We Need To Go Deeper

We Need To Go Deeper

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A Guide for Going Deeper
_____ Player Roles _____

The Pilot
This player is tasked with steering the ship when the Engine power is online. The Pilot should equip a melee/ranged weapon to protect themselves against any unwelcomed invaders, also enabling them to lead the group in cave excursions.

The Gunner
This player operates the sub’s cannon when Torpedo power is online. Melee/ranged weapons suit the Gunner well as they will be the least likely to make repairs to the ship, but it is recommended to have a healer in the group, and the Gunner fits the bill better than the other roles. The chemistry set is also a good alternative. Having a healer in the group will save everyone from having to heal individually using the bed, which is a disastrous thing to do in the midst of combat or flooding.

The Fixer
This player keeps the submarine's hull intact while exterminating any invaders. The starter Wrench should be equipped for players assuming this role alone, but the Pipe-Wrench is still viable, especially if another wrench user is present. If you are the only one with a wrench, congradulations, you have been promoted to crew janitor. It ain't that bad, at least you aren't a torpedo slave.

The Loader
This player assists the Gunner by keeping the Torpedoes reloaded and ready to fire. A Wrench is recommended to help keep maintenance in the Torpedo room when not loading in Torpedoes. Melee/ranged weapons will still work, but that puts more pressure on the Fixer. Just note that your team is more likely to die from the unrepaired holes in your ship than from invaders, so the more Wrench users present, the better.

_____ Submarine Setups_____

Default
This setup is the most commonly used and the go to for most players. All the Sub-Stats are balanced, allowing for a manageable and relaxing ride. The Gunner should be responsible in this setup as firing in the headed direction will slow the journey. Every shot will count, so precision and timing is needed. If Lights are not needed, unused points should be spent to improve Shields. There should be a dedicated Loader, only assisting maintenance in the Torpedo Room.

Lights= 1, Shields= 1, Engine= 1, Torpedo= 1
(P1) Pilot
(P2) Gunner
(P3) Fixer
(P4) Loader



Passive
This set up is great for quickly navigating the lower tier locations and when cave hunting. One player steers while the others strictly focus on keeping the ship’s hull intact. It’s recommended to switch out of this setup during boss encounters. If Lights are needed, reduce Shields to 0.

Lights= 0, Shields= 1, Engine= 3, Torpedo= 0
(P1) Pilot
(P2) Fixer
(P3) Fixer
(P4) Fixer


Offensive
Most players don’t realize this, but you can navigate your ship without a pilot by using the kickback of the torpedo launcher to propel the ship in the opposite direction. This setup is a boring but viable option where one player does all the navigating and firing, and the others all dedicate their lives to keeping the torpedoes locked and loaded at all times. It is an effective strategy against most boss encounters since the pilot’s efforts to evade are usually worthless unless Engine is set to 3. If Lights are needed, reduce Shields to 0.

Lights= 0, Shields= 1, Engine= 0, Torpedo= 3
(P1) Gunner
(P2) Fixer/Loader
(P3) Fixer/Loader
(P4) Loader


Defensive
This is a slow and steady approach for boss encounters and high tier locations. It’s recommended to use this set up strictly for boss encounters if at all. The Gunner focuses on taking out the enemies with the help of a dedicated Loader, while the other two make repairs to the ship and clean out any invaders. The Loader can also assist in hull repairs and taking care of invaders if the Gunner is capable of loading their own torpedoes. If Lights are needed, reduce Shields to 2.

Lights= 0, Shields= 3, Engine= 0, Torpedo= 1
(P1) Gunner/Loader
(P2) Loader/Fixer
(P3) Fixer
(P4) Fixer


_____ Tips & Tricks _____

Chemistry Set
If you don't know what this is, you'll see it soon in one of your cave explorings. It's a vial/potion which is used as a thrown weapon, randomly changing the color of its appearance after each use. It has a splash/area of effect, so use it carefully. Be careful when throwing this on sloped surfaces, they don't explode on direct contact the same as they do on flat surfaces. Once picked up, you'll be able to purchase it from the catalog for 3,500 coins. It won't be able to break thin cave walls like normal weapons do, so I wouldn't recommend maining this item in solo playthroughs.

(Purple) is a cleansing effect which removes the target's sicknesses.
(Blue) is a slowing effect which lasts a short second.
(Yellow) is a hastening effect which speeds the target, also lasting a very brief moment.
(Orange) is a damaging effect which will self harm on close proximity.
(Red) is a healing effect which restores the health of all targets in the effective area.


Solo-Mode
When sailing lone wolf, you are tasked to man the cannons, load the torpedos, steer the ship, and keep the interior breach and crustacean free. The best way to go about this is by switching back and forth between setups. For the primary setup, go full on speed and try to outrun everything you can, but once you find yourself about to be overwhelmed, switch to the secondary setup and manuver out of the way using the kickback from the torpedoes. Do not attempt maintenance until Shields are at 3.

(out of combat)
Lights= 0, Shields= 1, Engine= 3, Torpedo= 0
(in combat)
Lights= 0, Shields= 3, Engine= 0, Torpedo= 1


_____ Keys for a Successful Cooperative Playthrough _____

The best crew is adjustable, willing to follow orders, aware of their surroundings, and understand when to communicate.

(1) There are many submarine loadouts to choose from, but its best to change it up based on the scenario your team is in, also letting your team know and agree of the loadout changes to be made.

(2) If someone suggests a change or gives an order, communicate whether you agree or present an alternative idea. There is no room for unsuraty, think as a team and work towards the same goal. Also note that it's best to approach every situation with a possitive attitude. Arguing with your crewmates while in combat will no doubt lead to your ship's demise. Plus you might influence someone quit, which is one less person to load your torpedoes.

(3) If you are a Gunner or a Pilot, watch your health and hull integrity. Simply escape the operating interface and make sure your area is free from breaches and enemies. Don't simply rely on your teammates to watch your back, they have their own problems to worry about. If your health is low, let your team know and head back to bed if no healer is present. Every time you die your maximum health is reduced by 2 permanently, so whatever you do, don't die.

(4) There is a time to communicate and a time not to. This only applies to people who type, because you cannot steer a ship or fire a gun while trying to type a message. If you have something to say, make sure you're in a safe position to do so. A hillarious comment is great and all, but is it worth dying over?
Last edited by Legend of Jordy; Feb 9, 2017 @ 11:54pm
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Showing 1-3 of 3 comments
Brummbär Feb 10, 2017 @ 12:05am 
Very nice guide and pretty helpful for new ones!
Still prefer this Power Setup though :

Lights= 0, Shields= 1, Engine= 2, Torpedo= 1

if not in the darkest seas. Otherwise as you mentioned earlier.
Ketrai Feb 10, 2017 @ 1:03am 
Isn't it a bit early for a guide? what if game mechanics change during the JIRA?

anyhow, besides that, nice guide.
Legend of Jordy Feb 10, 2017 @ 7:13am 
Originally posted by Ketrai:
Isn't it a bit early for a guide? what if game mechanics change during the JIRA?

anyhow, besides that, nice guide.
Things will definitely change, so there may be a day where you will have to set your Engines to 5 or maybe you'll have 6 slots of power instead of 4. But this is a guide simply for all those day-one-ers out there to help everyone get started.
Last edited by Legend of Jordy; Feb 10, 2017 @ 7:13am
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Date Posted: Feb 9, 2017 @ 10:10pm
Posts: 3