Barotrauma

Barotrauma

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Saica-Fox Nov 13, 2021 @ 3:43pm
why is leaving sonar on so bad?
???
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Showing 1-7 of 7 comments
Smetrix Nov 13, 2021 @ 3:47pm 
I’m still getting back into this game, but presumably it attracts unwanted guests
Greb Nov 13, 2021 @ 3:50pm 
It's annoying for one thing, and for another it attracts monsters if they're close enough to hear it, which causes them to zone in on the Nav Terminal and tear themselves into the sub to reach it. This can cause problems if you're away from the submarine and come back to find it has sunk due to being flooded, or is just in a terrible mess.

Not sure if using the sonar sucks up any additional power from the reactor though, but oh well, even if it doesn't it's still annoying listening to the constant ping when the sub itself is parked for a bit.
The Flaming Pike Nov 13, 2021 @ 3:51pm 
It indeed attracts creatures. Some players don't mind it, some others do. Depends on the type of creature, I guess. Obviously, when you reach certain depths, it's best not to attract the really big ones. :captainsinful:
Fosty Nov 13, 2021 @ 4:27pm 
Leaving your turret lights on is bad too.
FourGreenFields Nov 13, 2021 @ 4:32pm 
Originally posted by Fosty:
Leaving your turret lights on is bad too.
[Citation needed]

According to my knowledge, creatures are not attracted to light. I've not heard of any conclusive test proving either, but it's still relatively certain afaIk.
DuckieMcduck Nov 13, 2021 @ 4:42pm 
While it does alert creatures with keen hearing within 100m, it doesn't mean it's bad.

You should use it to navigate more quickly and get the drop on creatures before they get in range of the periscopes. Creatures have their own reading in the sonar, eventually you'll learn what they are. The shock crystals (entities that exist on some ice gatherings) also need to be spotted early before you throw your ship into them and get zapped out of your power. Lord have mercy if you land on top of one.

You should turn it off when you're not moving or not ready to engage; so when spotting Threshers, Crawlers, and Molochs near the edge of the sonar. Get appropriate ammo, man weapons and position the ship in a way your gun can have the advantage, or drop diversions to clear the path, before turning it back on again.

Molochs (giant jellyfish) crap on active sonar the most, because they are 100% blind and rely on hearing. Thankfully they also sing, so they can be spotted in the Passive Sonar even when power is off. It's honestly the sole reason you'll want to both turn Active sonar off and even turn off your reactor (because reactor also makes noise) if they're closing it.

Hammerheads on the other hand will love you for having your sonar off, they can see in the dark and are 100% deaf which means they will get the first hit for free.

Originally posted by The Flaming Pike:
Obviously, when you reach certain depths, it's best not to attract the really big ones. :captainsinful:
Having the sonar off in the abyss where the big ones spawn is a false sense of security because the creatures there have the best sight in the game which doesn't care for lighting.

They will quickly spot and will continuously chase subs at a neckbreaking speed (railgun shells actually move slower than the [REDACTED]) if you do not have any distractions to eject nearby. Their hearing can also easily pick up on the Reactor and Engine.

Basically, throwing distractions then floating up with the power off then turning everything back on again to find the hole to get you out fast is the second best call. Not going there at all is the first.
Blehh..... Nov 15, 2021 @ 8:12am 
Originally posted by UnluckyDuckie:
Lord have mercy if you land on top of one.

Funny that...ours did land on top of one of those zap crystals and one guy went out and tried to mine it out with his plasma cutter.....
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Date Posted: Nov 13, 2021 @ 3:43pm
Posts: 7