4 genes are good. High risk - High reward, but you get what you want. Tunnel vision can be reduced by going into setting and disabling some settings, so it's just like 3D effect and dark edges.
Its a real shame that a game with so much cool stuff and details like Barotrauma is so obscure. Imagine the places this game could go if the game got the attention it deserves.
I don't think it would ever gain mainstream appeal, even with a billion $ marketing campaign. It's just a rather niche title and it doesn't have to be huge for me to enjoy it.
You’re always on point with the info and vids. I actually enjoy using the Husk splice and purposely getting infected. Now I can breath under water, immune to pressure, and a beak attack that heals me.
I'm noticing a couple inaccuracies in this video, so let me try to add some details that may have been missed. Deep sea slayer works similar to gene harvester however it only drops alien materials as fulgurium, incendium, etc. Gene harvester only spawns tier 1 genetic material. Additionally, all genetic material is randomized to moment it is spawned rather than researched, but the difference there is very minor and matters more for console command inputs. Gene therapist does not apply when researching a gene, but rather when you refine or combine genetic materials. Refining a gene adds 5 to 8% to the highest of the 2 genes (+10% if you have gene therapist) and the odds of tainting vary with the purity of the gene vs medical skill. This means that the most efficient way to get a gene to 100% potency is to constantly stack on the biggest one rather than trying to combine 2 high purity ones. At 200+ medical it seems the odds of tainting from refining is always 0% but it could be earlier. And finally, combining 2 genetic materials always leads to genetic tainting unless you have genetic stability, in which case it is brought down to 50% chance of tainting. Purity of the genes and your medical skills do not matter. As for the purity of combined genes, it is the average of the 2 +5-8% (and gene therapists +10% if you have the talent). Basically if you want a lot of genes for easy refining, pick gene harvester. But to create the truly strongest genes possible, genetic stability is required if you want to mitigate any adverse effects. Hope this helps all future scientists out there ready to experiment on their fellow crewmates! (with or without their consent)
Holy cow this was more helpful than the video itself! The MAIN question I had was not answered in the video, which was if it was possible to taint genes when combining the same ones together to make a stronger one. Also WOW I thought it worked the opposite way for making genes stronger!! EXTREMELY helpful comment here!
I find that the husk gene is the best, because you can both never die from husk again, which saves you quite a bit of money, and also have permanent pressure resistance and 0% oxygen consumption.
Yeah husk is op but unless you're on a call outside of game with your party, it has a huge downside. Still though, it's worth it if everyone knows what they're doing without comms and you have a simple job like doctor, where you can just auto heal people and hope that they keep buying supplies without you asking for them
In terms of sources, fought my first pirate ship and found some in their medbay. Not sure if these are encompassed by "wrecks", but thought I'd point it out. Also worth noting I do have the "first container gets extra loot" skill that captain has, not sure if that could be influencing, though I'm sure I'd opened other containers before the medical.
I watched this when I got the game last year. Very helpful with all the tips and tricks shown in a concise way. Hope we’ll get an updated version with the reworked talent trees
i prefer Hammerhead and Hunter Gened combined Gene along with Moloch and Hammerhead Matriarch Combined Gene for Combat Effectiveness (i did it on Moloch and Matriarch Gene with Rigid Joint in which its fine for me)
personally when i combo i REALLY heavly do try to combine the best posable. hell i go to earths ends for perfict splicing. even discarding any infected bad genes :P i WILL throw hundrids out if you want em you do you. i wont stop ya.
I have zealot robes (I want full symbiosis but I'm not that far into the questline) and I'm going to refine hammerhead matriarch genes and double up on em using an advanced gene splicer so I can recover at the speed of Wolverine.
I've managed my luck for my Apprentice to graduate in Security Officer Frogman tree. Now he's through the first 2 talents of the Clown tree. I've put a Slipsuit on him and pretend to administrate max crawler genes. Oh boy, this man will S W I M
Give the engineer the 2 that gives 100% weapon dmg then get him to get the 2 talents that give him more crowbar dmg then he will have around 350% more dmg with the crowbar
it kept giving me a anxiety attack when you went to take the UGM out of the alien ruin "incubation bubble" with that one little swarmfeeder or eater ( i dont remember ) dancing above
For the gene harvester, when it says "you have the 35% chance finding the UGM on it" Do you have to be the one killing the monster or just need to be the one looting it? How about the crewmate killed the monster but brought it back into the sub for looting by the doctor?
The problem with Gene Harvester is that most monsters do not have any "free" inventory slots and thus cannot spawn UGMs. Only crawlers really have a free inventory slot most of the time. This bug is fixed in my mod "Dev is brainlet"
Both the doctor and crewmate can have the UGM by killing something have empty slot, but that thing must OUTSIDE the submarine. Example: The crawler broke your hatch then craw inside, you killed it then no gene dropped The only monster seems like having no gene is mudraptor
with the psychosis downside, and combining the two genes that add melee damage, or the melee damage perk and the oxygen perk if you want to make a expedition expert sort of character, and you give this to an assistant with the clown talent tree... my god... no man should have this sort of power, especially not a clown... well, time to join a long running campaign server and create the ultimate clown.
Did they fix the TT Genes? To my knowledge it was only negating the "suffocating" effects to a certain degree. At 100% you still used oxygen, but could not suffocate
as my ships main doc once i start getting my medical skills maxed from stuff i usally collect TONS of genes with my crew, (also my ships so small the medic often is the diver too :P) and everyone knows well enough stabilent is a need and to GUT any wreck medbays of everything medical :P im not picky but if theres genes and stabilent ill yoink that in person but i will stock a pile of genes and purify them as we go and when i get the change i will try to max em for the best benofits and i will always yeet the tainted.
For the skills that say “first time you open-“ does that mean if i loot after someone else looted will it try to spawn more stuff? Or do i have to be the first the loot?
the best way to describe it is that each container either has stuff or does not. If your ability triggers you will see stuff spawn in a moment after you open the crate, so yes even if your team does loot it. as long as you have not previously opened it. it can spawn stuff. For refrence I had an empty alien container give me an alien weapon.
Hey can you help me after some gameplay my ship started move ether super slow or not moving even at max engine power idk if it’s because I’m using a starting ship or not I think mine is the hammerhead
This is hilarious, I got the game and thought "Damn this is complicated" I didn't even have the any idea of what I was in for.
4 genes are good. High risk - High reward, but you get what you want. Tunnel vision can be reduced by going into setting and disabling some settings, so it's just like 3D effect and dark edges.
Tunnel vision?
@@jet100a mentioned at 6:00
Tunnel vision doesnt matter at all its just negligible
Its a real shame that a game with so much cool stuff and details like Barotrauma is so obscure. Imagine the places this game could go if the game got the attention it deserves.
I don't think it would ever gain mainstream appeal, even with a billion $ marketing campaign. It's just a rather niche title and it doesn't have to be huge for me to enjoy it.
@@Kenionatus exactly. The game is cool and has a lot of depth but that’s unfortunately something that only nerdy people enjoy
@@calamari3772 not even that its that people dont have the attention span to learn something
@@rkwa Having the attention span to learn something is a nerdy quality.
@@calamari3772 Bro did you just call having attention span nerdy?
You’re always on point with the info and vids. I actually enjoy using the Husk splice and purposely getting infected. Now I can breath under water, immune to pressure, and a beak attack that heals me.
you sadly lose the ability to talk due to the beak, meaning you cant control AI tasks
As a test subject to his experiments... Worth.
@@TacticalPan can't you just switch crewmembers to assign jobs?
@@varminthevermin8371 Only if you're playing the solo mode.
Wait I had no idea that it HEALED YOU to use the attack... I thought it was just to infect other people.
I'm noticing a couple inaccuracies in this video, so let me try to add some details that may have been missed.
Deep sea slayer works similar to gene harvester however it only drops alien materials as fulgurium, incendium, etc.
Gene harvester only spawns tier 1 genetic material. Additionally, all genetic material is randomized to moment it is spawned rather than researched, but the difference there is very minor and matters more for console command inputs.
Gene therapist does not apply when researching a gene, but rather when you refine or combine genetic materials.
Refining a gene adds 5 to 8% to the highest of the 2 genes (+10% if you have gene therapist) and the odds of tainting vary with the purity of the gene vs medical skill. This means that the most efficient way to get a gene to 100% potency is to constantly stack on the biggest one rather than trying to combine 2 high purity ones. At 200+ medical it seems the odds of tainting from refining is always 0% but it could be earlier.
And finally, combining 2 genetic materials always leads to genetic tainting unless you have genetic stability, in which case it is brought down to 50% chance of tainting. Purity of the genes and your medical skills do not matter. As for the purity of combined genes, it is the average of the 2 +5-8% (and gene therapists +10% if you have the talent).
Basically if you want a lot of genes for easy refining, pick gene harvester. But to create the truly strongest genes possible, genetic stability is required if you want to mitigate any adverse effects. Hope this helps all future scientists out there ready to experiment on their fellow crewmates! (with or without their consent)
Holy cow this was more helpful than the video itself! The MAIN question I had was not answered in the video, which was if it was possible to taint genes when combining the same ones together to make a stronger one. Also WOW I thought it worked the opposite way for making genes stronger!! EXTREMELY helpful comment here!
I find that the husk gene is the best, because you can both never die from husk again, which saves you quite a bit of money, and also have permanent pressure resistance and 0% oxygen consumption.
You're forgetting the bleeding immunity and the rapid healing.
Oh I never realized it gave you that as well, maybe the husk church has a point lol
@@codeplayer8575 it doesn't give any healing, but it does give a vampiric effect when you attack a living creature with the husk attack
However in the multiplayer it sucks. You can't talk with it
Yeah husk is op but unless you're on a call outside of game with your party, it has a huge downside. Still though, it's worth it if everyone knows what they're doing without comms and you have a simple job like doctor, where you can just auto heal people and hope that they keep buying supplies without you asking for them
In terms of sources, fought my first pirate ship and found some in their medbay. Not sure if these are encompassed by "wrecks", but thought I'd point it out. Also worth noting I do have the "first container gets extra loot" skill that captain has, not sure if that could be influencing, though I'm sure I'd opened other containers before the medical.
This guide could use a refresher for the new version.
heres where you can really see the space station 13 inspiration, awesome
WOW got it first minute :D
And also nice to see a guide on this as this is very under documented.
I enjoyed it, nice video.
Can you please do guides to monsters from Barotraumatic mod? There're lots of them, but they're interesting.
I watched this when I got the game last year. Very helpful with all the tips and tricks shown in a concise way.
Hope we’ll get an updated version with the reworked talent trees
i prefer Hammerhead and Hunter Gened combined Gene along with Moloch and Hammerhead Matriarch Combined Gene for Combat Effectiveness (i did it on Moloch and Matriarch Gene with Rigid Joint in which its fine for me)
personally when i combo i REALLY heavly do try to combine the best posable. hell i go to earths ends for perfict splicing. even discarding any infected bad genes :P i WILL throw hundrids out if you want em you do you. i wont stop ya.
best way to get genes is via the medic or sec guard talent that gives chance to get talents- then genociding an entire station
yo know, I kind of like the toal whiplash of squeaky clean corpo music overtop of the dirty and horrific barotrauma gameplay.
it's kinda funny
i find this video to be very helpful.
you should do a guide of the EK mods since they are so popular.
those being EK gunnery, EK utilities, and EK armory
thanks for the guide captain
I have zealot robes (I want full symbiosis but I'm not that far into the questline) and I'm going to refine hammerhead matriarch genes and double up on em using an advanced gene splicer so I can recover at the speed of Wolverine.
I've managed my luck for my Apprentice to graduate in Security Officer Frogman tree. Now he's through the first 2 talents of the Clown tree. I've put a Slipsuit on him and pretend to administrate max crawler genes. Oh boy, this man will S W I M
Give the engineer the 2 that gives 100% weapon dmg then get him to get the 2 talents that give him more crowbar dmg then he will have around 350% more dmg with the crowbar
it kept giving me a anxiety attack when you went to take the UGM out of the alien ruin "incubation bubble" with that one little swarmfeeder or eater ( i dont remember )
dancing above
Hell yeah , thanks for this
For the gene harvester, when it says "you have the 35% chance finding the UGM on it"
Do you have to be the one killing the monster or just need to be the one looting it?
How about the crewmate killed the monster but brought it back into the sub for looting by the doctor?
The problem with Gene Harvester is that most monsters do not have any "free" inventory slots and thus cannot spawn UGMs. Only crawlers really have a free inventory slot most of the time.
This bug is fixed in my mod "Dev is brainlet"
@@corruptedpants That's a good point
Both the doctor and crewmate can have the UGM by killing something have empty slot, but that thing must OUTSIDE the submarine.
Example: The crawler broke your hatch then craw inside, you killed it then no gene dropped
The only monster seems like having no gene is mudraptor
This is giving me bioshock vibes… i should try that
Awesome Video
100% tiger thresher genes with the clown's immunity to pressure is the best combo
with the psychosis downside, and combining the two genes that add melee damage, or the melee damage perk and the oxygen perk if you want to make a expedition expert sort of character, and you give this to an assistant with the clown talent tree... my god... no man should have this sort of power, especially not a clown... well, time to join a long running campaign server and create the ultimate clown.
Do the effects of the same genes stacks when equipped on the advanced gene splicers?
I'm using matriach and Husk gene...
Hopefully in the future we can turn are crew into sil from species.
Someone inevitably will turn crew into anime catgirls.
@@ceu160193 why not both
thanks 4 the guide captain
thx
i will take the incires resitec and dameg and husk that it
Did they fix the TT Genes? To my knowledge it was only negating the "suffocating" effects to a certain degree. At 100% you still used oxygen, but could not suffocate
this is correct, at 100% you will not suffocate, but still use o2
The husk gene and infection let you just ignore 2 whole game mechanics
i gave my clown 2 spinling spikes
If I have those perks do I NEED to be the doctor and loot that monster corpse or can anyone in my crew loot?
How are you boosting around at the beginning of the video when fighting the crawler?
at like 5-6 seconds in
It was with a solider talent, but it has since been removed from the game.
@@IronicandDead Oh noes, it was very practical :(
giga chad video - giga chad like
How does he jump???
What's that "na na na" sound at the end of the video from?
a clip from a very old video, not sure if its public anymore, i like to keep it in as its a happy memory from the beginning of starting all of this.
Hey what's the song called in the end of the video?
Hey, I don’t know if you are seeing this but can you do a video on the thalassophobia
*Mod
Will get around to mods at some point, i have a lot of content to do before then, watch this space :D
as my ships main doc once i start getting my medical skills maxed from stuff i usally collect TONS of genes with my crew, (also my ships so small the medic often is the diver too :P) and everyone knows well enough stabilent is a need and to GUT any wreck medbays of everything medical :P im not picky but if theres genes and stabilent ill yoink that in person but i will stock a pile of genes and purify them as we go and when i get the change i will try to max em for the best benofits and i will always yeet the tainted.
For the skills that say “first time you open-“ does that mean if i loot after someone else looted will it try to spawn more stuff? Or do i have to be the first the loot?
the best way to describe it is that each container either has stuff or does not. If your ability triggers you will see stuff spawn in a moment after you open the crate, so yes even if your team does loot it. as long as you have not previously opened it. it can spawn stuff.
For refrence I had an empty alien container give me an alien weapon.
First time YOU loot it. You might even see it spawn in.
Hello there) Is there some mod which can disable genetic icons or make them more convinient? Thanks by the way)
Upcoming in future update i believe the genetics are getting hints, so maybe this will help. Glad you liked it!
@@IronicandDead What are the songs you used in the video? I love the beats, would appreciate it if you listed them.
How did he make this leap? 0:06
What is the song that's playing in the last portion of the video?
why do you think that slayer affects the drop rate? I can't find anything about that ingame or in the wiki
Song starting at 3:03?
What's the song at 5:42?
Are jeans a permanent fixture to your character? Do you lose it when you die and respawn?
if you pull them out of a character, you will loose them. if you die and re-spawn you will also loose them.
Hey can you help me after some gameplay my ship started move ether super slow or not moving even at max engine power idk if it’s because I’m using a starting ship or not I think mine is the hammerhead
jump in the discord there are loads of people that can help with your specific problem.
What mod are you using for the diving suit?
that's a pucs suit.. it's in the base game
The Transparent helmets mod.
@@IronicandDead Thank you, just read it 8 months after
At 1:35 how did you make that dash underwater is it moded?
old talent, it no longer exists.
@@IronicandDead aww bummer thanks for answerring