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Also this needs rework as a game update seems to have broken it slightly#
only issue i have is how packed everything is
Would be interested to know how the other ships balance measure up from an experienced playerespecially the copperhead.
It is a very well layed out and decorated submarine, however it constantly gets brought up in hardmode and ironman campaigns as a big sub for a large crew but the infinite use items and relative immunity to damage in certain situations cause no end of debates amongst hosts and players.
A vanilla version would be my suggestion, with no icebreaker front where it can infinitely ram icebergs, invulnerable doors into command made normal, no gold infinite use items, cigar, battery, O2 tank etc just a normal item compliment instead of fully stocked. Chaingun is fine, Some of the armor areas need to be looked at if they are doubled up too hard. AI waypoints in brig need to be adjusted as they seem to be intentionally missing hatch waypoints for husks to enter or prisoners to be able to escape as there are three hatches with no waypoints in a row. Single pumps in the ballasts and less less powerful grid where it can become more overtaxed on a single fuel rod with less battery back up.
Still, I think instead of white light it should be a litter dimmer, maybe warm light?
Do you think i should make a rebalanced version for vanilla campaign?
This sub is extremely well made but I think a lot of people who use it or suggest it need to realize it is for a very specific type of gameplay. It is for a fun campaign that does not care about balance or going for challenge due to the numerous "gold" infinite use items, heavy hull and other features which make it fun for a power fantasy stomp but it is constantly suggested for use with gritty difficulty modded campaigns. Neither game play is wrong or right but people really need to be aware of what type of game they and the other players want and avoid kitchen sink modlists that try to do everything at once.
Falkner, thank you for making solid ships. Only used the Copperhead so far (First time player).
The electrical door is supposed to work if you get too close/tamper with the door while inside the brig.
Mind update a version to fix toolbelt not store in locker? Thanks.
- Astoram, you need to change the number of visible lights to more than 100 in settings
Specifically near the middle of the ship near the workshop....
I'm not sure if it's related to the big bright light in the workshop itself that can't seem to be unwired or the auto guns or something else in this area...
Is there any way to edit this, or anything I can turn off in the sub to improve this?
I've done as much as i can for the A.I. but it's simply lacking. The sad thing is in beta about a year ago they had no problem, their brains have gotten very small. My only soloution is auto open toggle, or a complete redesign to make the airlock a side door.