Agincourt
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О материале
«Agincourt» — 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
Fort Grays Shipyards - Europa Coalition Defense Force Sub-Surface Vessel 015 "Agincourt"
minmaxed t3 medium sized attack sub meant for very low playercount play. featuring a remote controlled drone that can go into practically any cave.
VERY OP. very high qol/utility. very optimized layout where relevant to captain. further maximizes usage of space (and abuses scale a lot) to be very captain-centric; from nav, crafting is 1 room away, gunnery is 1 room away, reactor is 1 room and a ladder away.
as captain, you can multitask piloting and crafting, firing weapons, checking for minerals, etc to keep your apm high even during downtime.
systems are very vanilla - no arc, no mouse control on drone, no toggleable guns, no extraneous wiring overall
Sub was made with initial release of standalone EK mods by Videogames, then 'fixed' for 1.0 with EK Mods for 1.x.x.x by Commisar Jon Fuklaw. Other EK mods reuploads may work, but this one had the best results for me overall.
sub stats: 47m wide x 11m tall - 4 floors items: 1772 structures: 792 walls: 104 lights: 215 shadowcasters: 32
drone stats: 1m wide x 0.50m tall items: 81 structures: 32 walls: 5 lights: 6 shadowcasters: 1
includes three versions:
agincourt - for starting in campaign either mp or sp agincourt mk2 - for mission mode or purchasing normally in campaign. has all weapons unlocked and has ammunition stored (even if you started with the default agincourt, you could still buy this for some slight upgrades and the intended weapon config) agincourt block r - more vanilla t3 gun layout and count. 1 large, 2 aux, 1 heavy, 1 spinal. edc moved to top rear. drone is unchanged. doesn't play that differently and won't be much less op, you just have less options
general features: 16kmph base speed - 22 with aux 18kmph descent - 20ish if you open airlocks 14kmph ascent
-medfab, fab, 2 decons and research lab.
-3 entry points: dock airlock usable as exit via button rear dive room moonpool as front-bottom dive room -4 ulds -3 crate racks across the ship: 1 at medical, 1 at plant room, 1 at fabricators
combat features: -4 ek aux hardpoints, 3 normal hardpoints, 2 large hardpoints, 1 spinal hardpoint, 1 ek heavy hardpoint. of these, 2 aux hardpoints, 1 normal hardpoint and 1 spinal hardpoint are controlled from 3 periscopes at navigation and face 180° front. the aux hardpoints are connected and converge on the crosshair to fire simultaneously starts with 1 weak ek coilgun, 1 railgun, 1 vortex cannon for 90° rear upper left, 180° bottom, 180° front respectively. all guns unlocked coverage is roughly 280° for small, 360° for large enemies -top 140° edc, lower front right ek damage emitter -ek integrated detonators that span the entire ship. can be rigged with fixfoam and activated from nav all at once. use to fix ship !! or be evil maybe -ek autoclathes for dealing damage near typical entry points (in medical or moonpool) (use moonpool one with caution since it doesn't lock the room and bots could get hurt)
drone: -mini caving drone with big battery. has 1 swappable gun (starts as chaingun), 1 container, edc, battery and oxygen recharge docks. for 1 player it requires some micro since it uses vanilla navigation alongside an adjacent gun periscope. drone components are unbreakable but its walls can be destroyed and it will sink - fixing walls will often not save the drone since it'll fall so fast it'll clip into terrain and be unrecoverable; buy it again in this case and don't worry about any items inside it since those stay when it respawns drone has an integral detonator that can use fixfoam to try and micro a save if it takes damage, or you can do evil things with it
utility features: -decon 1 outputs to a container labeled 1, decon 2 outputs to a container labeled 2. -switchboard at nav with toggle oxygen, airlocks, other things -battery array that can power the ship for a bit or keep power level during combat. will tax the ship a lot when recharging from below 50%, so you should unwire the power in on the top left relay if it stalls the ship. -aux engine (not super usable until you get all 3 reactor upgrades or toggle oxygen) -ek icebreaker bottom right corner -horizontal ballast doors to allow through travel without having to take detours - bots can't use them so as to prevent them from griefing the water levels all the time -plant room with ek sprinklers and oxygen drain -lockable brig as spawn point for prisoners. can drain oxygen to stun/kill prisoners. bots cannot open the brig and accidentally free prisoners, but they will not be able to repair the room on their own - leave it open if there's no one inside and make sure to close it before taking prisoner missions -lockable doors seal rooms for bots, husks and human enemies. bots get confused so you should try to keep doors open -ek sprinklers for fire prevention in reactor room -ek incinerators for helping with ballast flora -class based containers in respective rooms i.e security-only container in armory, medic only container in medical, etc. captain can access all containers
misc: usage and notes
do not use wifi channels: 100 to 105, 900, 901, 800 to 803, 200 to 210
drone must be reloaded from the top, to the left of battery
within nav, captain has access to three forward facing periscopes that give a rough 180° coverage, starting with one close range weapon. edc can be used to stun enemies above, move ship and hit them with the starting front weapon for the short period of time you don't have top weapons unlocked. for the lower right corner there is an EK acoustic resonance emitter which just does damage and makes it more of a false blindspot, but makes it so you can recover from most blindspot stalls without having to exit ship. drone can help with this by accessing any parts of the ship that are obscured, including where it is stored
only enemies that can consistently attack both walls at once e.g mudraptors will be able to break through the double-shelled walls of the sub, but should have regular access everywhere else, including moonpool if they have enough speed to 'break through' the entrance. !! if bots are attacked at moonpool, they may get sucked out !! be careful if bots repair moonpool and make sure no one gets left behind
bots traverse the sub reasonably well but can fail to repair certain things like the top docking airlock and brig if closed.
some rooms are very vulnerable and will break pretty often during combat, such as brig, battery room, lower uld room and engine room. put wall pump here
while drone weapon is swappable, chaingun seems to be the best normal weapon for ttk + kills per box ratio, even if a pulse laser might kill more enemies per box it's going to be slower unless you can consistently headshot + get the onhit stun, which puts the drone at higher risk of taking damage and instantly dropping.
drone is good for undocking during combat and using it as an extra gun. since it moves very fast and won't take collision damage from the ship, you can move up and down and help out, especially in the bottom where enemies tend to make firing large weapons risky. a person at drone controls especially gathers enemies around the moonpool and will serve as bait kinda.
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.