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When going out of the sub, place Glowsticks around the submarine, in view of ship weapons.
This provokes most creatures to prioritize the attack on glowsticks instead of the hull; even if they come from a blindside. Bots can then shoot them up without issue. This is also useful for swarm missions. Glowsticks last a long time.
Unlike glowsticks, they sink. They also provide more detailed picture for handheld sonar in passive mode - so may be even better for clearing downward caves than glowsticks.
Ooh, I really need to start using more equipment. Anything that boosts handheld sonar is gonna be my best friend. Thank you!
Early Molochs will also be completely defeated by Sonar Beacons as they will start attacking it relentlessly, as they use sound to make things out and are effectively blind. This lets you attack their brain for free, and they won't even retaliate.
I do say however, that you should never share space with any decoy (flares/glowsticks/beacons). If you are sharing the visual, creatures will often prefer you instead.
Yeah, I'm going to need to look at sonar beacons. Latchers have utterly tarnished my early-game enthusiasm with some really unfortunate RNG in my map generation. I think I'd rather ritualistically fall down some stairs rather than deal with a Latcher in my Dugong one more time.
I might prioritize getting the Orca next time so I have that Depth Charge Tube.
Using this approach, I never lost a submarine in EVA 99.9% of the time. Each time you hear a "Target spotted" while away means that your bots likely dealt with the threat before it even breaches the hull and wipe out the entire crew.
Gotcha, thank you! Would you recommend assistants or security officers for manning the guns? I read that it's better to have assistants man the guns and security officers standby for possible boarding, but that's just one voice of many.
In general, I suggest having security guards man the guns as the assistants can on average repair hulls faster than their combat focused counterpart.
You can also switch to your security guard in singleplayer if an enemy breaches the hull which the command GUI should say through the "Fighting invaders" task flashing.
Mechanic: Fix leaks / Fix mechanical.
Electrician: Power on reactor / Fix electrical.
Security: Man guns / Counter invasion.
Medics: Just leave blank because they are mostly brain dead ( if you set them to emergency rescue, they will burn through your entire med cabinet. They will actually take the expensive meds ( like Deusizine - that you spent forever crafting ) out of an auto-injector headset and use them when not needed. Totally braindead. ).
You'll have to use multiple fuel rods (at least 2 or 3) throughout the game and the order causes the bot to throw them out and use only a single one, which doesn't generate enough power for most submarines.
So yeah is it better to just load the reactor myself and leave it on auto pilot?
I'll have to trial and error it. I got around travelling on one fuel rod by maximizing reactor efficiency with the submarine upgrades ( +3% power, less fuel rod consumption, weapons using less power etc. )