Barotrauma

Barotrauma

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UHTS Conqueror
   
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24 Mar @ 9:17am
10 Apr @ 9:17am
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UHTS Conqueror

Description
The UHTS Conqueror is an ultra heavy attack submarine that carries heavy firepower, while also being safe and comfortable for the crew. Originally designed with tanks from earth in mind, it quickly grew in size thanks to increased funding from the Europan Coalition who saw great potential in it's firepower and reinforced hull. Despite the extra funding however, the cost of production was too high, leading to only 10 submarines ever being produced. Even fewer crews were able to afford it, but those that did became revered throughout Europa, striking fear into pirates and monsters alike. Featuring heavy firepower, reinforced hull, an improved version of the EuropanOS terminal as well as the CONAUD-7324 assistance & utility drone, the Conqueror is an unmatched submarine that few dare to challenge.

This submarine is equipped with the EuropanOS v1.5 terminal, which gives the captain access to many quality-of-life features all over the submarine. For more information, please see the manual located in a locker in the command room. An additional "Engineer edition" of the terminal is included in the engine room, featuring a limited list of commands.

This submarine features the CONAUD-7324 assistance & utility drone, which is designed to aid diving teams by featuring a coilgun and a crate rack. It has its own drone bay on the left side of the submarine in order to keep it safe while not in use.

Type: Attack
Tier: 3
Dimensions: 78x28 M
Reccomended crew size: 7 - 14
Reccomended crew experience: Experienced
Price: 75 000 MK


Known issues:
- Due to the size of the submarine, it may not run too well on lower-end systems.

If you find any issues, comment them below with reproduction steps and I will do my best to fix them one way or another.

Happy to finally be able to publish this submarine after 7 months or so in development. After making and then remaking the LCS Sweeper last year I wanted to make something much larger and powerful, and despite all the issues I have run into along the way I am really proud of the result. Days have been spent tweaking and playtesting the submarine to make sure it works and is fun to play with, while also remaining somewhat balanced (At least in multiplayer). Enjoy!
12 Comments
Adventure_gamr  [author] 13 May @ 11:53pm 
@Fashy Weird, I’ve never encountered that myself. I’ll do a test later today and see if I encounter it, but the only way I can think of that happening is if you start moving the submarine immediately after starting the reactor, causing the reactor to not be able to provide power to everything due to the high power consumption. Only other thing I can think of is that a mod could be causing it.
Fashy 13 May @ 8:34pm 
@Adventure_gamr this ship has an issue where when you start the ship up it shows the oxygen gen running but the ship runs out of oxygen.
Grei Shoutmon 6 Apr @ 6:19pm 
@Adventure_gamr I wish you luck in tweaking it, if that is what you plan to do :)
Adventure_gamr  [author] 6 Apr @ 3:01am 
The part about AI on the rear chaingun isn't something that I encountered during testing. The few test runs I did where AI were in charge of the guns they seemed to handle it, however the submarine seems to work much better in multiplayer so the majority of the testing was done there, hence why I may not have noticed any odd AI behaviour on guns.

(Had to send this as three separate comments because of the character limit lol)
Adventure_gamr  [author] 6 Apr @ 3:01am 
As for the junction boxes, then having them all in the same room is something I've seen plenty of other submarines do, and from experience makes it easier to get everything back up instead of having to traverse the whole submarine to get everything up and running. I know it's a problem when the submarine initially floods, however then it should probably be a priority for the engineers and mechanics to fix the hull breach and then the junction boxes. It could also be that the group I tested this submarine with are used to playing on Barotraumatic, so having the whole submarine be flooded is a common occurrence. I can see if I can increase the wall strength around the junction boxes and reactor room, which in hindsight makes sense to have.
Adventure_gamr  [author] 6 Apr @ 3:00am 
@Grei Shoutmon Thank you for your feedback. While some of the points you mention are meant to be attempts at balancing the submarine (Engine weakspot and speed), then I do agree that perhaps the engine speed is a little too slow at times. I can do some experiments with a slightly higher engine power, and increase the overall power consumption of the engine as well since I want to keep the feeling of this being a slow and heavy submarine.

In terms of armor, the submarine has the same armor strength across the entire hull, and this applies to the double armor in front as well. The only exception to this would be the window in the command room, which can be closed if need be. Therefore I belive that the "problem" with armor is that it feels weaker where creatures happen to attack the most, however I can see if it's possible to tweak some of the values.
Grei Shoutmon 5 Apr @ 11:21pm 
Conqueror Issues:
1. Weak top armor
2. Weak double armor on the belly
3. Engine is is a weakspot for damage.
4. SLOW speed, British speed.
5. Engine must be upgraded, because it will get trapped and unable to actually go anywhere.

6. The minigun in the rear is not ai friendly; they will look and point at the enemy, but will not fire.
7. Poorly placed Junction boxes: If water gets in, they are immediately damaged and EVERYTHING on the sub will fail.

Honest opinion: This submarine is a 1950's death trap, and a technological, electrical nightmare.
BIO 3 Apr @ 7:08pm 
Seems to have roleplay aspects, good for a good long campaign, especially with dynamic europe.
Shnorfpph 1 Apr @ 4:09pm 
Didn't knew humpback was such a glutton!
Fitting Name for such a BEAST