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Hello, my friends and I really liked this Tier 1.5 submarine. However, we have a question: does the mineral scanner actually work on it or not? We've installed the upgrade, but it feels like the scanner isn't functioning. (I wasn't controlling the sub as the captain, just as an assistant — we didn't have a captain with us.)
At least for my submarines, you can kind of just take "Tier" as a general suggestion - the more clear indicator of submarine capability & progression is mostly going to be the price first and foremost. I kind of purposely put alot of my ~15k-20k in Tier-2 instead of Tier-3 so particularly frugal crews can pick them up slightly earlier, and take advantage of the mechanic 'refit' perk if they want to keep it through the rest of the campaign, since I know alot of crews like to stick with one submarine after they switch from a Tier-1.
After next sub releases, you can expect probably some more "traditional" <9k starter subs. I might also try to make a set of 'themed' progression subs at some point.
With the added clarification, I get what you mean about bots slamming the doors on eachother yeah. Bots manually closing doors behind them is a vanilla behavior and, yes, they absolutely will slam the door in your face if you happen to be walking behind them. As for bots standing in the doorway however, that isn't fixable with node changes as the cause is just bots interacting with items (such as junction boxes) that are too close to the door so they stop in the doorway. If bots just stood in front of the item they're using instead of stopping the moment they are in the item's radius it wouldn't happen. Doors don't cause any damage though so it's really more of a minor inconvenience delay when using a bot engineer.
Not a ding! I love this sub. It feels borderline between the tiers but is grungy enough that it feels like a 1. Maybe two versions, a $15k top-of-the-line Tier 1 without the coils and a $17.5k bottom-of-the-segment Tier 2?
The AI constantly banging their heads off doors appears to be a result of having a larger than recommended crew, but I think the navmaps could still use tweaking. I had 8 or 9 crew with 4 set to storing objects and when there was a lot to move they were constantly following each other through doors and getting smashed in the head when the door closed prematurely.
The fabricator has a a small linked locker 'in front of' it that can be used for material buffer. The other 4 large 'shelves' are not linked due to a performance related fabricator bug in multiplayer campaign. ( Just slap a stack of common use materials in the fabricator, and use the secondary shelves mostly for storage & reserve materials. )
Discharge coils aren't "hardpointable", but I would agree. I mainly just thought of their inclusion as a method for allowing the submarine to start with fewer coilguns & a less combat focused playstyle.
Also, the fabricator isn't linked to the other metal shelves next to it, so it's inconvenient to construct things sometimes.