpm HD | Generic MB from around '02 | P4 2.6 400GHz | 1 GB PC2100 DDR (2 mismatched 512's) 16x CD-ROM | GeForce 7800 AGP | broken Radio Shack case fan | Ergonomic keyboard (missing a shift key) PS2 ball mouse | surge protector | USB 1.1 expansion card | Really cool surround-sound headphones |
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#5 |
Ensign
![]() Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
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Well.... in most cases it comes like this:
3 watchmen ( sometimes 2, depends on the seamen assignment ), 3 sonarmen ( two in the compartmen, the other one resting... if possible ->4 ) 2-3 Torpedomen - usually I solve this out giving right specialization to 2 Officers 1 Medic 3 Repair ( depends on the situation, with the progress of war I strive for optimum of 2 Officers and AT LEAST 3 Mates, saved me quite few times ) 4 Machinists, if possible. Plus AT LEAST one officer with the specialization. Flak Gunners, Gunners - not more than 1 for each. SOmetimes I stop just givin specialty to an Officer. Notices apart: I tend to have one Officer Flak-Gunner-Watchman The other: Torepdo-Watchman ( plus, for example, repair ) Helmsman-Torpedo-Machinist Helmsman-Watchman-Machinist the other usually machinist, repair, medic or something like that.... PLUS: don`t forget that using some mods affects the final outcome as it changes the rate of effectivness. See Tonnage Mod for example. Or Hollywood Mod....
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lasciate ogni speranza... voi, chi entrate ![]() |
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#6 |
Loader
![]() Join Date: Jul 2002
Location: Alexandria, Va
Posts: 90
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At the end of each patrol whoever sucked-up the most on patrol gets the qualification of his choosing.
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*Conning my computer into port since my Commodor-64* |
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#7 | |
Planesman
![]() Join Date: Oct 2005
Location: USA Carson City, NV
Posts: 182
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Quit farting around reading the forums and sink some ships! ![]() |
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