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Thread: Qualifications | Forums

  1. #1
    Only after I finnished my third mission I figuered out what to do with the qualifications you can 'award' at the end of a mission. I reckon I missed two

    How many qualifications can individual crew members have? From what I figure officers can have at least 2, nco's 1 and enlisted men none. Correct?
    My services might be as usefull as a barber's shop on the steps of the guillotine.
    [IMG:left][IMG] http://i7.photobucket.com/albums/y27...Transpcopy.jpg [/IMG][/IMG]
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  2. #2
    3 for Officers, 1 for Petty Officers, none for Seamen
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  3. #3
    Oooh! Good topic!
    Did not know sailors can't learn a trade, but so far in my campaign (12th patrol) I've been handing the qualifications to officers and NCO's anyway. Hired one highly trained officer at start of career, and some sailors and WO's for max crew.

    Officers:
    - Chief Engineer Sr.Lt (helmsman/machinist)
    - Navigator Sr. Lt (helmsman/watchman)
    - Weapons officer Sr. Lt (helmsman/torpedoes)
    - Watch officer Sr.Lt (watchman/flack/helmsman)
    & a Sr. Lt (torpedoes/deck gun/repair)

    NCO's:
    - medic WO (he was like that when I found him)
    - Machinists(x4) 2-chief WO's, 2 WO's
    - Flack Gunner Senior WO (x1)
    - Deck Gunner Senior WO (x1)
    - Com's (radio/sonar) Chief WO (x1)
    - Torpedoes(x3) 2-WO's, 1 Chief WO
    - Watch(x1) Senior WO

    I think this is pretty much how I have my crew set up. I have a few more unassigned WO's, but haven't read if repair really needs one (I have an officer for that), and was thinking of adding a fourth Torpedo WO, but wanted my officers able to multi-task first.

    Comments? Suggestions? Tips would be greatly appreciated.
    *been wanting to promote my sailors more, but you know how it goes.
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  4. #4
    With a gold german cross, your sailors never get tired. My configuration is:

    Officers:

    - Helsman/repairman/machinist
    - Helsman/machinist/torpedo
    - Helsman/watch/flack
    - Watch officer/flack/deck gun
    - Torpedo/Watch officer/deck gun

    Petty Officers:

    - 1 medic (came with the pack)
    - 1 watch (came with the pack)
    - 2 machinist (came with the pack)
    - 4 torpedo (came with the pack)
    - 2 radio/sonar
    - 2 deck gun
    - 2 flack gun

    May look slightly strange that I have almost 2 PO of every category except of watch PO. I take into consideration that having 1 watch PO and 3 other PO on conning tower gets a 70% abylity to spot targets -without officer. 1 watch PO + 1 watch officer means about 100% even if the other 3 crew member are just sailors. Since getting medals increases their resilience, I tend to give gold cross to my watch officers. So there is no point in having more than one of those.

    I try to keep my valuable helsmen inside the boat, but they are my substitutes for my no less valuable watch officer. I use to sail with two officers in bunks (usually, torpedo and weapons) so I can rotate them as soon as I need them.

    About sonarman/radioman, I try to have only one of them on duty, always on sonar. As soon as I can get a gold cross for any of them, I left the one with the gold cross on sonar, and begin to rotate the second one with sailors or other officers.

    In torpedo room, the officer can make a world of difference. Even having 4 torpedo PO, and all available PO and sailors cannot push you higher than a 80%. With the officer, you get 100% for long time. In the back torpedo room, is the only way to ensure a decent reload time.

    In machine room, as long as you have anything over 50% is all right. So until I can get a germand gold cross, I keep only one PO at a time, with max of sailors! In the moments that I need to relax my control for some time (during battles), I put a machinist officer to increase their efficiency.

    About damage, I think that only having an officer is all right. With 3 PO of any kind and max of sailors, you get 100% eficience.

    My tips: give gold crosses to:

    1. & 2. Watch O and PO
    3. Any helsman O
    4. Machinist O
    5. Torpedo O
    6. Sonar PO
    7. Machinist PO
    8. Another helsman O

    After this point, you can give gold crosses to anyone you want.
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  5. #5
    Did you know, by default, Watchman efficiency is turned off?

    Originally posted by Jose.MaC:

    May look slightly strange that I have almost 2 PO of every category except of watch PO. I take into consideration that having 1 watch PO and 3 other PO on conning tower gets a 70% abylity to spot targets -without officer. 1 watch PO + 1 watch officer means about 100% even if the other 3 crew member are just sailors. Since getting medals increases their resilience, I tend to give gold cross to my watch officers. So there is no point in having more than one of those.
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  6. #6
    Did you know, by default, Watchman efficiency is turned off?
    Don't know what this means.
    How does this affect the watchcrew, and how do you turn it on/off?
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  7. #7
    Means they can be at 0% efficiency and still will report as if it was 100%.

    It's in the Sensors.cfg file

    Visual uses crew efficiency=false ;[true or false]
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  8. #8
    hey luv, its spent, I go by this name.
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  9. #9
    Originally posted by RevRaz:
    Means they can be at 0% efficiency and still will report as if it was 100%.

    It's in the Sensors.cfg file

    Visual uses crew efficiency=false ;[true or false]
    I did not. Then there is no point in having more than one of them or even in rotating them. Oh, my!
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  10. #10
    Or just modify the .cfg file and turn on crew efficiency.
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