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As far as I know there is a limited inventory space for fauna and if all slots are filled, no additional items have a chance to spawn.
"When YOU kill a monster outside your submarine, it has a 40% chance of having additional alien material."
The skill also works on bandits at abandoned outposts / pirate beacons iirc.
For Gene Harvester it is still a 35% chance to receive an item from each Medical Doctor.
(35% chance for 1 gene, 35% chance for 2nd gene etc.)
It's easier to trigger than Deep Sea Slayer anyway because it works for anybody that is outside the submarine.
I've had genes appear after looting a corpse then re-looting it.
I.E. multiple mechanics can proc both their scavenge talents per container in the same wreck, and a tandem fire team of two security or two medics should be able to tag team the same mobs and/or ruins container( for medics) and IF both characters talents proc, special materials should be generated each time.
One caveat regarding the security talent; I've had multiple instances of killing mobs and when the skill procs, it spits out the item causing it to drop to the floor. I don't know if this has been fixed like the mechanic talents were "fixed" regarding certain containers just ejecting proc items since the last time I had checked for it's activation.
This is true, but I've also noted, that some of the things that deep sea slayer can spawn don't seem to want to stay in the mobs inventories. I've had instances where I grab the mob to check their pockets, and the proc item poops out and sinks, while one or both of the mobs pockets are empty.
If you keep pulling the newly generated stuff out each time, there shouldn't be any overflow.
As for the deep sea slayer part of the equation, I believe the item won't get ejected until the soldier goes to grab the corpse and functions mostly the same as the generation for the medics, it's just that some of the items Deep sea slayer can generate don't like to stay in the mob inventories and should drop to the ground.
Heh, procsplosion...
this is false, anyone can loot the corpse, it does not have to be the medic with the talent.
Well, that changes things then doesn't it?
Now I'm curious about an actual procsplosion being possible...
"Having multiple medics with this talent will increase the chance of finding Genetic Material. For each medic, there will be a 35% chance to increase the number of Genetic Material by +1.
This means that for creatures with larger inventories, it is possible to harvest multiple Genetic Materials if there are multiple medics with the talent."
And this is the reason why I created this thread. If wiki has such a statement, then maybe creature inventory sizes are limited and if they are filled by some alien material when looted by security officer then no genetic material would spawn ?
Have you had a chance to verify that it's not one at a time in personal testing?
I'll admit, my assumptions had been based off of what limited experience I could have with the talent activating, since most of my playtime has been on a solo campaign and I've never had a crew(both MP and SP) with more than one eligible medic.
My understanding is that creature inventories are limited -> limited amount of things that can spawn in them -> multiple talents that "generate" stuff in their inventories -> conflicting talents.
However, some people say they see more loot when opening creature inventories multiple times, so maybe these extra items exist in some invisible "buffer". Testing this would be interesting...need to get 10 medics lol.