Barotrauma

Barotrauma

[sort of working] Ek A nerfs
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Update: 12 Nov, 2021 @ 4:17pm

Fixed some magazines maxstacksize to be a bit more consistent with base Pistols get to stack 2, any other besides the torpedo rifle get 1 (might change that last one later). Revolver ammo only stacks to 6 so its a full reload

Update: 12 Nov, 2021 @ 12:30pm

Forgot improvised ballistic vest changes, whoops.

Diving Suits

MK 1 military suit and variants
Cost increased to 1500mk from 250mk
Only available from military outposts
Crafting changes
TiAl, TiAl, BF, Rub -> Crate of TiAl, TiAl, BF, Rub
DMG is closer to how base is designed (This is a more combat focused abyss suit basically)

60 -> 50 Bl
60 -> 50 G
70 -> 50 Bi
70 -> 50 L
75 -> 50 B
0 -> 25 Br
40 -> 10 S
65 -> 65 H
100 -> 25 Rad
65 -> 0 P
75 -> 60 Org
65 -> 0 Par
60 -> 0 Hal





MK 2 military suit and varients
Cost increased to 5000mk from 450mk
Changes in recipes
Mk1 Suit, Phy, Rub, FPGA, FPGA -> MK1 Suit, Crate of Phy, rub, Crate of FPGA

70 -> 60 Bl
70 -> 60 G
75 -> 60 Bi
75 -> 60 L
75 -> 60 B
65 -> 35 Br
50 -> 25 S
100 -> 25 Rad
75 -> 75 H
75 -> 0 P
75 -> 60 Org
65 -> 0 Par
60 -> 0 Hal

Shearclaw suit
Cost increased to 10000mk from 350mk
Will only appear in shops after we get to difficulty level 80
Damage reduction is just the combat suit so just see this as a combat suit +


Shearclaw helment
Cost increased to 2000mk from 100mk
Will only appear in shops after we get to difficulty level 80

EK combat armor (Including vars) it should be a minor improvement over base body armor


Changing price to 750
Can only bought from the military outpost with a 1.5 multiplier


80 -> 80 Bl, G, L,
50 -> 90 B
22 -> 15 Br
0 -> 10 S
0 -> 0 Rad
75 -> 75 H
75 -> 0 P
75 -> 60 Org
65 -> 0 Par
60 -> 0 Hal

EK Combat shirt (should be a minor improvement of sec under shirts) Variants as well
I'll keep the reduction as except fro organ damage bumping it from 0% to 10% is but I will remove the bleed ignore chance due to the EK unshirt slowing the user down
Changing price to 600
Can only bought from the military outpost with a 1.5 multiplier

EK Helmet (Variants as well)
like the combat shirt and armor will only be available from the military outposts
price being changed to 250
Can only bought from the military outpost with a 1.5 multiplier

60 -> 90 Bl
60 -> 90 G
60 -> 70 Bi
60 -> 80 L
80 -> 90 B
0 -> 0 Br
0 -> 10 S
0 -> 0 Rad
50 -> 0 H
0 -> 0 P
0 -> 10 Org
50 -> 0 Par
0 -> 0 Hal

Fire jumpsuit and fire helmet
reduced most of its protections to 5% from 20% besides burn reduction, radiation, and husk infections

Improvised Ballistic Armor
Just going to leave it where it is besides removing its Husk reduction and Paralysis
Might change this to be weaker than most body armors but its compensated by having pouches due to its description

I just want to start working on changes instead of writing about them. I've been staring too long at this spreadsheet

Update: 12 Nov, 2021 @ 12:20pm

Changelog 1.00

Damage key
Bleeding - B
Gunshot Wound - G
Stun - S
Burn - Br
Explosion - Ex
Blunt - Bl
Lacerations - L
Internal - I

General Changes
Craft times increased they are pretty low across the board.

Heavy Changes
Microtorpedo launcher
Changes to gun recipe
WC .5, St, Al, Al, Plas -> WC, St, Al, Al, Plas

Ammo changes

Microtorp Slug
Crafting changes
St, K -> Crate of St, K, K,
MicroTorp Standard and short fuse
Crafting changes
St, c4, k, (cu sf) -> Crate of St, Nitro, k, (cu sf)
Microtorp Phy
st, phy, thor, fpga -> Crate of St, phy, thor, fpga, Nitro

Rocket Launcher
changes to gun recipe
WC .5, St, TiAl, Plas, Plas -> WC, WC .5, St, TiAl, Crate of Plas

Spread
1 -> 3

Ammo changes
Rocket (High Explosive)
Crafting changes
St, c4, flp .5, c .5, fgpa (sf) -> Crate of Steel , Nitro, flp, c, fgpa (sf)
Rocket (AP)
Crafting changes
St, c4, flp .5, cu .5, c .5 -> Crate of St, Nitro, nitro flp, c,
Rocket (Phy)
LK, phy, thor, flp .5, c .5 -> Crate of St, phy, thor, flp, Nitro

SSL
Change of gun recipes
WC .5, St, St, TiAl, Plas -> WC, WC, crate of TiAl, Plas

Skilled spread
5 -> 7

Ammo changes
20 -> 15 Ex
60 -> 10 L
Amount of shots
14 -> 10


Shotgun changes
Tactical shotgun
Changes of recipes
WC .5, Al, St, Plas -> WC, Crate of Al, St, St, Plas
Spread
0 -> 0.5
Reload
1.1 -> 1.0

Double barrel shotgun
Craft changes
WC .25, Al, St -> WC, Crate of Al, St, St
Skill Spread
3 -> 1
Unskilled spread
8 -> 7



Shells changes since all the EK shotguns use the same shells
Slug -
Spread
0 -> 2
25 -> 10 B
25 -> 30 G
.5 -> .4 S
Craft changes
Lk .08, TiAl, Plas -> Lk .25, TiAl, Pb, Plas
Pen
0.4 -> 0.2
Flechette
Spread
6 -> 10
9 -> 6 B
2 -> 2 G
.08-> .04S
2 -> 3 L
Craft changes
Lk .08, st, plas -> Lk .25, st, st, plas
Pen
0 -> .15
Hollow point
Spread increased
0 -> 1
35 -> 40 B
.5 -> .4 S
20 -> 0 Ex
0 -> 20 L
Craft Changes
Lk .08, Cu, plas -> Lk .25, Cu, St, plas
12 Gauge shot
Spread
12 -> 14
8 -> 6 G
recipes changes
Lk .08, Pb, Plas -> Lk .25, Pb, Pb, Plas
Physicorium slug
Spread
0 -> 1
Recipes changes
Lk .08, plas, phy -> Lk .25, phy, phy, plas
Pen
.6 -> .3
Shotgun Grenade
25 -> 15 B
50 -> 10 Br
0 -> 20 Ex
20 -> 5 Bl
30 -> 10 L
Changes in crafting recipes
Lk .08, plas, c4 -> Lk .25, UEX, UEX, Plas







Rifle changes

Pipe rifle - T1 - Cheap and inaccurate, basically ducted tape some pipes together and hope it doesn't explode in your hands with ammo with gunpowder but using scrap metal as a bullet
Made it easier to craft
Removed AL as a requirement

Doubled the time it takes to reload (fire cooldown)
1.25 -> 2.50

Skilled spread
4 -> 8

Unskilled spread
8 -> 14

Ammo
Default Round
Removed lead as a requirement for fab of the round
Psychorioum rounds were nerfed damage wise to the the original default ammo damage (I have no clue why this round exists though since who would waste the resources on it)
30 -> 20 B
35 -> 30 G
Pen
0.3 -> 0.2

Marine battle rifle - T4 - Need a bit more stopping power and armor pen compared to the standard issue SMG
Changes to crafting recipe
WC .5, TiAl, St, St, Plas -> WC, TiAl, Crate of St, Plas, Plas
Skilled spread
2 -> 4

Unskilled spread
14 -> 16

Ammo changes
Regular ammo
15 -> 12 B
10 -> 7 G
Change in recipe
LK .04, pb, plas -> LK .50, Pb, TiAl, TiAl, plas
Pen change
.15 -> .1
Phy ammo
21 -> 15 B
12 -> 10 G
Change in recipe
LK .04, Phy, Plas -> LK .50, Phy, Phy, Pb, Plas
Pen
.4 -> .25



Drum LMG - T5 - Dakka
Changes to crafting recipe
WC .5, St, St, Al, Plas -> WC, Crate of St, Al, Plas, TiAl
Skilled spread
12 -> 20
Unskilled spread
30 -> 45

Ammo
Regular ammo
15 -> 12 B
10 -> 7 G
Change in recipes
Lk .1, Pb, Pb, St -> LK, LK, Crate of TiAl, crate of Pb
Pen change
.15 -> .1
Phy ammo
21 -> 15 B
12 -> 10 G
Change in recipe
Lk .1, phy, phy, St -> LK, LK, Crate Phy, crate of Pb
Pen
.4 -> .25

Laser Rifle - T6 - Like its pistol counterpart, meant to be weaker than most of its peers but it has the added benefit of being rechargable
Changed crafting recipe
WC .5, Las .5, Al, Ful, Fpga -> WC, WC, LP, Inc, Crate of FPGA

Skilled spread
0.5 -> 2

Unskilled spread
18 -> 20

Ammo
Laser cells
10 -> 5 B
5 -> 3 G
18 -> 11 Br
Amount of ammo
25 -> 30
Pen
0.0 -> 0.1
Change of recipe
Crate of FGPA, Crate of Zinc, Ful, Ful, St

Gauss Rifle - T6 - Hard hitting but costly
Changed Craft recipes of the gun
WC, Gauss, Plas, Al, FulBat -> WC, WC, Fpga, Crate of phy, FulBat,

Skilled Spread
0.5 -> 4

Unskilled Spread
18 -> 25

Fire rate decreased
2.70 -> 1.67
Ammo

45 -> 30 B
70 -> 30 G
Crafting recipes
Phy .5, St -> Phy, Phy, Phy, Crate of Fe, St
Pen
0.5 -> .8

Pistol Changes

9mm Pistol - T2 - My intent is to have a pistol that is better in terms of DPS compared to the Revolver but is overall weaker in terms of damage output of a fully loaded revolver. So it becomes a choice of speed over power
Fire rate increased
3.03 -> 4

Ammo
Default Round
14 -> 8 B
15 -> 12 G
Craft changes for ammo
LK .04, Pb, Sn -> LK .12, Pb, Sn
Phy Rounds
23 -> 8 B
Pen
0.1 -> 0.2
Craft Changes for ammo
Lk .04, Phy .25, Sn -> Lk .08, Phy .50, Sn

.357 Revolver - T3 - Should be slightly better than base revolver but make the ammo harder to make
Changes of crafting recipes
WC .25, St, C -> WC .50, Crate of St, C
Default Round
35 -> 30 B
40 -> 35 G
Craft receipe changes
Lk .08, Pb, Cu -> Lk .25, Pb, Cu, K
Reduced amount made
8 -> 6
Physicorium round
Damage is unchanged
Craft Recipe changes
Lk .08, Phy, Cu -> Lk .25, Phy, Cu, K

Gauss Pistol - T6 - Really should be the best pistol sans the hand cannon in terms of raw damage and pen

Changes to the recipes
WC .25, Gauss .25, Plas, FulBat, Fpga -> WC, WC .50, Gauss .75, FulBat, crate of Phy

Decrease to fire rate
2.70 -> 2.22

Ammo Changes
30 -> 10 B
30 -> 20 G
Craft Recipe Changes
phy .25, St -> Phy, Phy, Fe, St
Pen
0.4 -> 0.7

Laser Pistol - T6 - My intent is to make it overall a weaker pistol than the default revolver but because you can recharge the magazine it seems like a fair trade off. Also I expect users to get dual wield them due to them having no spread and recharagable ammo.
Crafting changes
WC .25, LP .25, Plas, Cu, Fpga -> WC, WC .5, LP .75, Inc .75, Crate of FPGA

Skilled Spread
0.5 -> 6

Unskilled spread
14 -> 25

Ammo
Laser Pistol Round changes
2 -> 1 B
4 -> 1 G
9 -> 8 Br
DPS 46.88 -> 31.25
Ammo per mag 25 -> 20
Damage of a full mag 375 -> 200
Crafting resources changed for a magazine
Z, Li, Fpga -> Ful, Ful,Crate of Fpga, Z

SMG Changes

10mm - T3 - Basically should be a fast firing weapon that is firing a pistol caliber that should do well on soft target but should be weaker than any of the military variants
Changes of recipe
WC .25, St, St -> WC .75, Crate of St

Default Ammo
13 -> 5 B
10 -> 7 G
Crafting resources changed
Lk .04, Pb, Pb, St -> Lk .20, Pb, Pb, St

Phy Ammo
17 -> 3 B
14 -> 10 G
Pen changed
0.3 -> .1
Crafting resources changed
Lk .04, phy .5, St -> Lk .20, phy .75, St

Marine SMG - An experimental smg than the standard issue Colition SMG with some light armor piercing ammo
Changes of recipe
WC .5, TiAl, St, Plas -> WC, TiAl, Crate of St, Plas

Default Ammo
14 -> 7 B
12 -> 11 G
Change of recipe
LK .04, pb, plas -> LK .25, Pb, TiAl, plas
Pen
0.15 -> 0.05

Phy Ammo
18 -> 5 B
Change of recipe
LK .04, phy, plas -> LK .25, phy, Pb, plas
Pen
0.5 -> 0.15








Continued above
Diving suit changes

Update: 6 Nov, 2021 @ 10:59am

Update: 6 Nov, 2021 @ 9:23am

Changelog

Pipe rifle
Made it easier to craft
-Removed AL as a requirement
Doubled the time it takes to reload (fire cooldown)
-2.50 from 1.25
Default ammo damage nerfed
-5 bleeding (b) from 15
-15 gunshotwound (gsw) from 25
Removed lead as a requirement for fab of the round
Psychorioum rounds were nerfed damage wise to the the original default ammo damage (I have no clue why this round exists though since who would waste the resources on it)
-15 b
-25 GSW






Diving Suits

MK 1 military suit and varients
Cost increased to 1500mk from 250mk
Only avaiable from military outposts
Swapped out a Ti+AL alloy bar with a crate of those (from EK utility just 5x of an item) So the change is 6 bars instead of merely 2
Damage reductions reduced to fall closer in line with the combat base diving suit
60 for things that make sense like gunshot, bite wounds
75 for burns
40 for husk infection with prob chance of 40 (base combat suit has one of 50%)



MK 2 military suit and varients
Cost increased to 5000mk from 450mk
Now requires a crate of physicorium and plastic to be built
to be done
50 for things that make sense like gunshot, bite wounds
75 for burns
35 for husk infection with prob chance of 35(base combat suit has one of 50%)

Shearclaw suit
Cost increased to 10000mk from 350mk
Will only appear in shops after we get to difficulty level 80

Shearclaw helment
Cost increased to 2000mk from 100mk
Will only appear in shops after we get to difficulty level 80