#Balance
580 messages · Page 1 of 1 (latest)
Exploding coilgun ammo is pretty well balanced
crawler swarm? ruins? moloch? wreck? pirates? iceberg? abandoned outpost? endworm?
it's time
it's balanced, balance is cringe, give it IC-4 in their recipe
return it to IC-4, i say
i have no problem with explosive ammo being really strong
i have a problem with it being literally cheaper than regular coilgun ammo.
Make coilgun less effective and/or make other guns more effective, coilgun becomes ammo cheap option, while stopping people complaining about chaingun/pulse being not worth it (even though pulse is still really good)
i find chaingun is in a perfect spot right now tbh
it's just explosive coilgun and pulse laser are too good.
make piercing coilgun ammo more distinct, too. right now it's just better against mudraptors and..... that's it. that's its whole thing.
idk maybe it could be in the same class as shredder chaingun ammo, good against armor and good for bleeding.
might make security's exanguination skill slightly less useless.
(although tbh crusty seaman simply needs nerfing it's too good lol)
perhaps exsanguination talent needs a rework in some form. bleed is rarely relevant in the short term.
antibiotic glue is so worthless.
genuinely better to deconstruct it.
i wish it affected all limbs.
okay but you have 7,000 bandages
the difference between 8 antibiotic glue and 8 bandages is identical
you only need one bandage for just about any bleeding/burned limb.
because you almost never have more than 30 bleed/burn on any limb.
if you had 30 burn on every limb you'd just be dead.
and burns are usually evenly distributed.
bleeding MIGHT have more than 30 on one limb if you've been getting chewed up by a thresher for a while.
and he happens to have been chewing on one limb. but usually slap two bandages on it and it's fixed in a couple of seconds.
at least in pubs, you are never swimming in meds.
because the assistants drink all the morphine.
they saw the bruise booboo affliction
this can only be solved by drinking 17 fentanyl in one go.
pom should probably not cause so much oxyloss tbh.
or perhaps should heal more than nothing at all.
it's barely usable as booboo medicine.
maybe buff it from 6 -> 10 healing?
still worse than opium but like. a significant buff for it.
i still do see pom farms even now and they're just not good.
because you need 3 poms each and half the poms either explode on landing on the floor or detonate in a fire
you can't have massive pom farms
it's just a fire hazard.
They need to rework the recource comsumptuon of the railgun
Its ABSOFREAKINGLUTELY BRAINDEAD WRONG
Not the damage, the damage is fine, perhaaaaaps the firerate could use a small buff, but otherwise its fine too
Whats wrong is the raw numbers in comparasion to flak and twin coil:
I mean, i think they are fine, i dont mean DPS, i mean recources
yes, I am aware
Check the recource comsumption for killing the same creature
I know
it's incomparable
which is why railgun doesn't need a buff
but the others need a nerf
Well hmm
railgun is a stellar example of a well-made and well-balanced turret
however, when double coil and flak were added they were simply superior and it made railgun look bad
Im thinking here, the flak perhaps can have a nerf in the explosive ammo department, but how can you nerf the twin coil without it just being a sligly above average twin small hardpoint coilgun?
unsure
I will tell you what, The flak having piercing ammo makes no sense, so i think the flak can stay as it is so long as armor absolutely negates it
*The flak having penetration
Making it so that it could take 3 shots to nake a raptor instead of a hitkill
I've always felt sub turret balance was fucked
they are all generalists that excel at everything
which makes stuff like this a nightmare to balance
you can't have it effective at x currently because everything except the railgun is amazing at everything
You're right
Though there should be a work around, picture this comparasion btween the turrets to the firearms
Coilguns are like the SMG
(Average Firerate and moderate DPS for Moderate consumption)
Twin Coils are like the HMG
(Above Average DPS compared to SMG, though currently consuming the same thing,There for being a better "SMG", The way they should have done is to actually increase even more the fire rate but have a 0.7 as opossed to 1.5 damage modifier, so even though you are dealing more damage and killing stuff faster, youre actually consuming more ammo)
Chain is like the Assault rifle
(you could argue, worse than HMG, but since its a small turret, its better than a SMG, but consumes titanium)
Flak is like the Shotgun
(Above Average DPS, Greater comsumption than HMG, but no armor penetration (As it should))
Railguns could be just like the harpoons
(Way below firerate, Moderate Damage for a heavy hardpoint, below average recource comsumption)
But they dont have a below average recource comsumption, imagine if each steel bar produced only a single harpoon, But thats the case with the railgun, no wonder the thing is terrible
And im a huge fan of it, even though it cost me more, i use it in my campaings because i love those shells
flak cannon is just busted strong is the main issue it has
i do think railguns could stand to have their cost reduced to just 1 steel instead of 1 steel & 1 iron.
since carbon is effectively free.
why did railguns get nerfed like that anyway
they were in a good place
i think it was part of the deconstructor changes
wherein you get less out than you started
huh
though in that case for some reason they increased their cost, rather than reduced what you got from deconstructing them
previously it was 1:1 steel, it got changed to 1.5:1 steel.
instead of, you know, 1:0.5 steel.
also, this was all before flak cannon and double coilgun got added so it's unlikely they though of costs for it at the time. railgun was the only big gun.
it needs updating, yes.
@topaz plover just download the EK mods
Flak cannon at current state is awfully cheap, spreader is literally 1 steel and 1 phosphorus
And you get like, a bunch of normal railgun shell worth of damage
Also explosive flak need a minor buff or something
That thing is very niche
Chaingun is fine as it is, titanium become abundant after leaving the first biome
there have been some rebalances in the ammo rework in 1.1
although curiously explosive ammo, pulse lasers, and flak cannons were left largely unchanged
i'm assuming it's not done.
i'm HOPING it's not done.
What if every weapon got put into explosive coilgun tier
the game would become easy mode.
because explosive coilguns trivialize literally every encounter in the game.
every single enemy always goes "oh, my shit is getting wrecked" and are just, completely stunlocked to death.
I absolutely stand that Coilgun shouldn't have explosive ammo
Some said flak need a nerf in damage, I think flak needs absolutely ZERO armor penetration
And a smaller limb severance
Thus Flak wont be just a superior Railgun, it will be a bit more situational, but i hope not completly, because as brought here, all guns are generalist, and they soooort of can stay that way, but their gimmicks NEED drawbacks
That might make flak equiparable to railgun in a sense that, if you need more flak shots to kill armored targets, you will consume about the same lead/phosporus equivalent that you spend in steel/iron/C4 in railgun
But even then i still am afraid railgun might be behind
Because unless they make it so that you need 3 flak shots just to nake a armored mudraptor, and the 4 is a killing blow to his nake part, railgun's close quarter defence equivalent, the canister shot, Consuming ONE LEAD EACH SHOT, will forever stay behind
tbh i don't mind explosive coilgun ammo if it were appropriately expensive
i like that the coilgun is the super-generalist gun, that's neat.
but it shouldn't have an ammo type that is both super strong and super cheap.
no gun should.
What about reducing the total ammo per explosive box
The idea is
Now its more expensive
As you have less per box and have to craft more
Its more maintenance
Similar to railgun
And now a more specialized ammo you dont want to waste
So its still physically as powerful as it now
Just runs out faster
Make it cost IC-4 and increase ammo count to 150.
Make Flak have 0 armor pen.
Make railgun fire twice as fast and default ammo cost 1 steel.
These are kind of what I'm getting reading this thread so far.
I think flak should be buffed
its really fucking bad right now
if something is too close or too far your damage falls off so bad that it is just stupid not to use any other large hardpoint weapon
Flak Cannon is fine, only half the ammo type aren't
Spreader is the generalist, and delete swarm, Physicorium big damage
Focused and Explosive Flak, I think they need buffs
Spreader took all the Focused Flak's mean of existence, Explosive Flak is for gambling addiction
Spreader also cheaper than Focused too, really they should have their recipe swapped
if Railgun doesn't have nuclear shell or Endworm with high sever threshold, Flak Cannon is just a straight upgrade.
Flak can do anything railgun can do better
Anything railgun can do, Flak does better something something
Flak also braindead to aim too
I think the only thing railgun excels in compared to flak is pirate subs
Railgun is considerably more fun imo though
Nothing like hitting a giant shell into a giant fish
But anything can delete pirate sub unfortunately
It's about who sink first and how much damage you can cause to that sunken submarine, which AIs are bad at both of them
If player sink, they will sink first.
if they sink, they die.
Focused flak is actually my favorite ammo type. It feels very intuitive, you just fire what is essentially a single powerful projectile with no weird splitting.
You can pick off targets one by one.
If only focused flak has actual damage to compensate, spreader give pretty much the same result but cheaper, easier, and more consistent
Hammerhead is the only one I can think of for focused flak, not Moloch because it too big, and it literally insta die at point blank.
Because the Flak Cannon will just inject bullet straight to moloch brain
railgun always works
as long as you have money to fuel a railgun it will do better than flak in any circumstance
load up some compound n into a shell and it will do a cleaner job terminating swarms, load up a nuke and it deletes anything
load up psychorium and you take down abyss monsters in 1 mag maximum
Well, Flak can do all that without any of those
all of it worse and slower yeah
1 steel bar and 1 phosphorus delete swarm in 1/3 the railgun take
it is really damn bad against anything abyss unless shells detonate inside of them
yeah
Need outpost to babysit it
If anything, Railgun is bad without Nuclear or a bunch of physicorium
and everyone who doesn't use one gets punished
Normal shell and canister are bootleg flak cannon, even explosive barely remedy it
physicorium is just for lolz and emergency
normal shell railgun is still better at taking down abyss creatures than the base flak
But expensive because all those normal shell need explosives to even come close to Flak cannon
you also forget that the flak has a range of operation
if it is too close, the shell doesn't detonate
if it is too far, it detonates too far away
Too far doesn't effect anything
Too close barely matter and it probably better than railgun anyway since it always clear swarm faster
1 shot from spreader flak delete half the spineling swarm
You should test them more
explosive ammo maybe
I switched out flak because of how bad it was man you don't have to tell me
I been through all these for many campaign now
It doesn't matter, it still more effective than railgun
it really isn't
Faster firerate too
if you have low resources yeah it is better for sustain
but if you have low resources by the time you get a railgun there is a skill issue at hand
It doesn't need many fragment to kill creature
you do actually
Railgun need a ton of shell beyond what the rack in the sub offer to even make it viable
1 projectile does around 21 damage
so you really need to hit multiple fragments to kill anything
clean order ai
Crawler, Spineling fled after get hit
I mean
should you really be needing a flak gun for killing spinelings and crawlers lol
So those damage are better than using railgun at all
Because explosive railgun need them to group up, very very packed together
So you agree that you can't clear a swarm in one hit?
alright use one canister then
bigger aoe than flak
not at all
it needs only a single second of vision to dish out massive damage to any abyss creature
and one shot to effectively take out most submarines out of operation
whereas a flak uhh kills crawlers
yeah bro sounds good to me
My man never use flak cannon properly, I can't help you now
that is an old video
pre nerf
in that video it has like 80% spread
they made it have 270% spread
what
you can shoot inside at only a very particular angle
and I don't think bolts detonate after entering creatures
so you are defending flak is gun as long as something is hugging the gun directly
Stop trying, Klaus probably trolling 
then a basic coilgun with explosive ammo is better man
since it has the most dps when something is getting fired on constantly
Explosive Coilgun is better at nearly everything anyway
flak is for killing crawlers
literally
if you are struggling to kill crawlers that is a very bad sign
focused shells do shit all damage
they are trash
Canister isn't enough, too little pellet
3 canister at best, more at worst
If you disagreed you probably play in low difficulty
2 projectiles from a canister can take out any crawler or spineling
And it literally 2 leads, Flak took 0
yeah I already agreed flak is better for conserving resources
not a matter of debate
it's better for just reloading the gun in general
Faster than Railgun too since Flak has higher firerate
the logstics of railgun are too much of a hassle for canisters to be this weak
being faster is meaningless if it doesn't dish out as much as damage
one ai on cleaning
ez
you don't need to stun dead things
Railgun has only 2 purposes, big single damage and nuclear, otherwise it just terrible
it is better at taking out any abyss creature not directly hugging the turret
than any other weapon in the game
you can dish out massive damage to anything circling the sub with a sinlge second of vision
whereas every single other weapon needs a concentrated fire to out dps it
then why are you even arguing man
yeah ofc
what if we remove hardpoints
and remove ammo
But I'd argue that Railgun has less case where it shine than Flak
Go outside and beat the monsters with a stick.
if you have money? everything
just nuke every swarm
Flak can handle swarm, single target and abyss without a bunch of managing
okay and nuke can kill anything
Railgun need a lot to even come close to it
man do you have a difficulty understanding
you keep restating things I refute over and over again
its like a broken record
You're arguing about normal way of playing vs using the most expensive ammo for everything.
I have to hoard a bunch of Railgun shells pre-Tier 2 just so my Railgun will stop running out of ammo or needing fabricator to babysit it
it isn't really that expensive
steel is expensive????
💀
brother 1 deposit has like 20 fucking iron in it
Coilgun also need steel ya know, and it certainly use it more pruductively than Railgun
Flak can clear 3 swarm attacks with 1 steel
urkikk will singlehandedly prove darwinism wrong
man is still stating flak is better at conserving resources after I stated 5 times that he is correct
Then give up 
Railgun is manageable in terms of resources.
:0
anyhow tho nukes are really not that expensive, the most difficult to get part is probably ic-4 which you can generally buy off of most outposts or the resources to make then
apart from that 1 uranium and 1 steel
idk man
okay look that is a skill issue
One thing I like about flak is that it's significantly better for a small crew, where people's time is very valuable. You want to minimize the amount of time spent managing the guns and railgun takes a lot of effort to reload.
A large crew can handle it fine.
I don't disagree
for railgun you generally need AI on cleaning duty to sustainably shoot
Yea.
or a fuck ton of shell racks
The only reason I care to use Railgun at all is that resource is abundunt, and some submarine can avoid need it at all to the point of it become a burden
Energy consumption. Make it so to full auto it requires the super capacitors be set to max otherwise need to burst fire
to out dps a railgun in any circumstance using basic railgun shells with any other weapon in the game you need concetrated fire
rail doesn't need it
you see something for 2 seconds, shoot it and it is instant damage
with explosive shells or anything else, the moment they move out of your fov you are essentially hitting them for nothing
Railgun has the highest potential damage, but the thing is it's all overkill and unneccessary
that isn't the point really
Extra time save for nothing
you don't save time, you are able to do damage to things is the difference
if there is an endworm or a charybdis circling you and isn't hugging a gun
a railgun can do sustainable damage to them
but no other gun can't because you can't focus fire on them for long enough
it correlates with it yeah
It doesn't matter much in the end of the day though
the sub I use has a dual railgun mode
it swaps between railguns when you fire
truly not op at all
tbh I don't use it
it has a magazine mod which is super op tho
you basically click a button and it swaps railguns, so you can just go between canister and single shell
or warcrime / normal shell
Flak sucks against subs while railgun is really at blowing them up. Otherwise flak is better against creatures in general.
Updated video comparison of time to kill and resource consumption of the flak cannon at close range.
Please note that firing the shells in the way demonstrated is harder done than said.
Honestly I would kill for the railgun to make explosive placed in them stronger
c4 shells are really bad yeah
you'd only use them for aoe, they are barely different when you shoot empty shells
Yeah
But the resource consumption is ridiculous imo
25 shots per box really warrants pricier ammo
Frag actually worth yeah
yeah what do you mean
EK Heavy Railgun does a lot of damage
The loader is very big and has very big shells
also the effects for shooting and hitting are better than vanilla railgun
EK Gunnery turrets comparison. Light turrets: ssl turrets, autocannon, vortex-ring cannon, chainguns. Heavy turrets: railguns, heavy autocannon. Nuclear shells comparison.
Mod: EK Mods for 1.x.x.x
Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2954237072
0:00 small & Medium turrets dps
0:30 small & Medium turrets armor break
1:...
heavy railgun is the middle of the thumbnail
The final one the "fart gun" be like: yeah I consume no ammo and one shot a swarm without needing to aim
lol
ek devs be like that
but the heavy railgun is really cool
medium SSL as well
they would need some tweaking to be implemented into vanilla
I dont know much about those tbh
watch the video
It was hard to persuade my friends to try anything but the one shot whole swarm gun
Like the laser rifle it was op
0 cost after building/buying
And incredibly high damage
implement ek heavy railgun to be normal railgun in vanilla
just EK stuff, amazing items questionable balance
EK is such a well made mod for sure
EK could be implemented but very cut down
like removal of all of the infantry small arms
Add Javier surgical bomb to game for realism
Add Javier npc to game for realism
He sells poison and fentanyl
Better or more powerful?
it feels more powerful
Then it’s probably over powered
like an actual railgun
Railguns in water will only be so effective
In all honesty they should rebrand the railgun as a torpedo turret
It’s essentially what it is
Lots of Ek stuff is too unbalanced, like that is a bit of the point of the mod
The jetscooter could be cool of they add it but getting it with the engineer cargo scooter talent too
So they would have to chose between 2 options
As far as I know EK stands for OP
What you saying, the game is now easier?
me playing EK is ignoring all the stuffs they added.
EK is just bulk
download barotraumatic
ez fix
Barotraumatic doesn't do that much tbh
Unless it conflicting with DynamicEuropan that badly
There are a lot time it make the game easier than vanilla on their own
The only part I found making it harder is the bottomless abyss
Like, literally, the 2nd biome of that modded baro is as threatening as Cold Cavern in vanilla
..Maybe Dynamic Europan is to blame.
huh
killing 4 latchers at once is easy?
what sort of gameplay are you having man
what about trapper spiders
1 of those fuckers can take out an entire ship
or crawler spawns literally multiplying
if increasing mob spawns several times is easier than vanilla to you I don't know what to say
the grand sea has giant trapper spiders and the event where 3-5 cyclopses attack you at once
the first and second biomes are unsurprisingly easy
Been playing barotraumatic+DE combo for years now
And while no, You will have PLENTY of opportunities to die, Barotraumatic definitively makes recource gathering trough monster loot and just getting rich plenty of times easier
From the titanium of hammerheads, to the extra cash of the overloot by increased creature spawns, and the loot of many vanilla creatures effectively trippling with the addition of their desconsturctuble body parts, not to mention the many very many sellable high value creature items (Shiny Spider eyes/Icecrab shells/Watchers Gel)
Getting rich in barotraumatic is insanely easy, by just looting the ocasional swarm and big monster here and there, i already had 200k before the third biome, having left cold caverns with beefy 80k
AND I WAS USING THAT WASTE OF RECOURCE CRAP THAT I LOVE SO MUCH AKA RAILGUN
And you bois still havent busted that literal free titanium/Steel/Plastic aka blow torch from the market @zenith nexus
Facts
I'm pretty sure the more resources things are from more baraotraumatic creature pack than barotraumatic itself.
Well yes, Dindt mentioned i was playing with the pack
I didnt know it even worked without the pack, it must be a hell of more error logs
It actually totally fine though, less error than with more creature pack too since that's where most the error came
The errors are from creature pack, not the barotraumatic itself
yeah but this entails you can fight everything with money
have eight million mk if you want, a trapper spider is going to two shot half of your hull
fully upgraded at that, if it is anything below you are guaranteed to sink immediately
not to mention the hammerhead swarms that completely cripple the AI
combined with abyss creatures, if you get a hole in your hull with those around you are guaranteed to die
You're right, Since i played with just barotraumatic + DE and nothing else, the money was nothing but a number at that point, But for some mods like COR where ammo is expensive or even EK, you can really rampart ammo very easily
Yeah same, I hit a roadbrick at the great sea
being a singleplayer game, I just couldn't maintain the ship by myself anymore
vanilla balance thread
look inside
mods
💥
It all started from someone brought up EK Railgun
me
To get back on track
What's a good way to have harpoon guns being back up there with firearms?
Make them glow
Maybe make them better for underwater use too
i think they're perfectly fine where they are?
they're the inexpensive weapon anyone can make
because anyone can make it, it's possible to make good/excellent versions easily
regular steel harpoons are cheap, but highly reusable. you can go for physicorium to boost your damage greatly, ahabs' spear for even more.
with a security officer you can push this further again with harpoon coil guns. and that same security officer can also specialize into it with deep sea slayer, turning it into a monstrous gun.
more visible harpoons would be nice though.
I think Harpoon Gun is severely underrated just cause it doesnt have high RPM. However, harpoons having neutral bouyancy in water would make them feel a lot better. I hate the ritual of swimming to the bottom of a cave to scrounge for my harpoons, so maybe you could trade off some damage for a "lighter" harpoon that doesnt sink (or actually sinks instead of dropping to the ocean floor). I think theyre fine as is, but this little quirk makes life just a little more annoying. I do appreciate a low-cost weapon that does fine damage
Add a bit of uranium to make it have a subtle glow lol. Maybe the sprite could reflect light since harpoons are made out of metal. Maybe you could attach glow sticks or flares to them
hmmmmm. depleted uranium harpoons.....
that could actually be kinda cool.
as a middle ground for physicorium.
I for one would love more DU ammunition
Really? I find it incredibly easy to get
That's probably because when trying to stock up on DU, I use exclusively Uranium rods
upgraded reactors are insanely effective though
Thorium rods last a very long time. Double the duration iirc
and people recycle them a lot
so at least in multiplayer you don't get many opportunities to do it.
If you've got a crew willing to mine minerals for you, you're pretty set imo
lategame my reactor only needed swapping once every ~6 missions.
and yes that's with 4 rods, but still.
My crews are rarely starved for Depleted Fuel. I think it depends on the reactor's properties
and the ship you use, yes.
Some submarines have a weaker reactor that encourages two rods at a time
However just about any modded sub with a default reactor will eat rods as long as you can feed it
Which is a blessing and a curse
I'd like to see more applications for Depleted Fuel, so Depleted Fuel Harpoons could be something interesting
Absolutely shred a Mudraptor
physicorium isn't exactly super crazy rare lategame, to be fair
honestly the bigger problem is getting a level 6 engineer.
that's more a levelling issue.
i swear it takes ages to get to that point.
Pre-talent rework, you'd just dump medals into them
And they didnt need to worry about general talents
having some kind of XP setting would be a godsend
2x or 3x xp or whatever just to make it so players aren't taking forever to get levels. current levelling rate is fine if you can actually consistently stick with a server.
but the server may not consistently stick with you.
There we go this os what I'm talking about
This too
When I meant bring them up with guns I didn't mean a dmg buff but small things like buoyancy, easier to retrieve harpoon maybe for variants etc are all good ideas
upgraded reactor, and you will forget reactor's existences for a few days to come.
I guess you gotta spam RFA somewhere to get them
pretty much your only option yeah
Halve all other guns range and damage in water
That seems a bit drastic
guns are presumably designed to work underwater on europa
Guns are made to work well on land or work well under water, not both
So may I suggest guns don't work as well underwater
Like reduce the range to the point it is worst than a cheap and shitty BB gun
If you miss with the harpoon gun, it should reel the harpoon back in automatically, for as long as the rope usually lasts. If the harpoon reaches you in that time, it should get put directly into your inventory. If not, it'll stay on the floor.
And another buff to go along with it: pressing the trigger again while the harpoon is attached to the gun (whether you're pulling in an enemy or only the harpoon itself) will cut the rope and reduce the time until you can shoot again.
That is a good idea
Also make it so if you are connected to a monster and it is larger than you, you move with it
Does it not work this way already? Like, if the target is moving with more force than you, you'll get pulled.
I don't think so
Odd.
The harpoon will reel targets smaller than or equal to a mudraptor if a successful harpoon hit occurs and the aim key (default key: right mouse button) is held.
If the harpoon is shot at a target larger or equal to that of a living hammerhead or embedded into the hull of a structure, it will instead act as grapling hook if the space-bar (to initiate ragdoll) is held down while the aim button is also held down.
You can entirely skip reeling in a target by letting go of the aim button right after firing the harpoon gun, this cuts the line immediately even if visually it may still look connected.
I mean these guns are made and probably engineered with Europa on mind.
Making guns specifically work in air and water in the context of the game adds unnecessary complication to an already complex game.
If we're really going down this line, maybe nerf the range of guns in water by half.
Honestly I feel monsters should get more resistant body parts
Like the husk crawlers can get the same treatment as husk humans, receiving less damage to all body parts but the head.
The Charybdis resistant body should work against explosive weapons.
And the Endworm armor plates should do contact damage.
modern guns do not
these are guns from 400 years in the future of colonizing europa, presumably they've improved
imo gun effectiveness isn't a huge concern for me.
most of the combat takes place in water. nerfing gun damage in water would be a wholesale nerf to every gun in basically every usecase.
You can already snap the rope instantly by stop holding fire button, the only reason why you found people pull creature without them wanting it is because they keep holding the fire button without knowing how it work.
click once and the rope snap immediately, click and hold will keep the rope
I think make it pull the harpoon back as long as you hold the button will do.
why 2 click and when you can combine both into 1 click
would be kind of nice if the harpoon made this a bit more intuitive. for example, making it a semi-auto where you have to actually click between each shot. additionally, when a harpoon lands on a target, you could change the aiming reticule to something that indicates reeling.
Then I was confused by a visual bug, as BanterWaffle mentioned.
maybe like a circle that fills in (like a spinning cooldown circle in most games) the more close the monster gets to you.
Circle that fills in implies that an input at the end is needed. It's a quicktime event indicator.
But a spinning crosshair indicating reeling would make a lot of sense.
ooh, literally reeling, yeah
speed of the spin based on how fast the monster is moving towards/away from you.
i do wish monsters like, tried to actually get away from you when reeled
right now it's pretty much not really a mechanic. they just attack you directly and the reeling means nothing because they're coming for you anyway. and you also can't really stop them from swimming away.
That'd be a nice touch, if it's not too much of a pain to implement. Otherwise, a constant spinning rate is still better than no indication at all.
would be worth putting this on github as a discussion page.
or even as an issue and call it a lack of feedback
the best way to push suggestions is to label them as bugs 🙂
Lol. I suppose.
And to be fair, there is a bug involved, though that's a separate task. The rope can often appear as attached to your gun even when you're not holding the mouse button.
I have to do more testing before I can submit a proper bug report. Testing software by day, testing other software by night.
gonna lie, Harpoon's reeling use case is pretty limited, they do make dragging a tiny bit faster but other than that, the only one I can think is reeling husk out of the wreck into turret range
I once saw a patch note saying it will now reel no matter if you're facing at the attached target.
Not sure how it is now, but from the sound it kind of silly now they take away the control off the reeling mechanic, originally you can choose when to reel or not without having to snap out the rope.
Dunno, guess it allow reeling without swimming backward speed, but is anything that need it?
no spearfishing smh
They're good at dragging dead corpse though
Well, if the harpoon manage to attach, armor or severed limb from the impact tend to prevent it from attaching
Harpooning a dead armored mudraptor is a pain to try, need to go underbelly if the armor still there.
Could be interesting if it yields material similar to plants
Also fish would distract crawlers and mudraptprs that aren't aggro'd yet
However they'd be fast and flee from everything. That way you need to ambush them to kill them and it your sub comes near they flee so don't distract monsters for lomg
My balance suggestions :
Using the railgun without nukes is trash, extremely inefficient for the resource cost and the damage isnt good for the cost. When you get the cheap nukes upgrade from the electrician tree I see no reason for using regular shells anymore. Increase the damage considerably of regular shells. On some of the big enemies you just waste 5x more resources bringing them down with regular railgun shells than with any other turret.
Typhoon 2 is a bit too strong wtf, 3 large gun pods and 2 small ones ? Geez, lmao. Give more guns to the Kastrull to make it more on par, sure it has a drone but it could have at least 2 large gun pods and two more small ones.
kastrul also has 5 guns
it's just a bad sub.
it has awful descent speed and no ability to handle any flooding whatsoever
not to mention the captain pretty much gets shotgun blasted any time the window is hit
typhon 2 is definitely too strong. so is the orca 2. needs to be looked into.
Kastrull in concept is good but is very underpowered compared to the Typhoon 2, you get a drone and a depth charge and thats basically it. Afaik Typhon 2 has very good draining capabilities while also having godlike firepower pretty much
I never played the Orca 2, only the orca 1, why is the Orca 2 OP ?
Also physicorium shells for the railgun are even more inefficient, rare material for subpar damage increase. But this is largely due to the regular railgun shells already being outclassed by other turrets
it's got everything, is very fast, has crazy-ass drainage if wired up correctly, and is just really versatile.
it's a better than the orca 1 in every conceivable way -- and basically every other sub.
also it's a scout which makes it good by default.
scouts are kinda way better than all other sub classes.
one of the big things that makes the typhon 2 SO MUCH BETTER than the kastrull is how sink-proof it is.
the orca 2 has a similar thing through its thunderously fast drainage.
can wire up the doors and ballast hatches to open when water is detected and it will literally drain faster than the sub can fill. because it has collectively 1800 flow.
Geez
Nice
Humpback and Herja are two subs I find to be very balanced because although they are fairly versatile and pack a lot of firepower they both have a weakpoint of very slow drainage due to their small pumps on the middle of the sub
SImilar thing should be mandatory for Typhoon 2 since it has 3 large gun points
The humpback is the perfect sub for a husked crew as the flooding and trek to the dive suits is insignificant to them.
The only weakpoints of the Typhoon 2 that I can recognize is the vertical design making it slow to move around the submarine and it not having a depth charge coil
Should have more for such a huge firepower afaik
Winterhalter catches fire on its own and has horrible blindspots just because it got a research station lmao
A flooded sub can be navigated faster in with dive scooters
I simply want more subs with bottom docking hatches 
tbh typhon 2 doesn't even need the depth charges
depth charge implies dropping decoys to run away
you don't need to run away with the typhon 2.
you just kill.
damn thing depopulates the ocean.
lmao
genuinely unsinkable ship.
so dump.
the front of it is virtually unsinkable.
a molloch can ram into you and you can ram the bastard right back.
smear that idiot against the cliff face
what's he gonna do about it? make angry whale noises at me?
bully that nerd.
I particularly skipped the typhon 2 because of its vertical design that pushed me away from it. Now im gonna skip it for being overpowered lmao
tbh the vertical design really isn't actually so bad on it?
honestly i find the typhon 1 to be more annoying to navigate.
typhon 2 is very easy to grasp.
I prefer subs that are actually submarine shaped. There’s a reason terrestrial submarines are pill shaped. Underwater aerodynamics are even more important.
Some subs would be absolutely terrible irl
Fun fact. The shape of the German U boats was because they literally were underwater boats. Their shape gave them faster speed and stability on the surface and reduced speed and stability under water. This is because they were on the surface most of the time.
i'm happy it's gotten a good number of reworks. berilia might actually be not a horrible sub!
After subs went nuclear they only surface when needed so maximize speed and stability underwater. Not to mention who needs stability on the surface. Unless your hatch is open it’s not like you can capsize.