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I've tried many community subs, as well as all of the dev team designed subs, and vertical speeds are almost always between 15-20 regardless of ballast count / volume.
No in this game bigger ballast tanks wont make you go up down faster.
I think there is a hard cap for down movement of 35 and i have never got anything to move up faster than 19-20.
Just made a test sub that had one very small room just big enuff for a nav console air pump and reactor and one giant room for ballast.
The neutral setting for the tank was 0.0707 full.
When empty it had up speed of 18.
When it was around 50% full it reached 35 down speed and didn't increase for the other 50%.
Then made the ballast tiny and had neutral ballast of 0.9640
Took so long just to make if go down so im not counting the down speed.
Empty ballast and it would rise up 19 quickly maybe 20 if i waited longer.
It's not an objectively problematic issue, though. The very nature of the subs creates this dynamic. You were presented with an option that is contained within the tools of the game- to design your own sub that would fit your tastes and you don't want to do that.
Maybe it's just that people aren't that upset about this and that's why you don't find mods catering to it.
You can't just slap engines on top and bottom and call it a day.
Everyone is well aware that it's a sub, that comment isn't clever, or helpful. This is a pacing issue. You don't need to "slap an engine on it and call it good", as if that changes anything. The maps are far too big, the subs are far too slow, and you're ground to a skidding halt any time you have to go up or down. On top of all this, there's borderline nothing to do in the meantime.
Having played this for well over a hundred hours, I can say for absolute certainty that by 25% campaign map mark, you should no longer need to leave the sub for supplies, and resource management by the 50% mark is so trivialized that you could easily have everything made and stored away within 3 minutes. So why then should a map take 40+ minutes to complete?
This game would be dramatically improved by having quick missions, with actual content worth stopping the sub for. It hurts nothing and no one to cut maps down to 25% the size they are currently. If you need time to make things because you're slow, then upgrade the systems, it would give an actual reason to do so. If you still need time, then stop and explore a thing. No one is forcing you to end a mission early. But forcing people to suffer through insane map lengths because you craft slowly is insane in itself.
Right now, as it stands, finding something along the path in any mission almost feels like something to do, until you realize how much further you still have to go, and stopping to do what ever it is would only add an ungodly amount of time to each mission.
Next time you play a map where you have +5k travel distence, go ahead and take out a stopwatch and pay attention. That 5k very very quickly turns into 20k when you start adding in vertical climb, moving rocks, dead ends, etc. All that adds up, and makes the pacing far worse than it needs to be.
Yeah, the currents are kind of tough. It's super tough to "park" the sub in order to mine resources, salvage a shipwreck, or deploy men to destroy a creature nest. I wish that the currents weren't so strong, and I wish there were more spots without currents (for parking the sub).
Back to the original post... I have not noticed that vertical movement is too slow, but I haven't yet gotten to the 5k map distances. Maybe at that point I would feel it too. Maybe at that point I would agree that we need faster vertical movement. However, it seems unlikely to me that people are quitting the game for that reason, because we don't really encounter that kind of distance until later in the campaign. Probably, people who try (and then quit) the game are not hanging in there that long.