Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Depending on how far along in the level the crew is, you could also just use stabolizine to keep the poison from spreading, dock at an outpost, and cure everyone with the medical doctor. This also applies to if anyone gets poisoned in a cave far away from the sub; all medical doctors leaving the sub should at least bring along some stabolizine, so that any poisonings can be stabilised until the expedition force makes it back to the sub.
Now hold up a minute, since when morbusine does not require an actual dose of deusizine to craft anymore??
(checks the game files) Holy Molly it actually doesn't!
Not surprised I've missed that change though. Once I saw the recipe for it once back in the day it did require deusizine, I just knew I won't be ever crafting one in my game. Guess that was difficult to expect devs to ease on something like that.
Jesus, I'm feeling so old right now lol.
Yeah, well, with that one I believe my only actual complaint about the thing is that it's not a new enemy but a variantof="spineling". Ah well.
Everything is correct about what you're saying here; unfortunately though, it feels like a luxury thing to call an expedition just a single person going outside to mine minerals/scavenge the wreck - while the second one of two-man crew is staying onboard to monitor and maintain.
One man cannot carry much, and these kind of missions usually require at least half-empty pockets, beside the cutter, oxygen tank (one slot per each since lately) and a firearm, ideally the basic medications too.
But well, I guess it's solely my problem to be low on social, lol.
Since this only counts for multiplayer, but in single player you are more likely to go into caves with something else, like those with more damaging effects to normal weapons or to take less damage, or to be able to mine ore better than a doctor who can't do either better and using poison as a weapon is weak, as a doctor in the water is also weak with Poison Weapon.
In single player you have to improve the medical skill of the character with which you leave the submarine anyway, so that you can heal everything yourself with full effectiveness.
-
But currently doctor and medic uniform only 3 inventory slots each , stack 8 ? I am currently using a mod for clothing that has all pockets not just 2 pieces of clothing, that each clothing has places matching the profession. / But since much of the inventory of other things is on 8 it will be the same with original clothing currently.
Belt 6 places, and the new backpack with 12 places, inventory bar 10 places.
And oxygen bottles that you can no longer stack, makes it cumbersome if you now have to take more medicine because of possible poisoning, good if a medicine works against several poisons, but that also takes up space and you also need to have more of it with you, so a whole stack.
Since the clothing mod I also use the mod where there is a doctor suitcase with 6 places, which has 8 per stack, I activated the mod first Play as Version "0.19.10.0" , when I started with the game and was looking for mods, but never needed it, only since the clothing mod because it no longer allows opium in the doctor and medic clothes, according to Wiki opium is only considered a construction material, and is because of that then not to be used as medicine for the place.
With these medicine cases it is no problem to take enough medicine with you as any class without always equipping all characters with doctor and medic uniforms, no clothing really has any such good protective effect that you would need a certain one that you could do without 3 places for stacks of medicine.
-
Original game forces you to wear doctor and medic clothes because others have nothing important for a character you leave the submarine with anyway.
Because of poisons, 1 or 2 more meds will take you without mods to make them more compact to take with you, so you can take less loot with you, the problem that some players already had with the oxygen bottle change, only that oxygen bottles have been improved so much in performance they now work better because it is easier to find the time to change them because they are still combinable, you have to pay less attention to how long they last and spend time changing them all the time.
But the new update also weakens the effect of medicines a little, so you need more of certain things, so you need other things that have hardly any use so far, but these need space can only be stacked with the same things.
-
My character for go out from my submarine, has always been a "Security Officer", without clothing mod always doctor or medic uniform, since this mod what mechanic wear, because I have 2 profession places like 2 universal places that can only carry a single, other uniforms carry depending on the profession stack of things to single, but there are so 4 places, and with medicine case that has 6 places, and I use a backpack from a mod that only has 9 slots because it offers the possibility to carry 1 heavy weapon without giving up more inventory space, and only carry a weapon that is created as a heavy without really being one because it has a back carry animation, while I use a mod that a heavy weapon goes directly in the inventory because it makes no sense that you have to carry something like that on your back but no belt would go.
In real a belt does not occupy the back and a weapon you carry on your back does not wear as a belt.
All Hope that others can handle their class.
And depending on what you have as a class, you might even get bored because you have nothing to do, or just have to do the same thing all the time.
And with the illogical system of traitors that make no sense in such a world, because you are actually permanently a member of a crew, and not as it would need such a system as a mercenary where work, because there is no system for escape from the submarine to survive his task as well as target sink the submarine where you then die with, but the character dies and comes back as a zero number depending on how much is set as a loss for skills, I don't know but perks are probably also lost otherwise dying would be of little use as a punishment, so if everyone were just mercenaries you could belong to another faction like the two main factions are.
So traitor system would only work if the game is more Server , and all big server 100 to 1000 + players, per station, and you as a mercenary where hires the other hopes that it will not be a traitor or does not even accept such quests, and so friends could also play with each other, with new and strangers and determine whether you want to play with traitors so that one can not get quests for it after hiring, and here would then work an escape and pickup system.
-
Problems for multiplayer , here a bit more because of the voice chat system of the game if you use exactly that , and do not play with good friends where you can then directly use Discord better.
Language differences of the players, like dialects, which becomes a problem if you don't know the respective language well, or can hear worse than read it.
Also server selection at version "0.19.10.0" had no search for languages, don't know how it is now.
So if someone knows English like it's the only language if English is not their primary, you always have a disadvantage in multiplayer games, especially where there is a language system that makes it harder to understand others.
Supposedly to delay and attenuate voices in volume depending on distance, if you can't turn that off, such a system also hinders gameplay.
So not everyone can switch to multiplayer to play the game, even if it's enough to do the same thing all the time, and it doesn't bother to die all the time with a not very well created traitor system, as in a game that doesn't need the traitor mode because there are still enough things where players can play so badly together that many can't even complete the game in multiplayer because everyone dies beforehand by NPC opponents.
And those who can even complete it in multiplayer can also play with mods that make the game harder, and are unlikely to play with traitor mode if you use mods to make everything harder.
-
Traitor mode.
But maybe it's not quite finished yet anyway.
Because a lot of it makes little to no sense.
The traitors have nothing of it except that it is a system to disturb others during normal play, rewards that don't bring you much if you reappear as a zero number because there is no escape and rescue system, and if one dies in real life another cannot pick up the reward which you would have to be here because cloning does not exist in the world of Barotrauma, so no one could get his own reward for killing his own team.
In other games you will be reported and banned if you deliberately try to spoil the fun of a game for others, but then where you take advantage of mistakes to deliberately harm your fellow players.
And direct PvP games where you don't even play together as a team.
The traitor mode should be improved with an escape system, there are also submarine shuttle spawns for coming back when one dies.
With escape system you could also build in rewards, or something that you can unlock, so if you survive, you get points saved on the game like an account in pure online games, so do not bind to the server, but that traitors and everyone can also get points, and as in online games unlock things for themselves, but then here when you drop or die not lost you can retrieve yourself when you join the server if you are still on the station, and in the running game the game recognizes if you have lost connection that it gives you the things again.
Unique things that you can unlock differently in single player like in wrecks or get through certain missions that would have to be retrieved at each new start unlike in multiplayer where it is permanently unlocked, things that are not seen on a server even by looking into the inventory or others only see a normal version of the item or not the extra values what one can.
Problem for such a traitor system is that the game is not designed to be like that because of all the mechanics and how what is created and built.
-
But the traitor system should be reworked, because traitors should also try to survive to complete the missions, and not just do anything to complete and it does not matter that you die, because in real traitors also try to survive because otherwise it would be easier to help others than to harm everyone, because in real you usually do not want to die, in the game as a traitor no matter new character.
There are mods that change the enemies optically and which also change the characteristics of enemies, and some where completely new enemies are added, the problem with these mods is also often that it means that you need other mods where weapons become stronger because the original enemies have been slightly changed to fit with the new ones, or because the modder uses weapon mods and has made the mod primarily for himself and not a normal version that is still available without weapon mods.
And for medicine there are 1 or even 2 big mods that change the whole medicine system, new types of injuries, new ways to treat them partly with new types of medicine, so far only read these mods but never used them, medicine mods are such a thing in itself how well it works with bots.
Only the oxygen bottles were addressed somewhere to the developer, which I don't remember if it was to make it easier or harder.
It would be good if it has more than just a different color, which you will hardly be able to distinguish from the others in the dark of Barotrauma, and is not visible on a sonar anyway.
Sonar of the "Tiger Thresher" and the "Bone Thresher" appear slightly different in size.
The new "Spineling" could be made slightly larger than the normal ones, and thus also slightly larger on the sonar.
It could also be made slightly slower if it were larger, and because it uses poison, it has evolved differently and is therefore slower, or unlike the others does not try to swim en masse against something.
-
The original "Spineling"
I have never seen all the problems that some have with these opponents, neither the large number nor that they are so dangerous.
https://barotraumagame.com/wiki/Spineling
Even the wiki says that they are very dangerous because you hit them so badly, I don't notice that, bots can hit them very well and since they can't take anything they are gone quickly.
The only problem is that you can't really use the sonar recognizes whether it is them or something else, and only with cameras and drones can I see that it is them and then die very quickly, but sonar just makes a swarm look like something dangerous to me, which it is not.
I've already had some in caves, a bit difficult to hit with harpoons, it's easy with other weapons that fire faster, but even harpoon only needs 1 hit, I didn't notice the big danger for a diver, unless there was a game Bug gets stuck in the save, which causes them to hardly hit themselves and occurs to some players and they rarely if ever have them as a threat because everything else in the game does more damage to me than this opponent.
I don't even notice U-Boat cause something damag from "Spineling" when they get to me, they die so quickly.
If then as an option whether you want to play with it or not.
Cooking as an extra skill for assistants, these should then be found in the first two rows, important not in the skill trees otherwise this class will become even stranger and sometimes worse and force players to have more than 1 assistant at the beginning. / In row 1 when it is important to be able to cook better, and in row 2 when it is not so important because it is only about better values and not because something produces worse quality.
And compatible with all submarines in that you can build a cooking station that you can set up wherever you want, as a construction item, of course you should set it up somewhere that doesn't block other things, but as a system like this you wouldn't be forced to set it all up and take it down Submarines adapt the space for a station because they can be free background wall and not too close to others.
The water in the watering can for the plants is also infinite, you don't have to get water anywhere, which without a filter system would be salt water, which kills plants when a submarine is full.
You could get water from the ballast tank.
You have to store water that you can drink somewhere, so you have to make bottles. Effort depends on whether a submarine has a manufacturer. You have to build and buy bottles beforehand, buy full and empty ones, the Sale machines on Station would then do them also get.
All the food in the vending machines could have a use other than just improving something that you can't see any use for, without having to look at a wiki to see if these things do anything other than make a character nausea.
Opponents would have to have meat as loot, which, unlike other things, always has to be there, and how much there is to collect depends on the weapon type.
-
The problem the game has with food and drink is even more items in the submarine, and even more problems with the performance of the game on many PCs, where there are now fewer suitcases in cupboards and larger stacks, but they are still fewer than with Suitcases beforehand, depending on the submarine, there can still be so many things inside that some people can't play because the game counts objects individually as a stack as a stack, how has number so and so as 1 object but uses number like that and so if there are 8 or 15 or 18 or 32 / Actuall all as Single, and not as stack.
The game supposedly only uses one core from the PC, and there are only some higher i7 and i9 cores where the first one has more power and can process individual tasks better. / Where only more core is used, the amount of items will not be a problem until It has been changed so that more cores are used, it only makes a difference when you have to have more things in the submarine again, while the storage system was changed to store fewer things.
I have played since the update where stacks were changed and oxygen bottles, but I always have a few things on board, always less than others, and before the changes I had such extreme lags in Biome 4 that I could no longer play, "Single Player" , and Current Haven't played for a long time and still in Biom 2, with a small submarine that is suitable for testing whether there will be lags in Biom 4.