#Mule - a Tier 1 starter Transport

1 messages · Page 1 of 1 (latest)

magic light
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Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3136595632

Mule is a modification of a standard heavy lifter submarine model commonly utilized in mining, construction, and wreck salvaging operations. Modified with the same parts it used to salvage, the Mule was turned into a slightly more versatile Transport class vessel, compared to the original model.

Filling the Transport class shaped hole in the selection of submarines you can start the campaign with, with medium starting funds, the Mule allows you and your crew to live that underwater trucker life from the get-go.
You'll get the most out of the early-game cargo missions and will have a slightly easier time looting caves and wrecks (if any), thanks to the crate shelf installed outside, on the diving platform.

If you use it in your campaign, let me know how it goes.

copper charm
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Oh its so neat honestly, so ergonomic

magic light
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Thank you. It really is quite convenient in certain ways.

rose barn
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Did you change the external crate storage (makeshift) to not contribute to the crate storage of the sub in missions?

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Is that simply just removing a tag on the crate shelf?

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Also I love the way you showed where the empty turret hardpoint was.

rose barn
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Absolutely adore the bow hull struts you got going on - going to have to steal that

magic light
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Making specific shelves not be filled by cargo missions is currently impossible, from what I know. The makeshift shelves are my temporary solution to a problem which I'm waiting to be addressed by the devs.
Since the initial vision was that the divers would drop off their loot directly on the platform.
https://github.com/Regalis11/Barotrauma/issues/13276

GitHub

Disclaimers I have searched the issue tracker to check if the issue has already been reported. My issue happened while using mods. What happened? Platforms function differently depending on whether...

grizzled trail
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You should make the horse a tier 1 scout

magic light
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The default T1 Scout is a sea cow, so that's close enough.

grizzled trail
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No idea what you could do for attack

rose barn
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Something like the Walleye perhaps?

rose barn
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Honestly Wendy is nailing the vanilla aesthetic

jaunty perch
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is there a discharge coil, I dont see any in the picutre, and one in front would be good

magic light
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There are no coils. But maybe it deserves to have on installed in the front, you're right.

rose barn
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Does it really need one though

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you can start in it

rose barn
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Also from my own playing around with it - the stock speed at 50 helm of 19 km/h feels really good

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And the empty hardpoint placement easily makes the sub a pretty decent kiter

magic light
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Nice, that's some useful feedback. I've only done a few missions with it myself, which wasn't enough to arrive to any real conclusions about Mule's balance. So I've been listening to people's thoughts since the release, but haven't been making any changes yet.

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It felt alright to me, but I have a lot of experience playing on submarines of this size, which might skew my perspective a bit.

rose barn
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I also feel that the Junction Boxes should have 1.7 or 2.0 overvolt limit rather than 1.5.

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Doesn't seem like it would be a tremendous buff but would help some prospecting engineers

magic light
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That's reasonable.

magic light
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I have done that in a recent update, by the way. Yesterday, I think?

rose barn
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Yes I saw

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1.7 overvolt limit go brrrr

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I'm honestly shocked how much a 14 crate storage shop that you can start in changes things.

Even when playing on Hard and with 1 mission max - one good mission and you've made like 2/3rds the price of the sub.

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For quite frankly nothing, as you've got the typical efficient transport class reactor.

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Or you can get back to back broodmother swarms lmao

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Regardless - the surprising speed of this sub is allowing it to do a lot more than it shows on the tin.