Barotrauma

Barotrauma

55 ratings
PlanetSide Arsenal
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.912 MB
7 Dec, 2021 @ 12:05pm
5 Feb @ 6:37pm
30 Change Notes ( view )

Subscribe to download
PlanetSide Arsenal

Description
PlanetSide Arsenal adds various weapons from PlanetSide 2, albeit with some laziness as I figure out balancing and how to add different weapons classes with unique applications and flavors.

I haven't updated particle effects or tracers yet, Im looking into it though.

The weapons spawn in alien ruins.. Seems appropriate enough. They are pretty damn powerful weapons, so they have a fairly low spawn rate. The magazines are recyclable though, so once you find one your ammo should only be limited by how many mags you have and carrying capacity.

They are also craftable, but keep in mind they compete with Security's AR and advanced turret ammunition for physicorium. They are expensive too, if you want them early you'll have to budget accordingly.

I encourage people to talk about how I've balanced/not balanced, the weapons. As of now I only have my opinions and testing, so if you have an opinion after using the mod, SHARE IT!!!

- Eridani SX5:
  • 30 Round magazine, 650 RPM.
  • Inflicts burns instead of bleed.
  • Magazines are rechargeable, but you cant use normal or fulgurium batteries.
  • The ocean cleaned the sweat off, but the salt still remains.
- AF-4 Cyclone:
  • 30 Round mag, 600 RPM.
  • Inflicts 20% bigger gunshot wounds.
  • Deals 3x damage to structures.
  • Blasts open your allies faster than it does mudraptors.
- SMG-46 Armistice:
  • 40 Round magazine, 845 RPM.
  • Targets bleed more and take laceration damage.
  • Magazines have a stack size of 2
  • Deals almost no damage to walls, perfect for when crawlers break into the airlock for THE 6TH TIME
  • TR Leadership not included.

- NS-44 Commissioner
  • 6 Rounds, fires at the same rate the normal revolver does.
  • Deals massive bleed and gunshot damage
  • Take blunt force trauma damage on every trigger pull
  • You can dual wield them. Do the math.

- Beamer VS3-A:
  • 17 Round battery
  • Deals burns instead of bleed
  • Ideal for armored targets
  • Meme even harder on NPCs
- TX1-A Repeater:
  • 30 Round mag
  • Applies above average bleed
  • Best against fleshy enemies
  • You know, this would actually fit nicely into PS2... oh right right meme here uhhh haha no aim no brain tr main
- NC4-A Magshot:
  • 15 Round mag
  • Deals large stuns to push back enemies
  • Real good and punching holes in walls
  • Shooting your ally away from a Ruin Guardian is actually viable. Live Free indeed.

[/list]
- NS Medical Applicator:
  • Emits a healing beam, just like real life
  • Uses special charges that only target certain afflictions. You'll mostly just use the basic charge.
  • There is a rechargeable universal charge. But its pretty damn expensive. And frankly might be a bit overboard.
- NS Repair Tool:
  • All-in-one repair tool: welding, screwdriver, and wrench*
  • Uses vanilla welding tanks, since making them irrelevant seemed excessive.
  • The tools available from engineer and mechanic talents are still faster at repairing. The repair tool's primary benefit is taking up less inventory slots. But if you want speed then those talents are still worth taking.
    *cant remove components from walls, as being both tool types conflicts in such a way to prevent that.

KNOWN ISSUES:
  • SMG's sometimes spawn without magazines in them. Apparently this is not an and/or obvious fix. Kill me.
  • The volume for the Applicator's audio is practically non-existent. It's fine when you play the file separately though. Big confuse.
  • The audio for the Repair Tool is super choppy. It's supposed to just loop but it sounds like it gets restarted over and over again. Why? ♥♥♥♥ if I know.

Praise Wazdar.

Thanks to Snowbird for getting the assets for the sounds and most of the icons, I can only do so much through the API.
37 Comments
Silvainius  [author] 13 Feb @ 11:05am 
Huh, I guess one of my dev branches leaked into my releases then. Yea, the ARs are not meant to be accessible outside the sub editor yet. Ive worked and reworked them a few times now, and havent worjed on their muzzle flashes or FX at all
ace 12 Feb @ 9:31pm 
Another thing to mention, are the rifles supposed to be accessible normally in a campaign?
The Terminus is craftable through the fabricator, though it's ammo isn't. The Cycler TRV is found in merchant stocks every so often, it's ammo is also craftable, but it's recycle recipe uses a full Terran SMG magazine to make.
I do like the addition of the rifles but if it's not intended then I understand them not being accessible
ALKATRAS 6 Feb @ 8:05am 
Please translate mod using google translator. I've tried a bunch of weapon mods, but yours is the best. I really like your mod, but it stands out too much from the others, because it's the only one not translated.
Silvainius  [author] 5 Feb @ 6:32pm 
Thanks for the report! I'll disable the mission for now and debug it, that should be an error on my end.
ace 4 Feb @ 6:25pm 
love this mod and the content it adds, however when playing with friends we stumbled an occurrence where after accepting a mission to destroy a separatist sub, the log had several errors stating "Could not find human prefab 'psa_captain_seppie_2000ivi' from 'psa_npc_compat_seppie'" making us unable to start a new round. Removing the mod made the mission disappear but the round loaded fine. Is this an issue with the mod or something on our part?
Silvainius  [author] 23 Jan @ 12:49am 
@ALKATRAS
Alas, I am a poor, sad, monolingual American, and do not speak Russian. I could do google translate on everything, but I wager outside of simple nouns it would result in a garbled mess
ALKATRAS 22 Jan @ 3:28am 
Hello. I really liked your mod. Do you plan to add Russian language?
Silvainius  [author] 12 Aug, 2024 @ 4:46pm 
Hey all, updated the mod to increase the stack sizes in cabinets, and make ammo work with the bandolier again. Cheers!
glowing green 8 Mar, 2024 @ 3:03pm 
barotrauma is the last game i would think of finding a mod that adds in ps2 weapons
Silvainius  [author] 1 May, 2023 @ 1:37am 
@geoose The standard battery is used for the ARs that I still havent made available to craft. I havent come up with a good way to make them stand out or be worth using over SMGs. You can play with them in the editor though.

@Crayssius The sprites come from three sources: pulling them from the API, ripping them out of the game, and getting them off the wiki when either of the former failed to give me a good result.
The sounds all came straight from the game files.