Sardines

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Author: Pedro Alcântara

Last revision: 21 Oct, 2023 at 22:35 UTC

File size: 2.21 MB

On Steam Workshop

Description:

Technical details
TYPE: SCOUT(P)/ATTACK(PM) Tier II
PRICE: 17000mk
CARGO: 16 Crates
RECOMMENDED: 3-5 crews, Intermediate

Armaments:
2 Non Swappable Inferior Double Coilgun
1 Non Swappable Enchanced Spinal Chaingun(P)
PM: 1 Non Swappable Enchanced Spinal Railgun(PM)

Speed:
22(PM)/32(P) Km Horizonta/
18 Km Vertical

Bot Friendly

Original Workhttps://steamcommunity.com/sharedfiles/filedetails/?id=2847437196
ALL Credits to its very talented Original Creator
Pintle Chaingun Design Courtesy of https://steamcommunity.com/id/Arkan15

Sardine-P is a what i think to be enhancement from the Original sardine

Changes

Compared to the original, P model buffs/modifies the following:

– The submarine was cramped and squeezed into a smaller stature

-Two layered Hulls Grant additional protection aganist boarding from creatures, Main hulls that can be repaired from inward the submarine with 150 health, External fodder hulls having 125 Health

-Increased Cargo Capacity of 16 Crates

– Simplification of the junction boxes, now you you only have 2 boxes that have to be repaired, However i’ve made their repairs take a full unskilled minute+ Above average deterioration speed, As well as increased Vulnerability to fireouts (Make sure to upgrade their fire resistance at shipyards

– Two Non swappable Double coilgun with reload speed of 1.35 (as opposed of 1) And Burst delay of 2 (As opposed of 1.75) A significant nerf, making them in btween a Regular Coilgun to the Chaingun

– A pintle External Chaingun with reload speed of 0.07 (as opposed of 1)
Its position can only be adjusted by an external periscope beside its rig outside the submarine, Its trigger is at the navigation terminal


(Beware, If you are using performance fix, the PINTLE CHAIN will start off not working, just add "relaycomponent" in the priority tags and restart the game, and it will get fixed)

– All guns have had their light beam’s range reduced to 750 (as opposed to 2048), However, In the helms room you can trigger the "Litter" wich lights up choosen Upper/Bottom 180° Radius perimeter area with many beams, nearly fully nullifing the gunner’s blindness, but it consumes a noticeable ammount of power

– Added a Sonar monitor in the Fore Turret Compartment

– Increased the ammount of duct blocks, as well as tonning up the drainage power of a few smal pumps in crucial areas

– The Engines were split into two, requiring greater repair time at the sake of increased acceleration

– A supper efficient discharge coil that covers way beyond its single blind spot

– The reactor has been further cut to 2000 max output capacity, And it as well as its only 2 junctions very vulnerable to fireouts, At the event of battery shortage, The O2 Generator can be turn off for increased charge rate performance

– IMPORTANT TIP: In the case of the submarine being submaerged, Have your bots to prioritize leakings instead of fixes, Because albeit there are few Eletrical repairs, i made them degrade pretty fast (Make sure to upgrade in the shipyard) and your bots will just never be done fixing devices unless water stops coming in

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Submarine Lore (Its actually pretty neat, take a look:): https://cdn.discordapp.com/attachments/682064164164075523/1096345736607711283/Sardine_Lore.txt

We come from ev’ry quarter
From North, South, East and West
To clear the way to freedom
For  the sea we love  the best
We’ve left our occupations
And post, so far and dear
But when the going’s rather rough
We raise this song in cheer

Good morning, Mister Zip-Zip-Zip
With your hair cut just as short as mine
Good morning, Mister Zip-Zip-Zip
You’re surely looking fine!
Ashes to ashes, and dust to dust
If the Camels don’t get you
The Sardinas must!

You see them on the highway
You meet them down the pike
In olive drab and khaki
Are marines on the hike;
And as the column passes
The word goes down the line
Good morning, Mister Zip-Zip-Zip
You’re surely looking fine

CRISTO É REY!