Barotrauma

Barotrauma

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EK RR-03 ROAR
   
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2 Mar @ 9:18am
1 Jul @ 6:51am
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EK RR-03 ROAR

Description
# **RR-03 ROAR**

RR-03 ROAR is an armored submarine with formidable defenses and devastating firepower. Its immense weight makes it slow, but its two diesel engines grant it some level of stealth despite its size. Designed for combat, its history was brief but deadly: a failure in its ammunition—highly unstable upon contact with water—led to multiple tragedies, nearly wiping out the entire class. A colossus of the depths, as feared by its enemies as it was dangerous for its own crew.

This design vanished from the battlefield long ago. No one knows the impact it may have today, but it is likely that the military forces of Europa have long forgotten how to fight it.

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## **PROS AND CONS**

### **PROS:**

- **Very strong armor.** You won’t be invincible, but you’ll endure almost any conflict. The only real threat is a Giant Spineling, and even then, if it strikes the right areas, you can take multiple hits with little to no damage.
*Note: The armor density is indicated with different colors in one of the images above.*

- **Almost immune to conventional rounds, even AP.** You can withstand a tremendous amount of enemy fire before facing real danger.

- **Great firepower.** While it may barely suffice against Europa’s marine creatures, it excels in submarine-to-submarine combat. If you want more power, you can load up to two explosive charges into each shell. Some C-4 is available in storage for this purpose.

- **Silent.** Its diesel generators allow it to remain undetected by hostile creatures at the right distance.

- **Formidable bow.** Facing this submarine head-on means confronting the toughest and most dangerous opponent, as its main weaponry has the best angle of attack, and its armor is most concentrated at the front.

- **Strong stern.** While not as resilient as the bow, the rear section is still a solid defensive position against enemies.

### **CONS:**

- **Slow.** With very poor mobility, situations where positioning is crucial for combat can become frustrating due to the RR-03’s sluggish response.

- **Fuel-Hungry.** While it has two diesel generators that make it silent, its operational range is severely limited by high fuel consumption. You will need crew members constantly monitoring both generators, or you’ll run into trouble during combat, as the submarine has no backup battery. A blackout at the wrong moment could leave you completely defenseless.

- **Mediocre turret coverage.** The turrets don’t cover every angle, leaving many areas completely vulnerable to Europa’s sea creatures. To compensate, you’ll rely entirely on the durability of the exterior armor.

- **Vulnerable to explosives.** Explosions are your kryptonite. Avoid confrontations involving close-range detonations whenever possible. While your armor will endure more than conventional submarines, when it comes to explosions, it won’t survive more than one or two in the same spot—especially depending on where the blast hits.

- **Relatively weak top armor.** Compared to the rest of the submarine, the upper armor offers mediocre protection. Avoid exposing this section to dangerous enemies if possible. A depth charge in the right place will send you straight to the abyss.

- **Cannot survive flooding.** The ammunition reacts violently with water. If flooding occurs in the ammo compartment, you have exactly **14 seconds** to drain it, or everything will explode. Once the ammo compartment detonates, there is no way to recover or save the submarine. The initial explosion will trigger secondary detonations every minute for several minutes.

*If the compartment is empty, an explosion will still occur upon flooding due to unstable volatile gas residues that cannot be vented outside the submarine, as they react with water.*

*Note: The ammo compartments are marked in red in one of the images above.*

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## **SOME TIPS:**

1) **Keep enemies in front of you and avoid letting them pass over or beneath you whenever possible.**
2) **If the ammo compartment is flooding and you don’t think you can repair everything in time, try interrupting the flooding, even briefly, to buy more time.**
- Closing a door to another flooded compartment or repairing a section of the hull might make the difference.
- The detonation timer resets with any interruption, no matter how short, so take advantage of that.
3) **Do not stay inside the ammo compartment for long.**
- The gases will suffocate you within seconds. Vent the compartment occasionally if possible.
4) **Do not bother repairing external armor manually.**
- Instead, repair it at a station with credits to fully restore every point of durability.

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17 Comments
Soft Head 21 Jun @ 4:55pm 
i was mostly making a joke about the repair work.
bad experience ? nah baro is only bad when your getting killed with no chance too win

getting your ass pushed in for bad play or being ambushed is part of its charm sometimes it just goes wroug
CORR3QU3T3M4TO  [author] 20 Jun @ 11:38am 
The fact that you took the time to play the sub, identify its weak spots, and then tweak it to match your own playstyle and preferences — that's just awesome. You basically made it your own, and I really appreciate that. I'm also glad you understood it was meant to be a challenge, and didn’t take it as a bad experience from the start (even if it kind of was at first).
Thanks again for all the feedback — it's more than welcome!
CORR3QU3T3M4TO  [author] 20 Jun @ 11:38am 
The tip about not manually repairing the armor layers is because I intentionally gave them a very high amount of durability. If they’re destroyed by explosions or heavy impacts, the idea is that it should be nearly impossible to fully restore them mid-mission — they have to be repaired at a station.
That excessive HP was essentially a way to discourage manual repairs.
Also, it's supposed to be a battleship. In real-world heavily armored ships, even concrete was sometimes used in the armor. I found it hard to imagine Europa's creatures breaking through reinforced metal alloys and concrete, so at least where the belt armor would be, it had to be extremely tough.
This way, the belt can tank a few explosive heavy railgun shots before completely giving out — at least from the bow or stern.
Soft Head 19 Jun @ 8:31am 
also you said" 4) **Do not bother repairing external armor manually.**
- Instead, repair it at a station with credits to fully restore every point of durability."

you underestimate my power... i mean my master work arc welder from ek :lunar2020thinkingtiger:
Soft Head 19 Jun @ 8:27am 
if you want you can friend me i can share how i retro fitted it for dynamic eurpoa,barotramatic.

the creature pack in baro tramatic really up the challenge for this sub so i relaxed the other stuff

it still has weakness no large hard points on the bottom of the sub
and hammer heads eat the top airlock for breakfast before you have abilty to upgrade the hatchs i have mod for that

i keep the motor you get great imerison with sound proof walls mod and when you open the hatch you really hear the engine

i removed the kill rooms in ammo compartments with armour weaker and flooding sinks this sub like a rock i ran thru like 10 kill missions on hellish i think i survined 4 times? even with my fit
more players would be better i think thats great starting point for this sub

i can't stress enough how much i love the size and hull of this sub its perfect for 2 to 5 people very easy to get around in the maps
CORR3QU3T3M4TO  [author] 18 Jun @ 8:53pm 
@Soft Head Thanks for the feedback, it really means a lot.
Yeah, I know it’s pretty hardcore for Europa. The weapons are bad against creatures, and the sub turns into dead weight once the top compartments flood (which happens a lot), since the suits are far and pressure kills fast.
I almost added a battery bank, but skipped it just to make things harder. Maybe I overdid it, I might tweak a few things to improve the experience a bit.
About the med bay, I ran out of space once all the core systems were placed. It bothered me too, I’ll try to find a way to fit it in. As for the fabricator... I completely forgot! I’ll see if I can add one near the generator room.
The idea was to make a powerful sub for sub-vs-sub combat, but not an op beast. That’s why feedback like yours really helps, all I had to go on was my own playtesting.
Soft Head 17 Jun @ 10:27pm 
so played around with your sub i love the design and the lore but man bro way too hard core for modded playthrus on abyssal/high world hostile diff doesn't even have fab to make more fuel
and diesel subs always have battery banks i had to mod it alot in my play thrus there isnt shop on every station and zero med bay on t3 sub? i toned armour down and gave it med bay she still sinks fast and airlock is still big weak spot that being said the weapons and the hull layout are best ive ever seen for "armoured" ship sells the feeling well

note these are my opinions i do not expect you to change anything .
CORR3QU3T3M4TO  [author] 17 Jun @ 5:45pm 
Finally! I swear I have no idea why it took me so long, but the damn hatch should finally work for the bots now. Thanks again @Soft Head for reporting the issue!
CORR3QU3T3M4TO  [author] 15 Jun @ 11:01pm 
thank you @Soft Head, i'll take a look and i'll try to fix it
Soft Head 15 Jun @ 1:50pm 
the door to storage area bots can't open it