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(Not Maintained) Kaskara-class Assault Cruiser (Goph Original Ship)

Положительные голоса94%177 голосов игроков
Подписчики10,8 тыс.10 791 в Steam Workshop
Размер файла5,82 МБЗагрузка через Steam
Обновление автора16 мар. 2023 г.Дата обновления материала
(Not Maintained) Kaskara-class Assault Cruiser (Goph Original Ship)

Изображение 1 из 6. Материалы автора из Steam Workshop.

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О материале

«(Not Maintained) Kaskara-class Assault Cruiser (Goph Original Ship)» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

** I am aware that the sub may be nonfunctional due to changes in the game since its creation. This item is no longer being maintained.**

Kaskara:

As the separatist movement ramped up its efforts, the Coalition's Special Cooperative Protection program yielded the Kaskara-class Assault Cruiser, successor to the exalted Falcata-class Assault Submarine. Kaskara-class vessels have assumed the role of primary workhorse and flagship of all operational Coalition fleets. The mighty Retribution heavy gatling cannon commands the front of the ship while two Razorwire coilgun batteries and a trio of Caltrop and Derringer point-guns cover her flanks.

6 - 12 Crewmen recommended

A sub designed to challenge veteran crewmates. Mostly AI compatible (open the reactor door yourself).

For those that experience framerate issues, a more performant version of the Kaskara, the Kaskara-L, is included in the package. The only difference is that the guide lights don't pulse in sequence like below, which eliminates 100+ lights and 2000+ items from the build.

== Ship Technical Specifications ==

  • BATTLESHORT system: Override reactor safeties to boost power output to critical systems in times of dire need. Affects engines and weapons. Activated through two levers that must be pulled simultaneously, located in the Reactor and Command rooms. Electrical grid volatility rises during BATTLESHORT, threatening electrocution, fire, and potential reactor meltdown. Use with caution.

Mechanically, turning the thing on starts slowly filling a meter. At certain breakpoints, hazardous systems come online: hidden electrical discharge coils will begin shocking parts of the ship periodically, and at severe levels a circuit activates that auto-sets the reactor to maxed fission rate and turbine output for a couple of seconds (with a long cooldown in between). If you max out the meter, the reactor is near-guaranteed to melt down from fire damage, not to mention all the junction boxes bursting into flame around the ship. Turning off the Battleshort system drains the meter over time. And yes, I am aware that this is not what battleshort systems do IRL. This is much cooler.

  • 1x Combination Gatling/Rail-type GAU-27/D "Retribution" Cannon (spinal mount, 1800 RPM linked coilgun system and 2-shot burst railgun, toggle armament with lever in Retribution Fire Control room)

  • 1x "Derringer" Light Coilgun (Coilgun with reload time tuned to 0.5 instead of default 0.2, only 40% as powerful as a normal coilgun)

  • 2x "Caltrop" Heavy Coilguns (Reload time tuned to 0.3 instead of default 0.2, only 66% as powerful as a normal coilgun)

  • 2x "Razorwire" Tri-Coil Batteries (Reload time tuned to 0.8 instead of default 0.2, altogether slightly less powerful than a single normal coilgun. Can boosted with BATTLESHORT system to 0.21 reload time, resulting in nearly 3x the firepower of a normal coilgun.) Normal

Boosted

  • 4x Electrical Discharge Coils (2 cover the nose, 2 cover aft-ventral arc)

  • 1x Depth Charge Launcher

  • Maximum horizontal velocity of 15km/h (25km/h Boosted with BATTLESHORT)

  • Maximum ascent velocity of 18km/h

  • Maximum descent velocity of 13km/h

  • Medical and normal fabricators + deconstructor

  • Research station

  • Smart drainage system. Water is directed away from the reactor room wherever possible. Duct blocks on upper decks will not open if the rooms below are completely filled with water to prevent underside breaches from crippling the sub's drainage.

== Design and Gameplay Notes ==

  • 4x Extra Medical/Security IDs in the Captain's cabinet for whatever reason.

  • Hand-placed container inventories intended to give you all of the basics but nothing advanced unless you're willing to break down material. Designed for campaign. Not very well-equipped for single missions above 55%.

  • Most of the repair equipment is housed in the cabinets located in the central and aft Damage Control rooms.

  • The arms vaults in the Armory are only accessible to ranking personnel (captain and security)

  • The toxin cabinet is only accessible to medical officers (medical)

  • The brig is only accessible to ranking personnel (captain and security)

  • Several loose vents and panels placed strategically for traitor games.

  • Yeah there's a clown suit.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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