Stanley's Big Day Out || BAROTRAUMA 3rd Attempt Single Player Ep.6



What do we do when we get a fresh crewmate? Send them out to do the dirty work. Can Stanley survive their initiation and earn a hat? Or will the deep claim another soul?

A Stoutworthy never bends the knee to nests.

Check out Barotrauma on Steam:
https://store.steampowered.com/app/602960/Barotrauma/

Glory and Grandeur you sultry specimens

#gaming #barotrauma #letsplay #Stoutworthy

source

3 thoughts on “Stanley's Big Day Out || BAROTRAUMA 3rd Attempt Single Player Ep.6”

  1. By the way you can duel wield revolvers/knifes. Thou ofcourse it needs more ammo.
    Also bigger guns have a slot for a flashligh(also you can put a flashlight in your head slot).
    That information should help with missions like this. Flares are also an option buuuut not that great.

    Reply
  2. Veteran's jacket earned indeed. The spirit of Ms Delange flows through those fur collars.
    Resource preparations and organizing is very nice to see. Simply brilliant. After you get a security with the frogman talent, make sure to make a single slip-suit. It's the fastest swimmer, but horrible for walking. Slip-suit with scooter lets you outrun crawlers in caves.
    Stanley is close to earn that hat. She didn't even close the airlock door on her head while entering, that alone warrants at least 3 honks from the bikehorn!
    KrullKama could've pressed the door button on the beacon station, instead she destroyed the airlock to get out. I like her style.
    3 honks for the crew!

    Diver's remains can indeed be deconstructed for random items… or used as a food source to make a specific type of pet very happy.
    The orange dots on sonar can be caused by 3 sources: sonar flora (harmless), spicy railgun shells (harmless from a distance), a friend-shaped creature (not friendly at all). Sonar flora jamming can be countered by switching to passive sonar, engine sound should be enough to navigate.
    Don't forget to take a used fuel rod to the beacon stations, even if it's taking from your own reactor – it's a great way to save.
    You can assign a hotkey to drop the item in your hands. Good to let go of crates and boxes you carry.

    Reply
  3. The shredder chaingun ammo is a good find. It's like normal ammo except it deals a lot more bleeding damage and has much better armor penetration values, along with a chance to sever enemy limbs. And yes, it does look like you're somewhat short on welding tools. Some people who aren't assigned to fix leaks might have some in their inventory. Another thing to be sure about is that you either recycle your welding fuel tanks or buy some more. Running out of welding fuel is just as bad as running out of fuel rods.

    When it comes to currents, they can be a real pain, especially in the Europan Ridge where you are right now. They're almost constant and they can appear suddenly and change or disappear soon after. Leaving the sub when currents are around can be a risky endeavor, as it can easily be dragged away and you'll need a portable sonar to find it (in an emergency, you could also switch to another character and let the character outside the sub find their way home on their own). Autopilot will be next to useless against currents and you can become utterly immobile for a short period, pushed against a wall or just unable to make any headway against the rushing water.

    The best way to deal with currents is to upgrade. Upgrade the engines so that they can fight left-right currents easier, and upgrade the pumps so that they can fight up-down currents easier using the ballasts. The captain can get a talent called 'helmsman' which makes all the engines and pumps 20% more effective, and the mechanic can get a talent called 'pump n dump' which allows pumps that the mechanic has repaired to gain 10% maximum flow. Even with all these upgrades and talents, currents will still be annoying, luckily they're less prevalent outside the Europan Ridge.

    Caves can be tough, especially in later biomes and doubly so on nest destruction missions. I usually send a security officer out because they have talents like 'swole' that can give them 10% maximum health, and 'physical conditioning' for 10% more movement speed. Their talent 'by the book' can let you craft a bandolier, an item which goes in the same slot as the toolbelt, but works differently. It has 8 slots to the toolbelt's 6, but these slots can only store ammunition. It also gives 10% ranged attack speed and 10% turret attack speed, making it a great item for gunners to wear. Whoever is going in to kill a nest should probably be carrying the three essential medical items: bandages or plastiseal for dealing with bleeding, saline or blood packs for dealing with blood loss, and opium or morphine for dealing with vitality loss caused by most injuries. The latter item on these lists is always preferred, being the superior version. The security officer can can also get a talent called 'first aid training' which will help considerably when using these supplies on themselves in a pinch. The important thing is for you yourself to gather an understanding of how and when to apply first aid to the character you're controlling – it can save their life, or at least let them limp back to the sub for the medic to try and save them.

    From there, you can create your ideal cave or ruins explorer by going down the frogman talent tree for the security officer. The talents there offer access to even better weapons like the boarding axe and the harpoon coil-rifle. You'll get a talent that will let you deal even more damage with harpoon guns when underwater, and this combined with their already respectable damage and the ability to recover their ammo after use (making them quite cost effective) means that your security officer can get some serious mileage out of a harpoon coil-rifle. Woe to the creature who tries to go after a security-officer wielding a boarding axe as well, arguably the most powerful melee weapon in the game, ideal for chopping through creatures and even doors.

    With beacon stations, I usually send in a security officer first to sweep and clear the structure of any nasties before sending in an engineer to do the repairs and wiring. All electrical and mechanical devices on the sub slowly break down over time, requiring regular maintenance to stay in working order – you usually just don't notice this because you have a dedicated mechanic and engineer who take care of such things constantly in the background. When you took Krull aboard the beacon station, his lack of attention to the junction compartment quickly resulted in a number of malfunctioning electrical devices. Another thing worth noting is that once you turn on a beacon station, it will usually spawn a number of small enemies to attack the sub, so be ready for that. In order for you to receive the reward, the beacon station's active sonar must be functioning by the end of the mission, which means you can't exactly half-ass the repairs most times.

    You definitely have been making great progress! This is not an easy game to learn or complete by any means, especially doing it solo with only bots to support you. Hope you're having a great time playing, as we're all having a great time watching you find your way through the brambles of the Europan sea.

    Reply

Leave a Comment