From Adelberts guide:
"** A ** Sonarrange (Sonarmen)
- Only Sonarmen contribute to the range of sight while submerged - They only work in support slots - Sonarmen do NOT stack at all. The sonarman in the sternmost S-slot contributes only ** UPDATE March 2nd : The sonarman with the most true ability contributes now ** - Sonarrange is only dependent on the sonarman's true potential ability. No other sailor, ability, ship, nation, FCS or anything else plays a role.
I will talk of Tactical Sonarrange (TSR) in 'ticks' of guidelines. It describes the distance from the center of your ship to an enemy ship at which you will see it 'in color'. TSR1.0 is the distance between two major tickmarks on your guidelines - no matter in which zoom you look at it. The real sonarrange - at which you will see the shades of ships - is greater then the TSR by 3.0 as long as you have a sonarman on board.
The TSR of a submarine without a Sonarman on board is 3.0 As soon as a sonarman is on board, it 'jumps' up to 9.25, even if he has 0 recruits and/or 0 ability. To get further TSR, you need more true potential ability on your sonarman.
TSR 9.25 > 0 TSR 10.5 > 620k TSR 11.75 > 1160k TSR 13.0 > 2130k
It will hardly be possible to go above that, since it requires an ability far beyond 3mil and even an elite BO at lvl120, classed as Sonarman doesn't get there with a 'normal' amount of vets."
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If it was me making the decision, I'd say the extra 1.25 TSR isn't worth the extra Rep/SD you can get from leaving it at second sonar (do not think it would be terribly difficult to hit 1,200k true ability at second sonar). Can do the math to see what it would take to reach each of the last two required true abilities and decide whats most important to you.
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