Starbound

Starbound

Battlefield: Bad Company Arsenal
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Update: 5 Feb, 2019 @ 1:59pm

Update: 5 Feb, 2019 @ 1:56pm

Update: 21 Oct, 2018 @ 10:41pm

Update: 21 Oct, 2018 @ 8:11pm

New Crafting Station and Tier 8 Weapons (2.0):

The 2.0 update spoken of in myth has arrived, and with it several new features.

- Added a Gold Crate crafting station to craft all weapons (the M416 +1 and AUG +1 are still uncraftable and I can’t figure out why); it’s craftable from the Inventor’s Table for 100 Gold Bars. All weapons are no longer craftable from the Anvil and must be crafted from the Gold Crate. The Gold Crate can be built from the Inventor's Table.
- Added another set of endgame weapons as Tier 8, the 15 unlockable weapons from Battlefield: Bad Company. They’re made with Solarium Stars, Ancient Essence and their regular/lower tier versions. They’re meant as true endgame weapons for clearing the ancient dungeons, dealing with any very high level bosses made by the community, or if you just want to go around and vaporize anything you come into contact with.
- As another experiment, I’m making all Tier 8 weapons of the same type (assault rifles, shotguns, LMGs, etc.) have the same DPS number, which affects how much damage per shot they do. For anybody who doesn’t know, the damage-per-second (DPS) in Starbound is calculated by the damage per bullet times the firing rate. In modding, you simply enter a number for the DPS, and the game will calculate the damage per bullet by the speed and total DPS. I’m curious to hear the results of this experiment and how it works in-game, if the guns are balanced or not – if they are, I’ll do the same thing with the lower tier versions (probably).
- Made alterations to SPAS15 sprite.
- Decreased SPAS12 spread. It was supposed to emulate how the SPAS12 in Bad Company is the most inaccurate shotgun, but it felt like a bit too much so I lowered it.
- Decreased UMP, XM8C firing rate.

Update: 20 Oct, 2018 @ 2:44am

Assault Rifles & Compact Assault Rifles/Submachine Guns TLC (1.7):

I decided to go against what I had originally envisioned when it comes to assault rifles in BCA. Originally they were designed as being perfectly accurate, but I opted to add a bit of inaccuracy to them. They’re still more accurate than the CARs/SMGs, but they’re nowhere near as fast firing and are no longer perfectly straight firing laser beams. The assault rifles are still the most accurate automatic weapons, but if you want straight shots at long range, use a sniper rifle.

- Increased spread on SCAR, AKS74u, 9A91.
- Added multiple sounds for AKS74u, 9A91, UMP, XM8C, XM8.
- Made alterations to 9A91, XM8C sprites.
- Increased firing rate of SCAR, AKS74u, 9A91, PP2000, UMP, XM8C, XM8, AN94.
- Adjusted SCAR muzzle flash placement.
- Added an unobtainable/non-craftable version of one of the assault rifles, functionally identical to its counterpart in both appearance and sound, except for audio from Bad Company 2. The original weapon is still in the mod.

Update: 18 Oct, 2018 @ 9:17pm

Multi-Sounds Full Update (1.6):

This update is a followup to 1.5.5’s partial sound enhancement experimentation, doing the following (with some bonus features included in the update):

- Added multiple sounds for M249, PKM, QJY88, XM8 LMG, MG36, SCAR (I know I said I wouldn’t do any CARs/SMGs but I was curious as to how it would sound and if I could pull it off).
- Made alteration to SPAS12 sprite.
- Adjusted SCAR hand placement.
- Increased firing rate of M249, PKM, QJY88, MG36, XM8 LMG.
- Added a new (craftable) weapon that can be wielded with a grappling hook and sounds marvelous. It appears in Battlefield: Bad Company and, like its brethren, shares its sounds with its BC1 counterpart, though it uses its Bad Company 2 description because one isn’t present in BC1.

Update: 18 Oct, 2018 @ 9:52am

(1.5.5.1):

- Adjusted GOL hand placement.

Update: 17 Oct, 2018 @ 5:21pm

Multi-Sounds Mini-Update (1.5.5):

Not major enough (to me) to be a full number increase update, but after learning a bit more about how Starbound modding works when it comes to audio files, I was able to create more spontaneous and natural sounding tones of automatic fire, and I’ll be doing this for certain assault rifles and light machine guns.

I won’t be doing this for every single weapon, with the reasoning being the following:

- Sniper rifles and shotguns reuse the sound of single shots, unlike automatic firing.
- CARs/SMGs are suppressed and fire so fast that the difference is barely noticeable.
- The XM8, AN94, and MG3 fire very fast and the audio differences of individual shots are barely noticeable if they even exist.

Currently finished weapons are M416, AUG, AEK971, M16, with M249, PKM, QJY88, XM8 LMG and MG36 PLANNED. Their audio on automatic firing isn’t perfectly seamless but it sounds much more realistic than it did before, to me at least, and faster firing guns with longer audio clips and more variations tends to lag up and hurt your ears.

Update: 16 Oct, 2018 @ 8:36pm

Massive Nerfing (1.5.0):

I now have a complete understanding of how the DPS system works, and since the shotguns and sniper rifles had nearly double the DPS of the automatic weapons I felt that a change was necessary. I did some comparisons with other weapons of the same class to get a better sense of how much damage they should be doing and I was able to use that knowledge to dial down the DPS of the shotguns and sniper rifles. They now still do tremendous amounts of damage per shot but their energy consumption hasn’t changed in the slightest.

Update: 16 Oct, 2018 @ 8:34am

Tier 6+ Weapons (1.4.0):

This update adds a form of Tier 6+ weapons effective at Tier 6 and beyond – copies of the starting weapons with beefier stats, so you can enjoy the dulcet tones of the M416’s firing sound and the knowledge that you’ll be able to use it on higher leveled planets. I did this to give the starting weapons a bit of love and care because (to me) they become obsolete fairly early on.

American weapons use Refined Aegisalt, Russian weapons use Refined Ferozium, and Middle Eastern Coalition weapons use Refined Violium, replacing Gold Bars in the same amounts as before, and also require their Tier 2/original versions as a crafting ingredient. As before all of these weapons have identical stats as their counterparts, so whichever one you choose is just a matter of personal preference based on aesthetics and sounds.

A known issue (that I don't know how to fix) is that not all of the +1 weapons are craftable - the M416 and AUG in particular aren't craftable. If you really want to get your hands on those two +1 weapons, type /admin and then type "/spawnitem M416+1 1" or "/spawnitem AUG+1 1". I wish I knew why those two weren't showing up (for me, at least) in the crafting anvil but oh well.

In addition to this massive update, I made alterations to 870MCS, M416, AUG, 9A91 sprites.