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Barotrauma server
Barotrauma server













barotrauma server

barotrauma server

Tasked with watching the sub's reactor and maintaining its power levels, as well as the junction boxes and wires which provide power to all compartments. Engineer: Starts with the highest Electrical Engineering skill and appropriate tools.They're responsible for maintaining the crew's health and crafting supplies at the ship's Medical Fabricator, but a medic who gets the right ingredients can also craft toxins for fending off intruders, both alien and human. Medical Doctor: Starts with the highest Medical skill, a syringe gun, health scanner goggles and some basic medical items.They are especially relied upon to restrain or neutralize crew members trying to sabotage the submarine (whether these are part of Traitor objectives or just plain griefing). Their duty is to safeguard the crew from threats both internal and external (as their weapon skill also applies to the submarine's armaments), as well as keep the armoury stocked through crafting. Security Officer: Starts with the highest Weapon skill, as well as body armor, weapons and some other supplies.Its sub-classes tend to start with a simple gun, but the class is intended to formally represent the player in charge of navigating the sub and giving orders to the crew, and most of their campaign perks reflect this. Captain: Starts with the highest Helm skill.They're also split further into three archetypes that have different starting equipment. Character Class System: As to be expected for a submarine crew simulator, there are six classes to pick from, each with their own Skill Scores and Perks.But What About The Astronauts?: A throwaway line for why the situation on Europa seems so perpetually desperate: contact with Earth has been lost for reasons unknown, which means the Europan colonists are effectively stranded on this Death World with no economic support from outside.Higher quality tools (wrenches/screwdrivers) and consumables (oxygen/welding fuel tanks) also fall under this heading. For example, getting 100-someodd experience points for the first 3 fuel rods crafted every mission isn't very exciting, but it rewards Engineers for something they should be doing anyway, and the resulting level-ups can grant talent points for more interesting skills. Boring, but Practical: Some of the talents granted to the crew fall under this.

barotrauma server

One blow to her pulsating head and it will violently burst out many Hammerhead Spawns.

#Barotrauma server update#

  • Bizarre Alien Reproduction: The Beasts Within update for the Steam release introduced a literal Explosive Breeder with the Hammerhead Matriarch.
  • BFG: The Rapid Fissile Accelerator, an energy weapon powered by nuclear fuel rods, can be built by Engineers.
  • Hammerheads will often become so fixated with hammering your sub that they will completely ignore a crewmember actively chasing after them and cutting them to pieces with a boarding axe.
  • Creature AI isn't immune to stupidity either.
  • As the game develops, the AI keeps getting upgrades, making them ok addition to human crew with proper orders. They can home in on hull breaches and broken devices, fixing them in a flash, their accuracy with weapons is pretty good, and they'll immediately report situations happening on the ship that they can see, such as hull breaches or injuries. They will charge mudraptors and crawlers with nothing but a knife and a baton if you don't give them guns.
  • Security bots suffer from severe Suicidal Overconfidence.
  • They are not very flexible in their tasks, however: you have to order them around for them to actually do anything, and even then they will focus solely on that task even if there are more pressing matters at hand, like intruders.
  • You can add AI bots to your crew to substitute for human players if you're running short or just want to play solo without having to do everything by yourself.














  • Barotrauma server