Barotrauma

Barotrauma

Falcata-class Assault Sub (Goph Original Ship)
Showing 11-20 of 43 entries
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Update: 23 Oct, 2020 @ 11:13pm

Fixed the spriting issue behind the #3 coilgun

Update: 23 Oct, 2020 @ 4:25pm

Buffed the burst fire cooldown interval (1.5s -> 1.1s)

Update: 25 Sep, 2020 @ 11:38am

Changed burst cooldown to 1.5s

Update: 25 Sep, 2020 @ 2:20am

Removed some debug crap that was in the command room.

Update: 24 Sep, 2020 @ 11:25pm

Rescinded previous change: "Rampart" coilguns are now rigged to fire in 6-8 shot bursts with a 1-second delay in between. Lower dive prep will no longer trigger the flood alarm if a trivial amount of water floods into the room.

Update: 24 Sep, 2020 @ 8:49pm

Nerfed "Rampart" guns to 0.4 reload time each, effectively making each pair the equivalent of a default coilgun. Many games showed that they were just too strong. Coverage on the Falcata is already excellent; it does not need a super-powered topside even with the nerfed "Parapet" turrets.

Update: 23 Sep, 2020 @ 8:29pm

Removed 2 sprayers, one from each damage control locker.

Update: 23 Sep, 2020 @ 8:22pm

Added platforms to all the ballasts and a mid-level platform to the crew quarters, in order to maybe sorta help accomodate Pomegrenade gardening. Added headlights to the nose. Adjusted some sprites in lower dive prep that were floating.

Update: 23 Sep, 2020 @ 2:26am

Removed test flamer from captain's cabinet. Nerfed engines to be within 10% delta of pre-patch value at 50 helm skill.

Update: 23 Sep, 2020 @ 1:04am

Made flood alarm less annoying (hopefully!). Fixed #2 gun light. Fixed fire extinguisher bracket behind the seed cabinet not being hidden.