Barotrauma

Barotrauma

View Stats:
Dealing with mudraptors?
I started a new singleplayer campaign after the new update and I choose the Barsuk as my sub. Got tore apart by crawlers and was going back to the nearest outpost when I got attacked by mudraptors. I ran out of ammo for my revolver and tried to take one on in CQC with a knife but I couldn't even scratch it.

Is it even possible to fight mudraptors without firearms? What steps can I take to prevent them from destroying my sub?
< >
Showing 1-6 of 6 comments
Passier Reis Mar 18, 2023 @ 1:40am 
You should be able to kill them with harpoons which are cheap to make or dual revolvers if you're interested in more firepower, though that'll change further into the abyss because Im pretty sure they get armored deeper you go

For SP, you'll want to set them in the line of fire of your bots controlling the guns as their target acquisition is quite good (Because they're AI, except when there's too many infront of them then they'll freak out). Then just maneuver your ship in the opposite direction they're coming from and hope you have enough time/space.
Alienslayer2406 Mar 18, 2023 @ 2:38am 
Originally posted by SlightlyAboveAverage:
You should be able to kill them with harpoons which are cheap to make or dual revolvers if you're interested in more firepower, though that'll change further into the abyss because Im pretty sure they get armored deeper you go

For SP, you'll want to set them in the line of fire of your bots controlling the guns as their target acquisition is quite good (Because they're AI, except when there's too many infront of them then they'll freak out). Then just maneuver your ship in the opposite direction they're coming from and hope you have enough time/space.
I ran out of harpoons fighting them. Can you install crafting stations into your sub at a later date?

I figured I would have to have an NPC on guns beforehand in case something like this happened, but I only had a mechanic and an engineer and I didn't wanna use them up when they could be doing something else on the sub.
FourGreenFields Mar 18, 2023 @ 3:22am 
TL;DR: Killing mudraptors in melee is absolutely possible, but troublesome in the early game.

The issue is the armour. 90% damage reduction, 100% bleeding reduction. Without armour-penetration or a chance to sever, you'll have a Fun™ time. Some mudraptors are unarmoured, those are much easier to kill.

Normal knives have no penetration, and can't (? or at least can't reliably) sever limbs.

Hardened knives have 25% armour penetration. 67.5% damage reduction from the armour. Dual hardened knives have nearly the DPS against 90% armour that a single diving knife has against an unarmoured target. Hardened crowbars will work fine too, andpossibly hardened wrenches/screwdrivers, with talents to buff damage for them.

The boarding axe is the most famous weapon when it comes to the other approach. High severance chance, enough damage in one strike to exceed minseverancedamage. Can onehit a mudraptor by beheading it, if you time it right. If not you'll still strip armour.

Harpoons have the same issue as knives. But the mudraptor isn't fully covered in armour, and you may be able to aim at a weakspot (belly? Legs? either way, lower half of it) to bypass the armour. And harpoons are recoverable, so pretty cheap to use.

Revolvers have 10% penetration (with normal ammo). Turns 90% armour into 81% armour. Good enough, but costly to use (even vs unarmoured targets). At least the DPS is good if dual-wielding.
Last edited by FourGreenFields; Mar 18, 2023 @ 3:24am
Figas Mar 18, 2023 @ 5:02am 
Originally posted by Alienslayer2406:
I ran out of harpoons fighting them. Can you install crafting stations into your sub at a later date?

I figured I would have to have an NPC on guns beforehand in case something like this happened, but I only had a mechanic and an engineer and I didn't wanna use them up when they could be doing something else on the sub.
You can't install any of the heavy machines on your sub, you will need to buy a new sub that already has those installed, in the meanwhile you could use the fabricatores and deconstructores inside any of the stations.
Also, don't be afraid to order a mechanic or engineer to use the turrets, the class labels are very loose and the big difference about them are the talents, they will just have less weapons skill which makes them slower at aiming the turrets.
Alienslayer2406 Mar 18, 2023 @ 9:02pm 
Originally posted by FourGreenFields:
TL;DR: Killing mudraptors in melee is absolutely possible, but troublesome in the early game.

The issue is the armour. 90% damage reduction, 100% bleeding reduction. Without armour-penetration or a chance to sever, you'll have a Fun™ time. Some mudraptors are unarmoured, those are much easier to kill.

Normal knives have no penetration, and can't (? or at least can't reliably) sever limbs.

Hardened knives have 25% armour penetration. 67.5% damage reduction from the armour. Dual hardened knives have nearly the DPS against 90% armour that a single diving knife has against an unarmoured target. Hardened crowbars will work fine too, andpossibly hardened wrenches/screwdrivers, with talents to buff damage for them.

The boarding axe is the most famous weapon when it comes to the other approach. High severance chance, enough damage in one strike to exceed minseverancedamage. Can onehit a mudraptor by beheading it, if you time it right. If not you'll still strip armour.

Harpoons have the same issue as knives. But the mudraptor isn't fully covered in armour, and you may be able to aim at a weakspot (belly? Legs? either way, lower half of it) to bypass the armour. And harpoons are recoverable, so pretty cheap to use.

Revolvers have 10% penetration (with normal ammo). Turns 90% armour into 81% armour. Good enough, but costly to use (even vs unarmoured targets). At least the DPS is good if dual-wielding.
Nice, didn't know harpoons could be recovered. I keep learning that there's more to this game than I thought.


Originally posted by Figas:
Originally posted by Alienslayer2406:
I ran out of harpoons fighting them. Can you install crafting stations into your sub at a later date?

I figured I would have to have an NPC on guns beforehand in case something like this happened, but I only had a mechanic and an engineer and I didn't wanna use them up when they could be doing something else on the sub.
You can't install any of the heavy machines on your sub, you will need to buy a new sub that already has those installed, in the meanwhile you could use the fabricatores and deconstructores inside any of the stations.
Also, don't be afraid to order a mechanic or engineer to use the turrets, the class labels are very loose and the big difference about them are the talents, they will just have less weapons skill which makes them slower at aiming the turrets.
I was afraid if I had my crew on turrets, there wouldn't be anyone to repair hull damage. In hindsight, I probably should've prioritized eliminating the threat over damage control.
Rhapsody Mar 19, 2023 @ 2:56am 
Burn damage and poisons will also work.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Mar 18, 2023 @ 1:01am
Posts: 6