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Played it a lot both in SP and MP. Nothing about Triton is broken or ovepowered, it's just conviniet, sensible, and aesthetically pleasing. If you play in MP, it works best with small crew, otherwise you might run into storage space problems.
I don't think that judging offensive capacity by the number of hardpoints is fair. Kastrull has an armed drone and 2 discharge coils, none of which are present in Triton.
Meanwhile, Triton is a repurposed attack submarine that had most of its original turrets removed. As stated in the description, the decision to use those hardpoints or not is entirely up to the players.
Anyway, these may be to your liking, too:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2567584141
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2093901745
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2295726534
The kettle at least is alas not bot friendly as is.
To build on this point, the Kastrull can focus three of its weapons systems on an enemy at once, whereas the Triton can only focus-fire with two. It has six hardpoints, yes, but they're spread out over a large sub and positioned such that their overlap is pretty minimal, central aside. In practice, what you get is a sub that can fight reliably regardless of what angle you're engaging the target from, but isn't actually the best at rapidly dispatching enemies. It's easier on the captain, not on the gunners, ironically.
I've had better luck mowing down targets in some of the vanilla subs when I did a proper attack approach, and being limited to just two depth-charges, zero discharge coils, no drones/shuttles for tight spaces or flanking maneuvers, and the Triton's overall languid (though not outright sluggish) pace in the water combine to make it feel like a small transport sub or deep-diver, rather than a true attack vessel. Unless you're fighting an Endworm where it might surround the sub and take fire from all guns at once, then it's going to perform absurdly well, of course.
As far as game balance goes, my opinion is that it depends on what you're doing. If you're playing in singleplayer, then the odds are already stacked against you, because this game was not made for singleplayer; if you're playing coop, but with a very small crew (2-4), then you're actually even worse-off because you have such a small pool of Talents to pick from. Using a stronger workshop sub in these conditions can help keep the game from being boring or tedious; a lot of the challenge of the game is designed around cooperative work to overcome shortcomings, and in singleplayer/small-group play you may find yourself simply gritting your teeth and putting up with those shortcomings, or having to do EXTREMELY lengthy prepwork all by yourself (like rewiring half of the ship so you can control everything from the nav terminal) to compensate.
Don't play with subs you find are boring, but don't fret over whether or not you're maintaining vanilla balance if you aren't playing on a big online sub with lots of people like it was designed for, would be my suggestion thus-far.
I just recently fixed the AI through custom tailored waypoints. The sub is mostly empty of equipment. The 'coilguns' are actually medium range hard hitting cannons that have a slow reload with poor accuracy with unskilled gunners. Real torps that are powerful but very expensive. When the engine is running, it's extremely loud and attracts many monsters.
It's much better than vanilla subs, but only very powerful with a full and skilled crew and upgrades.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2686304782
Great idea. I gave it a like, reward, sub and favorite.
<= 4 guns max
non full turret coverage (80%max)
junction boxes in bad places
the doors dont auto open