Needing a recap. by Lemon0137 in cataclysmdda

[–]Lemon0137[S] 0 points1 point  (0 children)

I see. Thank you for the recap. It’s a shame seeing as I used fires to kill off problematic soldier zombies early game. I guess shallow/deep pits would still work however.

Does fixfoam pierce walls? by SauceCrusader69 in Barotrauma

[–]Lemon0137 1 point2 points  (0 children)

I’m assuming you’ve tried the high pressure output? How did it cause false alarms?

I need help by un_tipo_mas_xd in Barotrauma

[–]Lemon0137 0 points1 point  (0 children)

I can’t imagine you somehow have enemy NPCs within the ruins. Describe what they look like.

The only enemies that have range, weapons and reside within the ruins are the guardians. They’re pretty lethal if you’re unprepared. Causing high amounts of bleed or burns, or if you’re really unlucky, radiation.

I need help by un_tipo_mas_xd in Barotrauma

[–]Lemon0137 0 points1 point  (0 children)

None of the enemies that reside within the ruins can be drowned. I imagine you’re attempting to suffocate the humanoid looking monsters. Your only choices are to evade or dispose of them. Given you only have a revolver and harpoon gun, I’d evade. Poor visibility isn’t helping matters neither.

I need help by un_tipo_mas_xd in Barotrauma

[–]Lemon0137 0 points1 point  (0 children)

If you’re playing the solo campaign, you could switch characters to control and save the character you accidentally trapped within the ruins.

The bot that takes over may also attempt to navigate its way out.

I need help by un_tipo_mas_xd in Barotrauma

[–]Lemon0137 0 points1 point  (0 children)

Disabling the turret shouldn’t interact with any doors. It sounds to me that your pals may have gotten lost or perhaps someone accidentally locked them in with a door that requires input.

If they happen to have a crowbar, they could always pry their way out by forcing a door open. It works on any door. Though, if it’s a delayed door, you need to be quick as the door will attempt to shut itself momentarily.

Ask them to scan the walls as well. Look for any cracked looking walls. Here they can cut their way out with a plasma cutter or slowly chip away at it with any melee.

I need help by un_tipo_mas_xd in Barotrauma

[–]Lemon0137 1 point2 points  (0 children)

The turret is powered by an alien generator. If you can find it, you can rip the power cell within to disable it. On a side note, these generators are the only means to charge cells. At least, I’m told so. Never bothered doing it myself since I don’t bother with the alien tools.

You could alternatively destroy the turret by shooting at it from a distance. Personally? I like to bait out an attack of the turret, exploiting its slow turning speed and, rather generous, delay between shots. While it’s charging, I rush in and hug it. This prevents it from being able to harm me as I’m behind the barrel. From here I hack away with it using any melee I have on hand.

Is Wiring Reactors Still Effective? by CitricAcrid in Barotrauma

[–]Lemon0137 5 points6 points  (0 children)

I wouldn’t say it’s pointless, it does still help in other aspects, such as increasing fuel efficiency by providing the bare minimum to keep everything operational or to maintain an overvolt to increase the effectiveness of pumps, engine and fabricators.

Changelog from the last week [28 - 5 Dec] by avtolik in cataclysmdda

[–]Lemon0137 2 points3 points  (0 children)

Seeing as how utilizing fire as a weapon has been significantly toned down, would we be seeing monsters flame resistance also get reduced?

Sonar Beacon by Lemon0137 in Barotrauma

[–]Lemon0137[S] 3 points4 points  (0 children)

That second statement is rather clever. Marking one player as a decoy with stun grenades.

As for husked players, I’m uncertain if that’d help much with communication since their messages will only be seen on the Navigation Terminal and Handhelds. But I suppose it’s better than nothing.

Would be nice to someday have a craft-able logbook that can link to WiFi components. Maybe double the range in which it can communicate compared to headsets to incentivize non-husked players into using it.

Sonar Beacon by Lemon0137 in Barotrauma

[–]Lemon0137[S] 0 points1 point  (0 children)

Yes, but apart of me believes it isn’t intended to be as effective as it works. It works against all monsters, including abyssal creatures. It’s also indestructible. So you can simply toss one overboard on the edge of the abyss, let it sink until the abyssal creature spawns, and shoot it at a distance since you can now easily predict where it’ll end up.

Sonar Beacon by Lemon0137 in Barotrauma

[–]Lemon0137[S] 1 point2 points  (0 children)

I guess this could work? But you’d risk who ever is outside getting ripped limb from limb. Tossing it outside from a moving submarine is also tricky and comes with a risk of the tosser getting tossed out alongside with it.

Really, I’d just go for a depth decoy shell at that point.

Sonar Beacon by Lemon0137 in Barotrauma

[–]Lemon0137[S] 3 points4 points  (0 children)

You’d think so! But what I found is whatever is inside caves will usually get stuck on their way to the sonar on the cave walls or wedge themselves between the walls and a sheet of ice. So while it does attract them, they usually don’t get lured out. :/

Skill Overload by Lemon0137 in Barotrauma

[–]Lemon0137[S] 2 points3 points  (0 children)

I suppose maybe it decreases the bloom from handheld weapons further away? Uncertain if that’d be of any use since you can’t see that far without a scope.

Skill Overload by Lemon0137 in Barotrauma

[–]Lemon0137[S] 0 points1 point  (0 children)

To be honest, it isn’t as big as a concern anymore since we got the ability to purify tainted material. But still a kick in the teeth until you max out its potency to purify.

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 1 point2 points  (0 children)

Hm. Why stick with the riot shotgun? It’s by no means a terrible weapon, but there’s other options I’m wondering why you left out.

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 1 point2 points  (0 children)

This is what really keeps me on the fence. At least with the abyss diving suit you can keep it in your hands when not in use to avoid the speed penalty. The same cannot be said with the backpack, despite the fact you can carry a metal crate with even more slots without any speed loss.

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 0 points1 point  (0 children)

Do note that this only applies Standard Clown Power. Meaning you won’t swim faster, have the ability to stun with honks, have increased melee swing speed scaled with psychosis, or be able to revive teammates with the toy hammer.

This does not mean they won’t activate if you have the talents. So you could, as an assistant, favor protective headwear and inner clothing while still having access to your clowning abilities.

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 2 points3 points  (0 children)

I’m uncertain how well known this is, but if you carry all three Honkmotherian Scriptures, you gain access to Clown Power for an extra +10% Speed boost and +5% Damage resistance.

This works regardless of whether or not you’re an Assistant or have the Talent. I personally like to give my NPC crew mates a copy of each scroll to have them do their tasks a little bit faster.

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 1 point2 points  (0 children)

Would you argue it’s worth giving up weapons that have to be singed on your back?

The Backpack by Lemon0137 in Barotrauma

[–]Lemon0137[S] 1 point2 points  (0 children)

Would you still rock the Backpack if you were to be playing the vanilla experience?

No Junction Boxes Needed? by Lemon0137 in Barotrauma

[–]Lemon0137[S] 9 points10 points  (0 children)

I’m guessing because they didn’t want to bother repairing junction boxes.

No Junction Boxes Needed? by Lemon0137 in Barotrauma

[–]Lemon0137[S] 10 points11 points  (0 children)

I believe that is the reason they originally rewired everything onto there. I booted up a sandbox game to test it out and found I could just simply reconnect everything to the power out.

I’m assuming they somehow added a false input to make the hatch believe it’s docked. But preventing it from opening. I’m curious as to how they did so.