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ID tags on strangely only the right-hand buttons randomly got deleted, maybe a bug related to the copy-paste from older sub.
I think they are backwards on the Daima and lock Medics in.
You may want to double check all your secure tags.
As far as I know mineral scanners work still, however since minerals don't spawn on the walls of the map anymore (only in caves, or in abyss rock 'islands') - its incredibly rare to ever see minerals on the ship's sonar... Honestly the upgrade is kind of less useful as a result ever since the random mineral spawns were moved, and handheld sonars come with mineral scanners already by-default so it's kinda obsolete...
Hello, my friends and I really liked this Tier 1.5 submarine. However, we have a question: does the mineral scanner actually work on it or not? We've installed the upgrade, but it feels like the scanner isn't functioning. (I wasn't controlling the sub as the captain, just as an assistant — we didn't have a captain with us.)
At least for my submarines, you can kind of just take "Tier" as a general suggestion - the more clear indicator of submarine capability & progression is mostly going to be the price first and foremost. I kind of purposely put alot of my ~15k-20k in Tier-2 instead of Tier-3 so particularly frugal crews can pick them up slightly earlier, and take advantage of the mechanic 'refit' perk if they want to keep it through the rest of the campaign, since I know alot of crews like to stick with one submarine after they switch from a Tier-1.
After next sub releases, you can expect probably some more "traditional" <9k starter subs. I might also try to make a set of 'themed' progression subs at some point.
With the added clarification, I get what you mean about bots slamming the doors on eachother yeah. Bots manually closing doors behind them is a vanilla behavior and, yes, they absolutely will slam the door in your face if you happen to be walking behind them. As for bots standing in the doorway however, that isn't fixable with node changes as the cause is just bots interacting with items (such as junction boxes) that are too close to the door so they stop in the doorway. If bots just stood in front of the item they're using instead of stopping the moment they are in the item's radius it wouldn't happen. Doors don't cause any damage though so it's really more of a minor inconvenience delay when using a bot engineer.
Not a ding! I love this sub. It feels borderline between the tiers but is grungy enough that it feels like a 1. Maybe two versions, a $15k top-of-the-line Tier 1 without the coils and a $17.5k bottom-of-the-segment Tier 2?
The AI constantly banging their heads off doors appears to be a result of having a larger than recommended crew, but I think the navmaps could still use tweaking. I had 8 or 9 crew with 4 set to storing objects and when there was a lot to move they were constantly following each other through doors and getting smashed in the head when the door closed prematurely.
The fabricator has a a small linked locker 'in front of' it that can be used for material buffer. The other 4 large 'shelves' are not linked due to a performance related fabricator bug in multiplayer campaign. ( Just slap a stack of common use materials in the fabricator, and use the secondary shelves mostly for storage & reserve materials. )
Discharge coils aren't "hardpointable", but I would agree. I mainly just thought of their inclusion as a method for allowing the submarine to start with fewer coilguns & a less combat focused playstyle.
Also, the fabricator isn't linked to the other metal shelves next to it, so it's inconvenient to construct things sometimes.
Maybe something from X-universe? X3, X4, maybe X2 even. Or solo ships, for 1-2, 3 persons capped
i'm pretty sure upgrading the engine to the max messes it up
This submarine, the 'Revuk' for example. Is basically almost identical on-paper to the "R-29 big rig" minus the large flak cannon. So despite being a small tier-1 submarine, it costs 15,000mk because in terms of it's functionality it's more like an 'R-29' or 'Orca 2'.
Plus there is the fact that later tier-3 subs go far outside the gamut of regular vanilla subs, costing more than 30,000mk. So making them the same price as a Kastrull wouldn't make much sense when they surpass the Kastrull quite alot in terms of progression.
Yea, submarine price and size are sort of irrespective of 'tier'. Another reason for this (besides balancing) is that in Vanilla there are not alot of "large tier-2 submarines" or "small tier-3 submarines", which is why there are some subs like the 'Vega' or 'Cavuan' or 'Vanguard' that don't exactly match their expected tier.
Fudging the values a bit is a longstanding problem, since even among the vanilla subs themselves they aren't exactly perfectly balanced to their tier and price. For example: the Humpback ( tier 2, 13000mk ) is almost identical on-paper to the Kastrull ( tier 3, 31000mk ). So when I look at one of my subs that has similar size, armaments, and capability I have to make that decision whether to make it 10,000mk or 30,000mk
If you mean the top guns being able to shoot into the deck, that's kinda intentional. Since you have to be able to aim that low to hit any monsters that are 'latched' onto top deck. Consider avoiding shooting the captain in the face through the bridge window a "bonus challenge".
( It can't be switched off in the UI though, which was the main reason prior brig pumps were not ineractable ) So yeah unwiring it is an issue, but that's why security should search your prisoners first anyways. ( I put the locker outside brig so it can be used to temporarily store "low-risk" confiscated items, like their tools & uniform. ) Also unlike previous bridges, this one has a secondary method of 'incapacitating': a small shock coil. So if all else fails that can be used, just beware not to completely fry your prisoners.
Small drone-capable ship? Sure I'll keep it in mind.
I always need more 'unique' ideas for Tier-1s anyways.