Barotrauma

Barotrauma

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EK Turret Vanilla Rework
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32.391 MB
21 Nov, 2023 @ 12:19pm
14 Jul @ 4:29pm
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EK Turret Vanilla Rework

In 2 collections by Draconis🐊
Not quite Vanilla
33 items
Not Quite Vanilla Barotraumatic Voyage
50 items
Description
Original mod, sprites and sound design by EK_Videogames series of legacy mods.

English/Chinese Language, Simplified Chinese translation by Lucifinel

THIS IS INCOMPATIBLE WITH EK 1.x.x.x or other EK mods!

Immersive Ammo Patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3096526115

A reworked selection of turrets from EK Gunnery including the coilgun laser ammo conversion box from EK Armory. Updated and semi-balanced towards vanilla gameplay. After a brief beta phase this should be mostly bug free and the weapons should have a good weighty feel without being overpowered compared to vanilla turrets.

The ballistic turrets have been remade using the new ammo crafting multiple material types to represent electro-chemical guns and supercavitating mini torpedo projectiles. They have a more standardized ammo per box than coilgun ammo but are more expensive and time consuming to keep fed. Autocannon and Light Gun ammo can only be carried one at a time but the larger crate like boxes can be safely stowed on shelves or makeshift shelves.

The vortex cannon now takes fuel in the form of electrolytic capacitors to compress a plasma bubble which causes a vortex that ruptures soft bodied creatures in its path. The experimental laser capacitor uses a demontonite core to accelerate tiny shards of dementonite which due to a not well understood quantum tunneling effect produce a burst of particles moving at a significant portion of N similar to low power laser blast, the small amount of metal used allows it to fire roughly 500 times compared to the 200 of the usual coilgun box, as a hitscan weapon but with only slightly higher damage than standard coilgun shot.

They also feature EK's depleting ammo box sprites to show the ammo actually being fired from the magazines.


Submarine Weapons

• Autocannon: 50 shell box, The classic returns, a long range electro-chemical gun that slowly fires large projectiles with standard ammo piercing two targets. Rounds have extreme range and can be arced unto wrecks or other trick shots, or hit your own submarine. Has very heavy structure damage and Moloch's hate it. Loads standard piercing solid shot, Base Fused Explosive, Triple Armor Piercing and Physicorium shatter rounds. Cumbersome ammo boxes can only be carried one at a time.

• Heavy Autocannon: 50 shell box same as Autocannon, Larger with a faster fire rate, longer double barrel isn't as good standoff close to the hull and slightly worse accuracy due to offset.

• Light Swivel Gun: 120 metallic cased rounds in an oversize magazine. A ship gun which is between a heavy machinegun and autocannon firing a fast moving projectile at a decent fire rate. Standard Solid Shells, Piercing and Physicorum, very long range, Heavy structure damage. Cumbersome ammo boxes can be carried only one at a time.

• Heavy Rotary Gun: 120 metallic cased rounds interchangeable with the Swivel Gun, An upgraded chaingun firing light autocannon rounds at an increased rate. Long barrel can cause close in targeting issues but fires at roughly two and half times faster than the Semi-automatic Gun.

• Small SSL turret: 90 count (52 Explosive) in a double ready rack, electrically fires 20mm super cavitating darts 4 rounds a second, hits harder, faster and longer range than a coilgun but less accurate and with less than half the ammo per box. Uses aluminum to make the gas propulsion systems of the darts. Standard, Piercing and Thermobaric ammo, lightweight ammo boxes can be carried 2 at a time like coilgun ammo.

• Heavy SSL: Two 90 count SSL boxes in a special double loader. Larger SSL with more efficient per shot quad launch rails, slightly more accurate but higher offset dispersion and 5 rounds per second fire rate. With the usual longer big turret view range.

• Large SSL: 12 single shot tubes individually loaded. A small hardpoint turret that fires 100mm SSL rockets. Rockets are fabricated 2 at a time and can be put in cabinets or metal crates. experimental multipurpose ammo types.
Dual Purpose High Explosive, Armor Piercing Delayed fuse and Proximity Fuse Dense Flak

• Vortex Cannon, 30 round refillable electrolyte capacitor cell, A massive heavy slot plasma bubble generator that causes an unstable collapsing shockwave that rips soft targets apart and causes massive internal injuries, useless against structures and submarines, able to pulp hordes of crawlers or other small creatures like divers. vortex batteries can be carried 2 at a time and the individual cells can be swapped between ammo boxes.

• Mining Laser, a small turret using heavy heat sinked batteries that is highly accurate and fairly fast firing, does a little more damage than a standard coil gun but with higher armor penetration, detaches minerals like a plasma cutter and great at cutting icebergs. Only one type of ammo a long lasting industrial powercell which cannot be reloaded or combined with other powercells, as an industrial tool and adhoc weapon ammo for these is sold everywhere

Alternate guns

• Aftermarket Coilgun, a older model coilgun that has has its coil overcharged by station technicians. It uses 20% more power and fires 25% slower at 3 rounds per second. However it has an increase in velocity and damage of roughly 13% allowing it to hit targets harder at longer range.

• Volley Gun, a chaingun ammo weapon with 5 conventionally loaded barrels that fire together in a 5 round burst like a shotgun, cheaper than the electrically driven chaingun but fire 5 shots for every 8 the chaingun fires. Does not have to spin up and has slightly higher velocity due to the locked pressure chambers.

Special ammo

• Coil Gun Laser Conversion unit, Conversion unit rated for roughly 500 discharges. A heavy and experimental module that changes a standard coil or double gun into a low powered laser array converting a solid dementontite core directly into searing directed energy beams, once burnt out it can be refurbished with new parts or deconstructed to recover some materials.

• Flak Impact fused, a lightweight shell that is between a spreader and concentrated flak shell though not as effective as either with the proximity fuse replaced with a simple impact fuse, slightly higher velocity.

• Railgun Half Shells, The classic EK half shell updated to modern BT values, Same cost as normal shells but it can be fired twice for slightly less than half the punch of a standard shell, effectively doubling your loader to 12 shots! However they cost just as much capacitor to fire and cannot be loaded with explosives. Physicorum half shells return along with the original piercing half shell redone as two flak half shells that has a significant initial impact and bursting charge with a large amount of shrapnel similar to multiple flak cannon rounds.

Rare Ammo

Found in old wrecks and never offered for sale are expensive boxes of no longer produced submarine ammo. Each acts as a finite resource for tough encounters or a moderately expensive treasure to sell at the nearest station. These include.

• Triple penetrating Coilgun HEFC
• Piezo Electric Shock Flak shells
• SSL Acid Dissolver Rockets
• Delayed fuse Light Gun HEFC
• Micro Explosive Chaingun HEAP
104 Comments
Draconis🐊  [author] 1 Jun @ 4:58pm 
it should have pretty beefy armor penetration and damage against large monsters as it hits multiple limbs and covers them with large amounts of damage.
Chime 1 Jun @ 4:50pm 
It would give the vortex cannon more use outside of dealing with soft targets. It's great for stuff like crawlers but could use some kind of alternate ammo for harder targets and ships like you mentioned.
Draconis🐊  [author] 1 Jun @ 4:03pm 
that is an interesting idea for vortex alt ammo since it is now ammo based. Implosion is an interesting idea since we already have that for the grav shells and it would complement it.
Possibly a plasma shock bubble that leans in on the collapsing intense bubble to cause a more heated electromagnetic pulse that has mild shorting out near the hull for pirate subs but also hits machines harder with machine specific internal damage and the burn bypasses armor on most creatures and especially husks.
Chime 1 Jun @ 3:55pm 
If I'm not mistaken EK at one point had some kind of guided munition that would seek out creatures and explode is there any plans to re-implement this feature?

Current implementation of the turrets so far as I've used in my current run is really good. It would also be nice to see 1 alternative ammo option for the Vortex cannon if at all possible. Maybe a much more resource costly energy cell with more limited ammo/charges but that produces a larger concussive blast with more damage to armored targets? Or somehow creates an inverse cavitation bubble that sucks enemies to the center and mangles them.
Draconis🐊  [author] 30 May @ 1:20am 
No news is good news, I fixed up a few things and improved mining laser slightly, it still has its own steel/zinc manufacture but only requires lithium and saline to reload making it more cost effective, damage was increased by roughly 2 points a shot.

Heavy SSL rockets 15% more damage and slightly more buoyant for flatter shooting.
Draconis🐊  [author] 5 Mar @ 7:26pm 
Most HEDP is a copper jet, the HEDP SSL is a kinetic kill round with impact fuse that is closer to base fused naval or tank tank shell its more like an APCR that explodes as it tends to get lodged into a ships hull rather than fully penetrating when makes it sort of like HESH but against monsters it tends to penetrate deeply into abyss monsters hide before exploding.

Its DP is that unlike traditional HE shells is that via its dart tip it is able to partially penetrate and do damage to armored targets rather than the lighter damage of flak or other small explosive rounds
ProdiJy2000 5 Mar @ 4:29pm 
Thank you so much for all the amazing work you do on this mod. I really appreciate your dedication and creativity.

I wanted to share some thoughts on the munitions types:

APHE: This is a round with explosive content that detonates after penetration. It's designed to penetrate an armored target and damage people and systems inside by exploding while within the target.

HEDP: High-Explosive Dual-Purpose rounds are a bit different. They have an explosive component that can kill unarmored targets and also shoot out a jet of copper to penetrate armor. They function similarly to HEAT rounds with fragmentation liners. HEAT rounds have a cone-shaped copper liner focused into a kinetic energy beam for penetration. They don't rely on speed, making them effective even in slower projectiles like rockets and grenades. In the mod, the HEDP SSL rounds have APHE capabilities, which they should not typically have.

I hope this feedback is helpful. Thank you again for all your hard work!
Draconis🐊  [author] 5 Mar @ 4:05pm 
Particle effects
ProdiJy2000 5 Mar @ 1:30pm 
So its not compatable with EK dockyard and EK utility? why
Draconis🐊  [author] 1 Nov, 2024 @ 1:03am 
This little side project has almost made it to a modest 3k, I hope everyone has been enjoying the new ship guns.

Added Rare wreck ammo HEFC Light Gun ammo it can hit 2 targets and explodes but it has a short impact fuse after any impact and a small HE bursting charge, does roughly 50% more damage per shot than standard piercing ammo though slightly less armor penetration on the main impact hits. good performance against all targets.