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I will focus on the 'leader'-esque roles first.
Commanding Officer
Essentially acting as the leading role for the game, and mostly ran by the host, this role is nearly always in use. Being able to provide many passive buffs to the whole crew, and provide the crew with additional missions and income for completing them, additionally is extremely useful in being able to help new characters by providing them with additional experience or giving them a direct buff.
The only thing that feels out of place with it currently due to the many differing roles is the gunslinger tree, while the combat bonuses are nice it doesn't mash as well with the overall role of the commanding officer - neither does it work with a lot of the loadouts provided due to being focused on handguns. Out all talent trees I see this one always be picked last.
Due to the power of the Executive Officer (as listed below), I'd suggest buffing a few things about the Commanding Officer, such as their medals and being able to get all talents in their talent trees (due to there only being one Commanding Officer at any given time).
Executive Officer
While serving a similar purpose as the Commanding Officer, the Executive Officer is much more hands on and has a more direct approach. Due to being in direct contact with the crew and occasionally even going into missions with them, this role currently sits in a nice place where the buffs it provides are more focused and specialized, usually requiring the Executive Officer to be in the location where they are more needed.
I have yet to properly test how all the talents it has work and if they work correctly, but on paper they seem really fitting, maybe requiring a slight bit of tweaking due to their power compared to the Commanding Officer - however most of these buffs are only applied at a certain range, limiting their power and requiring the role to actually move around to where they are needed the most.
The Lancer talent tree feels a bit out of place, due to having such destructive capabilities.
Chief of the Boat
Being the first of the specialized 'leaders' of one of the submarine's wings, this role usually sees itself being in direct contact with the folk performing crafting, repairs or installing new systems - and occasionally doing it themselves.
Due to being the head of the engineering wing of the sub, they should be able to provide passive buffs to the other roles underneath them (not including passengers), such as repair speed, fabricating deconstructing speed, efficiency etc.
Additionally, being able to provide experience to those roles would also make sense for this role, either through medals or the ability to create the fancy skill books.
Of course the role itself should also have a talent tree dedicating to being able to do engineering on it's own is highly important, as I seen this role picked by a lot of people seeking to dabble with that.
Head of Security
Being the direct leader of the security wing, the head of security usually operates around the gunnery and armory. Occasionally going out on abandoned outpost missions and pirate missions, but rarely on other diving related missions.
As the name implies, the role is focused on the security of the submarine itself, and should specialize in being able to achieve that through buffing others in the same field.
I feel like a few of the talents the Executive Officer has should be moved to the Head of Security instead, specifically the Lancer talent tree as mentioned before. Additionally being able to provide combat buffs for things onboard the submarine (with lethal and non-lethal options) including manning the guns fits perfectly.
Chief Medical Officer
The head of the medical wing, the chief medical doctor tends to play around a few things I have noticed - creating medical equipment, providing direct aid when there aren't other doctors around, and some hydroponics.
This one always felt lacking, perhaps due to lacking proper talents to make them stand out.
Having talents revolving passive buffs to crew health could help it a bit, with some powerful buffs to genetics and medicines they apply. They should have less direct combat oriented abilities unlike the normal medical doctors, and much more powerful healing & buffs through medical items.
They could really make use of talents that provide them with extra supplies each round or with the ability to get increased item output on medical items x amount of times each round.
Engineer
Performing their duties as usual, Engineers already sit in a decent location and probably don't really require any changes whatsoever.
Mechanic
Same deal as the Engineer thankfully, not really needing any changes.
Medical Doctor
Also performing their duties as usual, but might be worth replacing their genetic tree and reserving it to the Chief Medical Doctor and dedicating that tree to providing superior and more efficient healing (Could try to integrate this tree a bit with Neurotrama if that's something you are indeed considering.)
Security Officer
Still dealing their duties as per usual, but if the Head of Security is changed as recommended above - talents like 'By the Book' become redundant.
(Throwing Custodian into here, since it is the closest thing to assistant)
Custodian
Usually picked by people who are looking for a more relaxed and laid back experience, who just enjoy watching the chaos unfold while just having their own fun.
This role can definitely use the apprentice and grayshirt talent trees while having their own unique Custodian talent tree, as those two talent trees fit the more passive and relaxed playstyle.
And now to the rest of the roles.
Navigator
Rarely seen this one used, due to the Commanding Officer usually being the one to navigate the ship. Could really use talents related to diving, controlling shuttles and using ship weapons efficiently.
Diver
Used by those that enjoy the action of dangerous diving missions, certainly sits in the right place with it using the Lead Diver stuff.
Prisoner
Truly, a little trolling.
I seen this only used once, but it provided lots of fun for that game session.
You never know if you can trust a prisoner or not, due to them not having to swear allegiance and playing their own game.
The way their talent tree is currently set up seems pretty decent, even if very wacky (Looking at you, free nukes).
But that's not an issue, as that's what the role is supposed to be about, to provide extra spice to the game!
Quartermaster
Being the role focused on crafting, their talents should revolve entirely around that - being able to do that better than anyone else.
People who usually pick this role enjoy creating items and keeping things organized, which is a surprisingly essential thing for competent crews.
Could definitely use talents that provide certain supplies for free each round, and receiving talents that allow increased output (e.g: upon crafting fuel, triple the output.) for all sorts of essential items, including fuel and ammunition.
Passenger
Occasionally picked for the fun and chaos it provides - having a proper talent tree for each of the 'sub-roles' would be really useful, and overall enjoyable, plus clowning :^)
Less focused on chaos than the prisoner, it fills the silly niche a lot of players seek out.
While I myself didn't have much time to enjoy the other roles as I was the one hosting and playing the Commanding Officer, I definitely was able to see the appeal of each role and what they performed.
PS. dont use google translate, use deepl translate
I have been playing him in a lobby for a while and from all the experience I had, the job is very unbalanced as mentioned. I won't go into details too much, like mentioning the APX-11 which works like a double-barrel shotgun if you can load well and instakills any living creature with enough steel. but here are my thoughts ->
The Good
Very out of the sub job with many options for survivability and choice of weapons. Nimble and all around the person you force to go into ruins, clear out any hives, nests, and the sort. I don't really see anything but light sources to be lacking. Something like a clip-on flashlight or such would be a very cool addition.
The Bad
All the weapons that shoot through walls are generally unbalanced and outshine all the other early accessible weaponry with some exceptions. Not to mention they are quite clunky and cause magical desync [no clue as to why]. The Silent Sonar is way too strong and lets me see pretty much everything in a kilometer radius. The handheld decoy works one out of ten times. APS and ADS options are pretty much the same weapons, just one is a burst. Damage and crafting are identical and you're choosing aesthetics. Not to mention a lot of the weapons ignore armor, but that might just be my brain playing jokes on me. and the 4000m suit is kinda useless if you don't plan to carry a flashlight..
The Barotraumic
Good job with some work left to do, it is fun but rebalancing is in order, giving APS and ADS something unique to each might be neat. Adding flashlight slots to the weapons might also be amazing
Bit for normal people
Stuff too op, nerf it and add light sources imo