Barotrauma

Barotrauma

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AC-13 Drake
   
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17 Oct @ 5:49am
17 Oct @ 3:21pm
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AC-13 Drake

Description


Lore:
“Vulcanis Steelwork's Assault Corvette AC-13 ¨Drake¨ was born out of a request by the coalition for an advanced low profile strike vessel intended to be used by small elite crews. The ship's name is owed to its devastating frontal salvo capabilties, which couple with an advanced turret array to provide outstanding destructive ability for its size. Built to high standards and in low numbers, the Drake has become coveted among both coalition and independant capitans for its ability to ¨punch up¨ in most situations.”

“Altough more prone to sinking due to its relatively smaller volume, the Drake is generally faster more manouvreable and harder to detect than comparably armed vessels. Coupled with its ability to squeez through tighter passages, it has given the drake a reputation as a very effective nest clearer and a deadly ambusher in ship to ship combat.”

“Designed with combat performance and specialized misions in mind, the Drake lacks many creature comforts found in comparably priced ships. However, a fully functional (and heated) crew quarters as well as full fabrication capabilities and decent storage allow for long missions and travel between distant colonies.”


The Drake is a tier 3 attack submarine I designed after realizing the reason why I never finished my single payer campaigns was that managing tons of bots is a pain in the ass. As such, this sub is optimized for a 4 to 6 character single player crew while hopefully maintaining game balance. The main fueatures that make this possible are:
-Smaller size and higher speed compared to other Tier 3 attack subs
-2 Special double coilguns with higher than vanilla fire rate
-2 Automated single coilguns with lower than vanilla fire rate
-An 8 flak cannon frontal salvo directly controlled by the capitan, it has infinite ammo but has a slow recharge, a fixed angle and requires electricity just like other weapons.

Other features include:
-Stealthy exterior light blackout switch (some creatures can see your weapons spotlights)
-Full fabrication capabilities
-Smart charge circuit for batteries
-Depth charge tube
-Smart water ducts that prevent runaway flooding
-Ballast pump signal and power cutoffs to deal with ballast flora quickly.

I’ve personally used the Drake in single player through the Great Sea and Hydrothermal Wastes. I believe i’ve ironed out most if not all bugs or pathing issues, do let me know if there is anything wrong though. The ship itself is capable and, if I say so myself, quite fun. I hope it allows others that like me had never finished a campaign before due to bot bloat to actually experience the endgame.

Some extra notes:
-The Double coilguns are not swappable with other weapons in the upgrade pannel. This is because they are actually better than vanilla Coilguns and should outstrip both regular Flak cannons and Railguns in DPS (not in burst damage). If you still want to change them you can open the editor and simply tick the “allow swapping” box after selecting the turrets and save. (you have to do this before getting the sub ingame)
-The docking hatch is directly in the command room. If broken, it can’t be fixed with a welding tool, you need a wrench and mechanical skill. The sub is small enough that the mechanic should get to it quickly but you’ve been warned.
1 Comments
PHOENIX 22 Oct @ 3:57am 
Drake jokes incooming