Barotrauma

Barotrauma

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Folksspulegewehr (handheld coilgun)
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123.834 KB
8 Jun, 2021 @ 5:35pm
18 Nov, 2022 @ 3:01am
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Folksspulegewehr (handheld coilgun)

Description
A new and fancy bootleg machinegun! It uses coilgun ammunition along with batteries to shoot!
Simply put coilgun ammobox and any charged battery into the gun inventory.
...
Profit!

Changelog:
Update 18.11.22:
- Now bolts come out of the barrel, not middle of the gun.
- Both guns are now wearable in the belt slot.

- Fixed coilgunbolt impulse.
☺Special Thanks to Falkner and 衛宮. ☺

Update 17.01.22:
-Husstinger size fixed.

Update 20.09.21:
-Both guns now show ammobox when it's inside.
-Husstinger is now sold at the military outpost.
-Husstinger is a "heavy" machinegun now. You need both hands to hold it and cannot place it in your inventory, Think coilgun ammobox. This mechanic provoke teamplay and player interaction while both inside the sub and outside.
-You can equip coilgun ammo near ammobox shelf (or any other entity with inventory that can hold ammoboxes)- while holding Huss drag'n'drop ammobox from ammobox shelf interface into Huss. Or ask a friend to put one into your gun while you're ragdolled.

Update ... well, the previous one.
-Folksspul:
*Can now be bought on military stations or found in the wrecks.
*Nerfed, now it uses only vanila stock "yellow" ammo.

-Added second more rapid machinegun that only can be found. Still uses only stock vanila ammo.
Popular Discussions View All (1)
1
19 Oct, 2022 @ 10:39pm
Tested fix.
Falkner
44 Comments
Wünterschlee№1  [author] 19 Aug, 2024 @ 12:22am 
@Rattler it is an intended nerf and it was so for over 3 years now. Playtested myself with a team. AP, explosive or any other modded type of amunition provides to much of an advantage for a handheld gun, especially without drawbacks of regular handheld guns, like skill tree requirements, smaller clip size, fire rate, damage, etc.
Rattler 18 Aug, 2024 @ 11:57pm 
Can't use other ammo types, only normal Coil gun ammo, and seems very ineffective against armored humans..
Raysansterminal 19 Oct, 2023 @ 11:17pm 
@Author - Testing right now to see
黑荣黯墨 24 Mar, 2023 @ 3:33am 
Can make a separate ammunition supporting EK module? The ammunition supporting EK module that has not been updated before is really cool!
Wünterschlee№1  [author] 31 Jan, 2023 @ 8:42pm 
So...Anything broke this update?
Wünterschlee№1  [author] 18 Nov, 2022 @ 6:46am 
Yes, it was working this way at the beginning, yet it was too op. Reduced OPness to basic ammunition in the process of testing while playing myself.
DanielVector99910103 18 Nov, 2022 @ 5:55am 
Is it possible for it to work with every coil ammo types?
衛宮 7 Nov, 2022 @ 12:42am 
I check the code and find out that the update remove all the coilammo launchimpulse and give it to the turret. And now all vanilla coilaammo had no launchimpulse that cause all ammo have no force to launch and just droped at where character standing. I tired my best to fix the code but sames like only turret has launchimpulse buff which work. Hope this get fix soon. :>
shortsnapz13 15 Oct, 2022 @ 10:59am 
No worries, it also messed with a few coilguns from EK gunnery too, so it's a widespread thing
Wünterschlee№1  [author] 15 Oct, 2022 @ 9:19am 
Or in a week...