While experienced medics are lifesavers in diving missions, it’s a luxury that most submarine crews do not have. Explosive charges require a detonator hooked up to a button (or any signal-transmitting device) to function, and gunners can use them to pack extra power into railgun shells.Īlthough this part technically belongs in section one, it is important enough to warrant a standalone chapter.
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As hand-thrown grenades sink in water and explode after three seconds, they are the most effective clearing eggs if they are stuck in places you cannot reach. The grenade launcher is a heavy-duty weapon that divers should use with caution due to the potential collateral damage in the event of a misfire. Generally, they cause more chaos than good in the hands of the inexperienced. Subsequently, it can be used underwater and does not set things on fire, making it an invaluable weapon against husks and swarms of leucocytes.Įxplosive weapons are not recommended nor needed for most underwater tasks. On the other hand, the variant (Prototype Steam Cannon) spews out high-temperature steam. Moreover, it is liable to significant collateral damage when used inside the submarine. While being the easiest ranged weapon to operate, the regular version of the flamer does not work underwater. It is a well-rounded weapon for all scenarios, especially for killing unarmored targets in the water from a distance.
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The dark-colored variant (Deadeye Carbine) has improved accuracy. However, the large magazine size more than makes up for it.
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The sub-machine gun has a decent rate of fire but packs less damage and stopping power in each shot. In addition, the pump-action, double-barreled variant (Boomstick) can fire two rounds almost simultaneously, which produces a more significant knockback. While the damage and knockback on the weapon are far weaker than that of a shotgun up close, it has good accuracy in range, making it a decent weapon and a good companion in wrecks.Ī reliable choice for self-defense and especially for crew members relatively untrained with firearms, shotguns are valuable for wreck salvaging and nest exterminating operations. Often overlooked, the revolver packs quite a punch for its small size, capable of killing a crawler with two or thee shots. In addition, the spears can be reused repeatedly (except for exploding harpoons). While each regular harpoon has slightly less impact than a revolver round, ammunition is readily available if a fabricator is on hand. The harpoon gun is the most accessible weapon for non-security personnel. The Morbusine-coated variant (Europan Handshake) is quite more lethal, as every stab applies the deadly poison. The weapon shines when you need to rid the eggs in a nest or destroy various thalamus organs (more on what thalamus is later), saving valuable ammunition. While not the most ideal weapon for self-defense, it’s a better option than the crowbar or a screwdriver if you happen to run out of ammo. The tried and trusted rule is to bring no more than what you need and no less than what you should.
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However, it is not only discouraged but can also backfire spectacularly (no pun intended), and inventory space is very precious. It can be tempting to bring as much firepower as possible, as the intuitive problem-solving method in oceans of Europa is shooting at it.