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The Raubfisch - Alien Generator Assault Sub
   
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File Size
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2.237 MB
12 Mar, 2023 @ 8:34am
11 Nov, 2024 @ 4:20pm
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The Raubfisch - Alien Generator Assault Sub

In 1 collection by Necro
Alien Generator Submarines
5 items
Description
After the successful Buntbarsch series alien generator powered science/scout subs, Necro Entertainment Shipyards proudly presents its first alien powered assault submarine: The Raubfisch.

Beside a four-way alien generator system, The Raubfisch also possesses a two-stage alien motor and an experimental alien beam weapon. Many other features, like the highly power-efficient devices, multiple early warning systems, the multiple warning systems and a big battery array have been taken from its predecessor.

Large parts of the outer hull consists of a newly developed hard-like-steel glass composite made from scrapped fractal guardian pods, this allows you to see the beauty of Europa like never before. While the main purpose of The Raubfisch is the annihilation of abyssal creatures and Pirats, the sub is also equipped with a full functional research lab, fabricators and two deconstructors. The Raubfisch does not rely on stations for resupplies.

The heavy armed drone Zander 3.0 can be used as escape pod, suicide drone or away team support and has an self-sealing hull.

Technical Data:
  • Class: Assault, Tier 3
  • Crew size: 3-7
  • Upgradeable Alien generator (500kw output, can be upgraded with three alien power cells to 2000kw, ship needs 800kw in idle and 2000kw with full speed)
  • High Capacity Battery Array (operating time approx. 15 minutes)
  • Max Horizontal Speed: 20 km/h (30 km/h in overdrive with additional 1500kw power consumption)
  • Max Descent Speed: 12 km/h
  • Max Ascent Speed: 16 km/h
  • Cargo Capacity: 18 Crates
  • Price: 50000 Marks
Weapons:
  • 1x Alien Dual Pulse Laser
  • 2x Flak
  • 1x Chaingun
  • 1x Single-Shot Railgun
  • 1x Alien Electrical Discharge Coil
  • Shuttle Weapons:
  • 1x Chaingun
  • 1x Self-Destruction Atomic Bomb
Features:
  • Two Deconstructors, Fabricator, Medical Fabricator and research lab
  • Proximity alert
  • Intruder alert
  • Fixfoam-distribution-system
  • Component health monitor
  • low-power-mode (idle goes to 380 kw)
  • picture window
  • Funroom
  • hidden clownstuff
6 Comments
Agitatio 12 Nov, 2023 @ 3:55am 
Engineering has bad lighting when doors are closed.
Kaizer 15 Apr, 2023 @ 1:33am 
Beat the game with it on either Hard or Hellish. Not sure which I selected.
Kaizer 13 Apr, 2023 @ 7:25pm 
Only other issues we've been running into is they wired a button up to leave the top of the minisub (I thought the front would make a decent airlock but alas) and there's an issue for the main sub with the airlock flooding the gunnery. Essentially they come inside, open the door above them, and then open the door into the turret control room. Water detector goes off, opens the duct, and it floods from the airlock. This is useful I guess if you want to speed up descent, but otherwise just floods the ship unintentionally. There's a video by Barontrauma on youtube that shows a method that should work better for at least that duct.
Necro  [author] 10 Apr, 2023 @ 12:10pm 
Thank you for your feedback! I'm glad you and your crew are enjoying the Raubfisch. Especially the hint with the top docking port is useful, I will fix this now. I checked the Funroom, it has enough O2 for one person, but not for more. I changed it and now three persons can have some... fun in there. I was thinking about using the big alien box in the bottom as a dive locker.
Kaizer 10 Apr, 2023 @ 9:14am 
The only edits we've made so far is having an external button to open the diving hatch and adding delay components to all the doors in order to close them. The external button had to be placed near the bottom flak cannon because nowhere else was "inside the ship". If we can wire it up in game I might also add water detectors to the hatch doors leading into the ballast. We had to use the fun room to hold prisoners on our most recent mission but it doesn't have any 02 so they put a neurotrauma hospital bed in there to keep them alive. I learned that when our bot assistant spawned in there and we had to release them.
Kaizer 10 Apr, 2023 @ 9:14am 
My crew is enjoying this sub so far. The price is pretty steep so we just ended up starting out the campaign with it. Shuttles can't dock with the top and sometimes people can't climb into the station so they have to drop down the ladder and try again. I've been tempted to install the EK mods so we can craft more storage. It could minimally use a dive locker, and none of the storage is locked based on class but I've been graced with a trustworthy crew so far. I assume having the railgun be 1 shot and having it so close to the captain promotes it being used sparingly and for nukes.