@@ChronoMoth I only started playing after the QTE was already added, there was no prompt at all, I speculated a lot on what that white bar could have meant, and came to a fair few (wrong but reasonable) assumptions.
It is worth mentioning, during a critical failure, turning off the reactor and batteries will prevent your junction boxes from taking further water damage. Fixing all the J-boxes and other systems can take time, so keeping the boxes healthy can really speed things along during the repair. This also prevents crew from being shocked trying to fix electrical systems outside of their skill range so everyone can grab a screwdriver and get fixing.
I would suggest having local batteries as backup power for essential systems so your turrets can keep shooting for a while or you can still move a little bit to avoid damage even if your reactor is down completely or the wires broke.
Protip: going stealth can be a better economic option. Most alerts are made by the sonar so use directional ping and stick to the roof or seafloor to avoid the infested main pathway, secondly when going up try to go up while having low engine speed as engines can be hard from quite far away depending on the speed. Here is the so called detection onion Sonar- if heard from 100-120 meters away will cause creatures to lock on your sub, and other creatures to be attracted to your position Gunfire- can be heard from 50-60 meters if turrets are used. Engines- depending on the speed, engines can be audible as far as 50 meters if full power is used Visual range- where most creatures can detect your submarine and attack it without any external noise, usually quite low range. Compare it to the periscope zoom if you'd like (note: molochs have no eyesight meaning if you are quiet they won't attack you, which is why I feel kinda bad killing them as they think your sonar is echolocation by abyssal creatures and resort to ramming it to protect their young. Additional notes: Injuries are cheaper when treated at an outpost Its not stealing if you don't get caught, you can take items from an outpost, go into a match and deconstruct them and craft something else( the guards won't attack you in the outpost when you go into ur sub) Nuclear depth charge(or railgun) wrecks to clear all the husks and make looting far easier. When clearing a thalamus, use the smg or plasma cutter to remove the green bois and kill the brain to actually kill the creature ( thallami are just really advanced colonies of ballast flora that were given years to fully take over a submarine) In the great sea, shoot the piezo crystals from afar with coilgun, they will commit allahu akbar Cargo deliveries can be incredibly op, place multiple racks ( to like 40 crate slots), then you can do transport missions for 5k or 4k marks. It's always more efficient to craft items than buy them, using an engineer to make fuel rods is cheaper and has higher quality than buying them The hammerhead's head is armoured, shoot the sides to deal more damage, shooting the charybdis and endworms mouth deals way more damage. Sometimes clearing the abyss and going under the level is safer than going through the level itself( remember they can respawn outside the cold caverns)
@@googloocraft1217 I forgot they Nerfed the talent Edit: you know the talent that allows you to make makeshift storage, it used to have no limit on the amount of crates so you could just stack the sub sky high, but now there is a cap of 3
I found abyssal monsters to be easier to deal with, than horde of regular monsters. 1 big angry monster, than would just break your outside hull, vs horde of spinelings piercing multiple floors and causing leaks everywhere.
I'd add that when fighting a thalamus or pirate ship, if you can't drop a railgun shell or depth charge on them, piercing coilgun ammo is king as it'll let you snipe the brain or hostile crew through walls, while at the same time breaking those walls very effectively. The same applies to ordinary wrecks, _and beacons_ (it's not expensive to weld the holes closed again after all). Something to consider as well with pirates is that it can be worthwhile to fix up their boat for your own uses, especially if you have another mission that is time consuming enough to warrent leaving a couple of people on it to get all the loot collected together and to pilot the sub over to wherever you end up parked while the rest of the crew get busy with the second mission. Pirate submarines make for handy decoys for bigger creatures too.
Once a engineer installed some detonators with Fix Foam grenades on the mayor rooms of our tiny sub, imagine my surprise as the captain of a sinking ship bellow PUCS crushing deep, seeing 80% of the hull getting repaired instantaneously xD
I found out a while ago that you can lure an abyssal away from your sub if you turn off sub sonar and get a crew member to swim away with a sonar beacon. They... probably won't make it but just remember that (the deaths of assistants do not count)
Learning how sounds aggro creatures in this game. Turning your sonar off AND TURN DOWN YOUR ENGINE to go stealth, also tell gunners don't shot the turret to minimize any noises. Learning this save me a lot of ammo and time by simply go pass by the monsters.
We need MORE guides for fresh starters. Me and my wife get wiped out in a minute if monsters breach our sub, water is everywhere, we cannot move around the ship and it's hard to defend against monsters. Currently we struggle to figure out how to survive that, because it's happening so quickly :(
if your playing just the 2 of you in a small ship with maybe a bot or 2 then make sure she has access to weapons. For example with me and my friend we are currently going through our first campaign, after my first death I told him to knick my ID Card so he has the Captain's access to the ship which lets him access the armoury so he can get ammo and guns when he needs. And i'll stress this a little more, start with the smallest submarine you can, and then spawn in some bots. I don't know if you have played the tutorials but as the player/captain you can give bots orders. For example whenever I play I always give a mechanic the order to Fix Leaks, Repair Damaged Systems and then Reload Ammo. This order means the Mechanic will first stop any hull breaches by repairing them, then if there is no breaches it will go around and repair everything like junction boxes, reactor, engine etc, and then he will replace the ammo for the guns so my security officers can shoot without having to step off the gun. You get used to Barotrauma very quickly I reckon, ive got only 30 hours on the game and I bought it in August 2022. And just today I put 8 hours into it, just make sure you have a bot mechanic or engineer. They are very handy and have simultaneously saved me from death multiple times. Edit: Also forgot to mention this, please make sure when you are engaging any threat when piloting the submarine you engage it in a way that you letting your weapons deal with it. So for the dugong submarine there is a gun on the bottom and top left at first and a mounting point for a gun if you buy it. That means everytime you are trying to shoot the enemy you need to either be directly above them or under them to the right, if that makes sense
protip: u can always restart the round if u can't take this anymore. it's much better than yelling at your crews(friends) to fix anything that will broke in 2sec after fixed.
You can destroy the harpoons that the flesh gun shot at you, whether via welding tool or plasma cutter, i think bullets and other weapons work too but haven't test it out yet... If your submarine is fast enough, it can escape the hook via getting enough distance away. You additionally can use ballast pump as your advantage, by opening the ballast door 24/7 or have a wiring system that automatically open them upon breach. Unless the breach is inside the ballast. Creatures like hammerheads emit strong noises that can be caught by your sonar monitor in passive mode, same with other creatures but Hammerheads are easily recognizable roaming around when you're crab walking across the sea floor. Try to get better at wirings, everyone should be able to connect wires from one to another. Do this by understanding components and use them to further improve your ship. Every creature emits a distinctive noise, turn up the volume, watch your step and arm yourself upon hearing said noises. Crawler and Husk Crawler have different trait, to tell apart whether or not they are husked or not, you can easily look at their jaw for any stingers. Husked Crawler tends to be less coordinate and move by themselves and crawler always go in group if there's more than Three. Upon noticing your ship, the one that noticed along with those that follows it will attack the ship together, Husked Crawler despite being in close proximity to each other will only attack you individually. (Unless the other one also notice too) 'Latcher' is an ambush abyss creature that will attack your submarine, it is very hard to get away as it swam faster than even tier 3 scout submarines and has an attack that drags it's prey down into the abyss. However, it will retreat upon taking heavy damage whether it is a rail gun shell, exploding coilgun ammunition, laser or shredder chaingun ammunition rounds.
As someone who spent 50+ hours in editor and built my own ships: you want to open ballast hatches automatically with water detector. For this set "1" (default) on true output and change "0" to " " on false so it won't stuck when dry. For this u dont need new submarine or editor at all. Just find/craft/buy detector in-game and connect it to existing hatch (dont forget to unplug that movement detector combo tho) You can also dive (ba-dum-tsss) into movement detector mechanics and logic components (specifically "AND" and "NOT") to make your solo playthrough MUCH easier and more manageable because... well bots are stupid (-_-( Oh and also about bots. Don't forget about "Shift"+"MMB" to prevent them from taking/using things u don't want them to use (like that closest diving suit to ur character)
My priorities on dealing with emergency is: 1. Stop, completely stop and turn off sonar, reposition autopilot on place where you already are to prevent situations like this: where you fighting big crawler that spawn a lot of eggs and you constantly drive in this minefield. 2. Kill all enemies if possible. Try to land precise shots to not consume much power. 3. Repair hull. You will have troubles in repairing other things if you are flooded. 4. Repair everything and try to slowly swim towards goal/exit.
Batteries is a good way to use as backup power or to set it up so your gun reloads faster by changing the scale on that supercapacitor. You can turn a normal depth charge into a makeshift sort of decoy one by turning on a portable sonar to active then shove it in the depth charge
Nice video! Just got the game with my brother and we're having a good time! Feel like your channel might save many submarineers from a dumb preventable death! Thanks!
The biggest tip i can give, is that you can wear a doctor or medics uniform with a toolbelt ro free up 9 extra slots of inventory space, combine that with an exo suit and cargo scooter and thats 41 things you can hold at one given point in time. That and combined with the fact of if you use your toolbelt for a cutter, welder, wrench, screwdriver, crowbar, and oxygen, then fill a doctors uniform with opium saline and bandages vastly increases your survivability and utility on missions. You can buy PUCS at certain coalition outposts with a high enough reputation. With all of that gear you should be able to keep a gun with ammo handy in your hotbar, and now in almost ANY situation you at least have a fighting chance in emergencies. Your clothes are for your healthiness, the toolbelt for the sub, and you at least wont drown/pop immediately because you have a PUCS. .....At least up to 6000m, after that, become real acquainted with the abyss suit.
Curious how do you use the Cargo Scooter? I've yet to find it useful, since it Blocks both hands, not allowing me to use weapons/sonar monitor/repairing outside the sub.
@@lordquadrato437 if you let go of it it won't float away, it has a special buoy in it that keeps it right where you left it. It's mainly good for salvaging shipwrecks or after you take out pirates
you can place 4 fuel rods in the reactor. it will improve the performance, but you must control it yourself, without automatic, until the power stabilices
Protip if you have sunk a good amount of hours into captain and you trust your crew you can drive with the sonar fully off just be careful of ice spires and glaciers as they don't appear as often on the passive sonar
Now that the full game is out, how about that full gun/weapon guide? Every stat of every weapon (melee weapons excluded of course since u already did one)
Tip: If you are rapidly sinking near a wall, you can essentially jam your submarine into that wall to help stop your sinking. This will work if only parts of the submarine are flooded, but not if MOST of the submarine is flooded. The friction won't be enough to keep you afloat.
Probably won't help, if monsters are actually pushing your submarine down. I hate hammerheads, as they are most known for literally ramming your submarine from above and pushing it with such force, that even empty ballast tanks can't stop your fall into abyss.
5:15 I think it’s better to find a surface to land while sinking , this will prevent the sub from going down to abyss and the crew can concentrate on fixing the upper part of the ship.
what he means is if you are sinking, setting the direction to the top will filter a lot more water out because the ballast pumps are more effective, so the descent down is not as fast which in turn means less hull damage to the bottom of the ship when you inevitably smack the seafloor
Make sure to get all of the tools in a place that can be reached easily, or even carry them all around to prevent putting yourself into emergency, and make diving gear being available on those similar place for the obvious reason.
Me and my crew have a decent system where Captain and anyone else not busy works on the hull and mechanics and engineers work on getting guns functional. Ofc shit happens but it helps a lot if you and your buds have some semblance of a plan. Everyone on board has 1. A welding tool 2. A firearm of some kind. Our small crew has it set so our mechanics are just as well armed as the security with our mods so much can get it it's unavoidable
Could you do a video on how to control bot so they dont die (deep guide on orders)? Which gear and weapon to give them. My bot just die everytime a monster is in the sub and I cant shoot it cause my bots are to occupied to suicide on the monster.
I also recommend to have on bigger ships dedicated electricians so when ur in a crisis your power might return faster than waiting for them to repair a door or auto hatch
Worst situation I’ve been in, hmmmm. At the bottom of the abyss in my typhon 2, I saw the pirates sunk so being me I wanted to follow them, this was a big mistake. As I saw these strange sound waves on my sonar with a deep rumble, I knew what this was so I was rather terrified, but I said with my double coil gun, flak cannon, coil gun, chain gun, and pulse laser, “I’d be fine”. I was not fine, I got attacked from the top, Artie Do little got sucked into the water, our sub got propelled upwards when the end worm was below us, escaping the abyss, with little Artie, a river flowing down his leg, at half health. Than once at the top, it followed me out of the abyss, which I thought was impossible? I’t fell behind me and I got attacked by a black moloch, after my security officer shot at a moloch bebe, I survived, made it to the abandoned outpost and killed pirates with a skip in my step. All the while holding my Ironic and Dead emergency and preparedness edition book by my side like the Bible.
That trick about turning the power off doesn't just work in that one case. Saved me from a latcher when my meeting with the sea floor landed me in the abyss. Probably won't work for small things like mudraprors though, they're a bit more tenacious
So what if the threats are attacking parts of your submarine that aren't covered by your turrets? (Yes the obvious answer is don't have blind spots, but there are some spots on some ships that the guns just, cannot reach)
so monsters do have an attack path priority, most of them will swim around or go for doors, in which case close quarters combat is required. but crawlers and mudraptors can just stick to a hull and try break through, you will again need focus on close quarters to get rid of them. Hope this helps
Yes, this is a bit of an edge case, tbh you can survive being on top of a Volcano for quite some time, I would recommend trying to get the engine back online at move forwards or backwards if possible, just to avoid its direct hit.
honestly being on the floor flooded is not that bad of a situation as long as you can keep the guns firing i beat the doomworm doing that the problem is when there is no floor
So if the threat is inside, then focus on the threat. If you have stuff on the outside obviously let your gunners shoot as much as possible until the super-capacitors are drained, then focus on repairs. The big one to watch out for is falling into the Aybss, If your sinking fast down there, focus on repairs as you will be sinking faster than monsters anyways. Hope it helps!
That moment when you realize that the repair button was a minigame and you didn't have to wait for it to repair the whole time. = (
this is why you look at the patchnotes unless if you didn't get to see the patchnotes dictating the addition of a repair QTE
@@ChronoMoth I only started playing after the QTE was already added, there was no prompt at all, I speculated a lot on what that white bar could have meant, and came to a fair few (wrong but reasonable) assumptions.
@@nettogames4268 I assumed it was the repair efficiency or something lol. Thought all the way right meant you were repairing as fast as possible
DUDE IVE BEEN PLAYING THIS GAME FOR YEARS AND I ONLY JUST FOUND OUT
I've quite a few hours and I didn't notice that tbh
It is worth mentioning, during a critical failure, turning off the reactor and batteries will prevent your junction boxes from taking further water damage. Fixing all the J-boxes and other systems can take time, so keeping the boxes healthy can really speed things along during the repair. This also prevents crew from being shocked trying to fix electrical systems outside of their skill range so everyone can grab a screwdriver and get fixing.
Great tip!
thats a good idea but should only be done AFTER the threat is delt with to avoid further water flooding
I would suggest having local batteries as backup power for essential systems so your turrets can keep shooting for a while or you can still move a little bit to avoid damage even if your reactor is down completely or the wires broke.
Protip: going stealth can be a better economic option. Most alerts are made by the sonar so use directional ping and stick to the roof or seafloor to avoid the infested main pathway, secondly when going up try to go up while having low engine speed as engines can be hard from quite far away depending on the speed. Here is the so called detection onion
Sonar- if heard from 100-120 meters away will cause creatures to lock on your sub, and other creatures to be attracted to your position
Gunfire- can be heard from 50-60 meters if turrets are used.
Engines- depending on the speed, engines can be audible as far as 50 meters if full power is used
Visual range- where most creatures can detect your submarine and attack it without any external noise, usually quite low range. Compare it to the periscope zoom if you'd like (note: molochs have no eyesight meaning if you are quiet they won't attack you, which is why I feel kinda bad killing them as they think your sonar is echolocation by abyssal creatures and resort to ramming it to protect their young.
Additional notes:
Injuries are cheaper when treated at an outpost
Its not stealing if you don't get caught, you can take items from an outpost, go into a match and deconstruct them and craft something else( the guards won't attack you in the outpost when you go into ur sub)
Nuclear depth charge(or railgun) wrecks to clear all the husks and make looting far easier.
When clearing a thalamus, use the smg or plasma cutter to remove the green bois and kill the brain to actually kill the creature ( thallami are just really advanced colonies of ballast flora that were given years to fully take over a submarine)
In the great sea, shoot the piezo crystals from afar with coilgun, they will commit allahu akbar
Cargo deliveries can be incredibly op, place multiple racks ( to like 40 crate slots), then you can do transport missions for 5k or 4k marks.
It's always more efficient to craft items than buy them, using an engineer to make fuel rods is cheaper and has higher quality than buying them
The hammerhead's head is armoured, shoot the sides to deal more damage, shooting the charybdis and endworms mouth deals way more damage. Sometimes clearing the abyss and going under the level is safer than going through the level itself( remember they can respawn outside the cold caverns)
What do you mean place racks? Subs have a preset number of it.
@@googloocraft1217 I forgot they Nerfed the talent
Edit: you know the talent that allows you to make makeshift storage, it used to have no limit on the amount of crates so you could just stack the sub sky high, but now there is a cap of 3
@@cideltacommand7169 Still better then nothing
I found abyssal monsters to be easier to deal with, than horde of regular monsters. 1 big angry monster, than would just break your outside hull, vs horde of spinelings piercing multiple floors and causing leaks everywhere.
I'd add that when fighting a thalamus or pirate ship, if you can't drop a railgun shell or depth charge on them, piercing coilgun ammo is king as it'll let you snipe the brain or hostile crew through walls, while at the same time breaking those walls very effectively. The same applies to ordinary wrecks, _and beacons_ (it's not expensive to weld the holes closed again after all).
Something to consider as well with pirates is that it can be worthwhile to fix up their boat for your own uses, especially if you have another mission that is time consuming enough to warrent leaving a couple of people on it to get all the loot collected together and to pilot the sub over to wherever you end up parked while the rest of the crew get busy with the second mission. Pirate submarines make for handy decoys for bigger creatures too.
currently sinking and dying, thanks for the tips 👍
Your more than welcome, hope it helps to sink less ;)
Once a engineer installed some detonators with Fix Foam grenades on the mayor rooms of our tiny sub, imagine my surprise as the captain of a sinking ship bellow PUCS crushing deep, seeing 80% of the hull getting repaired instantaneously xD
I found out a while ago that you can lure an abyssal away from your sub if you turn off sub sonar and get a crew member to swim away with a sonar beacon. They... probably won't make it but just remember that (the deaths of assistants do not count)
You can put sonar beacon in railgun shell to make improvised decoy.
Learning how sounds aggro creatures in this game.
Turning your sonar off AND TURN DOWN YOUR ENGINE to go stealth, also tell gunners don't shot the turret to minimize any noises.
Learning this save me a lot of ammo and time by simply go pass by the monsters.
Remove all external walls from your submarine. They can't be breached if they don't exist.
This is a pro strat right here ;)
Embrace the husk and you have no need for a submarine. Look at what they need to mimic a fraction of our power ;)
no wall, no breach.
We need MORE guides for fresh starters. Me and my wife get wiped out in a minute if monsters breach our sub, water is everywhere, we cannot move around the ship and it's hard to defend against monsters. Currently we struggle to figure out how to survive that, because it's happening so quickly :(
if your playing just the 2 of you in a small ship with maybe a bot or 2 then make sure she has access to weapons.
For example with me and my friend we are currently going through our first campaign, after my first death I told him to knick my ID Card so he has the Captain's access to the ship which lets him access the armoury so he can get ammo and guns when he needs.
And i'll stress this a little more, start with the smallest submarine you can, and then spawn in some bots. I don't know if you have played the tutorials but as the player/captain you can give bots orders. For example whenever I play I always give a mechanic the order to Fix Leaks, Repair Damaged Systems and then Reload Ammo. This order means the Mechanic will first stop any hull breaches by repairing them, then if there is no breaches it will go around and repair everything like junction boxes, reactor, engine etc, and then he will replace the ammo for the guns so my security officers can shoot without having to step off the gun.
You get used to Barotrauma very quickly I reckon, ive got only 30 hours on the game and I bought it in August 2022. And just today I put 8 hours into it, just make sure you have a bot mechanic or engineer. They are very handy and have simultaneously saved me from death multiple times.
Edit: Also forgot to mention this, please make sure when you are engaging any threat when piloting the submarine you engage it in a way that you letting your weapons deal with it. So for the dugong submarine there is a gun on the bottom and top left at first and a mounting point for a gun if you buy it. That means everytime you are trying to shoot the enemy you need to either be directly above them or under them to the right, if that makes sense
diving suit make breathe.
revolver go bang.
protip: u can always restart the round if u can't take this anymore. it's much better than yelling at your crews(friends) to fix anything that will broke in 2sec after fixed.
Cowardice.
i do this the most often, but also because me and my girlfriend now have two other pets on board. any time they would die or fly out- instant restart.
@@JaneNayes 🤔
@@Blitz-0012 lol
@@Blitz-0012 sorry everyone else isnt an overly serious gamer like u bro. Your idea of fun isnt the same as everyone elses
I myself use directional sonar to minimise monster swarms. The vid is great as usual!
You can destroy the harpoons that the flesh gun shot at you, whether via welding tool or plasma cutter, i think bullets and other weapons work too but haven't test it out yet...
If your submarine is fast enough, it can escape the hook via getting enough distance away.
You additionally can use ballast pump as your advantage, by opening the ballast door 24/7 or have a wiring system that automatically open them upon breach. Unless the breach is inside the ballast.
Creatures like hammerheads emit strong noises that can be caught by your sonar monitor in passive mode, same with other creatures but Hammerheads are easily recognizable roaming around when you're crab walking across the sea floor.
Try to get better at wirings, everyone should be able to connect wires from one to another. Do this by understanding components and use them to further improve your ship.
Every creature emits a distinctive noise, turn up the volume, watch your step and arm yourself upon hearing said noises.
Crawler and Husk Crawler have different trait, to tell apart whether or not they are husked or not, you can easily look at their jaw for any stingers. Husked Crawler tends to be less coordinate and move by themselves and crawler always go in group if there's more than Three. Upon noticing your ship, the one that noticed along with those that follows it will attack the ship together, Husked Crawler despite being in close proximity to each other will only attack you individually. (Unless the other one also notice too)
'Latcher' is an ambush abyss creature that will attack your submarine, it is very hard to get away as it swam faster than even tier 3 scout submarines and has an attack that drags it's prey down into the abyss. However, it will retreat upon taking heavy damage whether it is a rail gun shell, exploding coilgun ammunition, laser or shredder chaingun ammunition rounds.
As someone who spent 50+ hours in editor and built my own ships: you want to open ballast hatches automatically with water detector. For this set "1" (default) on true output and change "0" to " " on false so it won't stuck when dry. For this u dont need new submarine or editor at all. Just find/craft/buy detector in-game and connect it to existing hatch (dont forget to unplug that movement detector combo tho)
You can also dive (ba-dum-tsss) into movement detector mechanics and logic components (specifically "AND" and "NOT") to make your solo playthrough MUCH easier and more manageable because... well bots are stupid (-_-(
Oh and also about bots. Don't forget about "Shift"+"MMB" to prevent them from taking/using things u don't want them to use (like that closest diving suit to ur character)
If you set the tru output to -100 you can hook it up to the ballast pump and it will drain the water automatically
Engineer gaming
My priorities on dealing with emergency is:
1. Stop, completely stop and turn off sonar, reposition autopilot on place where you already are to prevent situations like this: where you fighting big crawler that spawn a lot of eggs and you constantly drive in this minefield.
2. Kill all enemies if possible. Try to land precise shots to not consume much power.
3. Repair hull. You will have troubles in repairing other things if you are flooded.
4. Repair everything and try to slowly swim towards goal/exit.
Batteries is a good way to use as backup power or to set it up so your gun reloads faster by changing the scale on that supercapacitor.
You can turn a normal depth charge into a makeshift sort of decoy one by turning on a portable sonar to active then shove it in the depth charge
Nice video! Just got the game with my brother and we're having a good time! Feel like your channel might save many submarineers from a dumb preventable death! Thanks!
Thank you for the kind words, I hope my vids do!
Fix foam grenades. A helluva lotta them too.
The biggest tip i can give, is that you can wear a doctor or medics uniform with a toolbelt ro free up 9 extra slots of inventory space, combine that with an exo suit and cargo scooter and thats 41 things you can hold at one given point in time.
That and combined with the fact of if you use your toolbelt for a cutter, welder, wrench, screwdriver, crowbar, and oxygen, then fill a doctors uniform with opium saline and bandages vastly increases your survivability and utility on missions. You can buy PUCS at certain coalition outposts with a high enough reputation. With all of that gear you should be able to keep a gun with ammo handy in your hotbar, and now in almost ANY situation you at least have a fighting chance in emergencies. Your clothes are for your healthiness, the toolbelt for the sub, and you at least wont drown/pop immediately because you have a PUCS.
.....At least up to 6000m, after that, become real acquainted with the abyss suit.
Curious how do you use the Cargo Scooter?
I've yet to find it useful, since it Blocks both hands, not allowing me to use weapons/sonar monitor/repairing outside the sub.
@@lordquadrato437 if you let go of it it won't float away, it has a special buoy in it that keeps it right where you left it. It's mainly good for salvaging shipwrecks or after you take out pirates
you can place 4 fuel rods in the reactor. it will improve the performance, but you must control it yourself, without automatic, until the power stabilices
You can keep the auto mode with two or more rods, but you need to retoggle it after you put the additional rods in
Protip if you have sunk a good amount of hours into captain and you trust your crew you can drive with the sonar fully off just be careful of ice spires and glaciers as they don't appear as often on the passive sonar
Now that the full game is out, how about that full gun/weapon guide? Every stat of every weapon (melee weapons excluded of course since u already did one)
Tip: If you are rapidly sinking near a wall, you can essentially jam your submarine into that wall to help stop your sinking.
This will work if only parts of the submarine are flooded, but not if MOST of the submarine is flooded. The friction won't be enough to keep you afloat.
Probably won't help, if monsters are actually pushing your submarine down. I hate hammerheads, as they are most known for literally ramming your submarine from above and pushing it with such force, that even empty ballast tanks can't stop your fall into abyss.
5:15 I think it’s better to find a surface to land while sinking , this will prevent the sub from going down to abyss and the crew can concentrate on fixing the upper part of the ship.
what he means is if you are sinking, setting the direction to the top will filter a lot more water out because the ballast pumps are more effective, so the descent down is not as fast which in turn means less hull damage to the bottom of the ship when you inevitably smack the seafloor
@@Huskmini Yes , thank you Sherlock for leting me understand what he said.
Make sure to get all of the tools in a place that can be reached easily, or even carry them all around to prevent putting yourself into emergency, and make diving gear being available on those similar place for the obvious reason.
Me and my crew have a decent system where Captain and anyone else not busy works on the hull and mechanics and engineers work on getting guns functional. Ofc shit happens but it helps a lot if you and your buds have some semblance of a plan. Everyone on board has 1. A welding tool 2. A firearm of some kind. Our small crew has it set so our mechanics are just as well armed as the security with our mods so much can get it it's unavoidable
UEX or an EMP Grenade placed in a depth charge can fix almost any outside problem.
Could you do a video on how to control bot so they dont die (deep guide on orders)? Which gear and weapon to give them. My bot just die everytime a monster is in the sub and I cant shoot it cause my bots are to occupied to suicide on the monster.
I also recommend to have on bigger ships dedicated electricians so when ur in a crisis your power might return faster than waiting for them to repair a door or auto hatch
5:20
You should definitely make an automatic system thst overrides the ballast to go up in those situations
Worst situation I’ve been in, hmmmm. At the bottom of the abyss in my typhon 2, I saw the pirates sunk so being me I wanted to follow them, this was a big mistake. As I saw these strange sound waves on my sonar with a deep rumble, I knew what this was so I was rather terrified, but I said with my double coil gun, flak cannon, coil gun, chain gun, and pulse laser, “I’d be fine”. I was not fine, I got attacked from the top, Artie Do little got sucked into the water, our sub got propelled upwards when the end worm was below us, escaping the abyss, with little Artie, a river flowing down his leg, at half health. Than once at the top, it followed me out of the abyss, which I thought was impossible? I’t fell behind me and I got attacked by a black moloch, after my security officer shot at a moloch bebe, I survived, made it to the abandoned outpost and killed pirates with a skip in my step. All the while holding my Ironic and Dead emergency and preparedness edition book by my side like the Bible.
That trick about turning the power off doesn't just work in that one case. Saved me from a latcher when my meeting with the sea floor landed me in the abyss. Probably won't work for small things like mudraprors though, they're a bit more tenacious
wait fully sinking to the bottom isn't just the normal gameplay loop? coulda fooled me lmao
So what if the threats are attacking parts of your submarine that aren't covered by your turrets? (Yes the obvious answer is don't have blind spots, but there are some spots on some ships that the guns just, cannot reach)
so monsters do have an attack path priority, most of them will swim around or go for doors, in which case close quarters combat is required. but crawlers and mudraptors can just stick to a hull and try break through, you will again need focus on close quarters to get rid of them. Hope this helps
@@IronicandDead don't mudraptors prioritise doors and hatches as they can 3-4 shot them
What do you do when your on top of a volcano though. Do you just keep fixing it until the ship move again?
Yes, this is a bit of an edge case, tbh you can survive being on top of a Volcano for quite some time, I would recommend trying to get the engine back online at move forwards or backwards if possible, just to avoid its direct hit.
honestly being on the floor flooded is not that bad of a situation as long as you can keep the guns firing i beat the doomworm doing that the problem is when there is no floor
only 20 subs from 10k congrats bro
Thank you, will be doing a short vid when its there :D
You can MANAGE emergencies? Wow, I never knew!
@IronicandDead Can you maybe make a video about the newly proposed changes (removal!) to storage containers?
Thanks!
More videos! More!
Play with the real sonar mod and it forces you to turn off the sonar in a breach otherwise your crew will die of brain melt or ruptured organs
Really good video as usual keep it up !
Question, when to prioritize more on killing theath and when on fixing the submarine
So if the threat is inside, then focus on the threat. If you have stuff on the outside obviously let your gunners shoot as much as possible until the super-capacitors are drained, then focus on repairs.
The big one to watch out for is falling into the Aybss, If your sinking fast down there, focus on repairs as you will be sinking faster than monsters anyways.
Hope it helps!
good tips : click surrender button
I have 200 hours in the game and had no idea about the repairing mini game
Thanks!