Barotrauma

Barotrauma

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The Weasel Mk3
   
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1.861 MB
3 Dec, 2021 @ 10:45am
25 Feb, 2022 @ 4:44am
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The Weasel Mk3

Description
The Weasel is a medium sized attack sub that is able to punch above its weight class due to its ability to engage contacts beyond visual range, and due to a number of safety systems that give a crew fighting through hell a much better chance of survival.

It carries manufacturing and medical facilities, and a large amount of storage space for raw materials and other gear. The sub is armed with four coilguns and two railguns, as well as a depth charge launcher loaded with decoys. The sub has been designed to be suitable for servers running missions with traitors, with many loose vents and panels, places to stash contraband, windowless doors in most areas, and editable wiring. While somewhat overpowered for early in a campaign, players may consider it a worthwhile sub to save up credits to purchase part way through and use in the more dangerous areas.

Sub Features

Key Features
-Max speed of 55 km/h
-Max descent speed of 16km/h
-Max ascent speed of 18km/h
-Full drainage of water from anywhere in the sub down into the ballast tanks (Toggle using button on main navigation console. Off by default.)
-Emergency pumps which set all ballast pumps to pump water out at the maximum speed. Uses power from dedicated batteries if none is available from the grid. (Toggle using button on navigation console. Off by default.)
-Top and bottom access airlocks

Security and Weapons
-Lockable armoury stocked with an assortment of weapons and security equipment
-Brig for holding prisoners
-4 Coilguns, controlled by persicopes (both coilgun loaders are linked to all 4 coilguns to allow the effects of different ammo types to be combined)
-2 Railguns, controlled either by periscopes or by a secondary navigation terminal which allows users to fire railguns at contacts beyond visual range by using sonar
(mechanism available here - https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2459251166 | demonstration video - https://www.youtube.com/watch?v=RW1UO3piYRA )
-Depth charge launcher with decoys (located in engineering)
-4 Cameras controlled by a periscope next to the navigation console (left click to cycle through cameras (credit - https://www.reddit.com/r/Barotrauma/comments/esi5r0/multiple_camera_system_showcase_tutorial/) )

Engineering
-Manufacturing facilities with basic raw materials
-Fully autonomous reactor (using this setup - https://steamlists.com/barotrauma-guide-for-ship-reactor-for-better-automatic-control-in-barotrauma/ )
-Mineral scanner
-Status monitor for use by engineering crew

Medical
-Medical stocked with basic supplies for a few rounds, and materials to make more
-Medical fabricator
-Research station
-Lockable doctors office for storing dangerous drugs
-First aid and diving masks in medical compartments around the sub