Barotrauma

Barotrauma

PlanetSide Arsenal
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Update: 5 Feb @ 6:37pm

Temporarily disabled missions so I can debug why they fail to load properly.

Update: 27 Jan @ 7:50am

  • TR and NC magazines no longer affected by quality.
  • TR ammunition now uses the munition tags to maintain parity with vanilla
  • NS-44 Rounds now require a jacket resource, and have an alternate recipe using 2x phosphorus.

Update: 23 Jan @ 10:21pm

Fixed some missions and NPCs not having their names and descriptions

Update: 23 Jan @ 7:45am

  • NC SMG Magazines no longer use the pistol magazine recipe
  • Added two new missions against Coalition and Separatist Spec-Ops crews using TR and NC weapons respectively.
    • These are intended to be difficult; They use powerful weapons on both their submarine and their persons.

Update: 19 Jan @ 2:49pm

- Fixed light vanu battery requiring a recipe

Update: 26 Aug, 2024 @ 9:36pm

- Vanu weapons and batteries no longer require and unobtainable recipe.

Update: 26 Aug, 2024 @ 9:11am

  • All Weapons
    • Available at arms dealers.
  • All Pistols
    • Updated Barrel position to not be inside the gun.
    • Can now be bought from merchants starting in biome 2.
  • All SMGs
    • Can now be bought from merchants starting in biome 3.
  • All VS Weapons
    • Muzzle flash and impact FX are now purple. Rejoice.
    • Can be found at Husk and Research merchants.
  • Beamer
    • Bleed increased from 0 -> 3 (does not increase damage directly)
  • Eridani
    • Damage 16 -> 16
      • Gunshot wound increased from 8 -> 10
      • Burn decreased from 8 -> 6
      • Bleed increased from 0 -> 3 (Does not increase damage directly)
  • All TR Weapons
    • Can be found at coalition Military and Outpost merchants.
  • TX1 Repeater
    • Now a proper 3-round burst.
    • Item damage decreased from 10 -> 0.5
    • Ammo now provides 2 mags per craft, and the recipe costs twice as much.
    • Tracers are now red, like the Armistice.
  • Armistice
    • Damage decreased from 18 -> 16
      • Gunshot wound decreased from 10 -> 8
  • All NC Weapons
    • Can be found at separatist Military and Outpost merchants.

  • Magshot
    • Limb severance chance increased from 10% -> 30%
    • Structure damage increased from 2.5 -> 4
    • Ammo now provides 2 mags per craft, and the recipe costs twice as much.
  • Cyclone
    • Damage decreased from 22.5 -> 20
      • Gunshot wound decreased from 15 -> 12
      • Bluntforce trauma increased from 7.5 -> 8
    • Stun decreased from 0.05 -> 0.02
    • Limb severance chance increased from 5% -> 20%

Update: 22 Aug, 2024 @ 2:36pm

- For real removed items from spawning in ruins this time
- Test Battery no longer craftable :)

Update: 22 Aug, 2024 @ 5:20am

1.0.12

  • TX1 Repeater
  • Ammo now provides 2 mags per craft, and the recipe costs twice as much.
  • Magshot
  • Limb severance chance from 10% -> 50%
  • Ammo now provides 2 mags per craft, and the recipe costs twice as much.
  • Cyclone
  • Limb severance chance from 10% -> 50%


1.0.11

  • ALL WEAPONS:
    • SMGs now have flashlight slots
    • Fixed barrel positions so the muzzle flashes arent weird. Yes, velocity makes it look off. They arent. I promise.
    • Rebalanced SMGs and Pistols to be mid-game power spikes. Testing was done at 50% level difficulty. Feedback welcomed!
    • Items in the mod no longer spawn in Alien Ruins, but still require Physicorium to craft.

  • Eridani
    • Burn damage reduced from 12.5 -> 8.333
    • Gunshot damage reduced from 12.5 -> 8.333
    • Sever limb chance increased from 0.05 -> 0.0711 (Same probability of happpening once per magazine as the vanilla SMG)
    • Item damage decreased from 10 -> 4
    • Has purple tracers :)
    • This, at first glance, looks like a massive nerf. And it is. But burn is a strange damage type. It deals massive vitality damage with very few affliction points, and bypasses most kinetic armors worn by human targets. This will likely need even more tweaks over time.
    • Also, fixed its item damage and limb severing to be equivalent to the SMG. Some values got mixed around at some point.
  • Armistice
    • Bleeding increased from 10 -> 15
    • Laceration reduced from 10 -> 8
    • Rounds per mag reduced from 50 -> 40
    • Item damage reduced from 10 -> 0.85
    • Sever limb chance from 0.05 -> 0.03557 (50% less likely to happpen once per magazine as the vanilla SMG)
    • Has red tracers :)
    • The armistice trades some direct damage for more bleed affliction. This means it should deal relatively little damage against armed and armored human opponents, but excel against monsters. Should. Also, the sheer amount of bullets was riduculous. So I knocked it down.
    • Also, reduced item damage so its the same as structure damage. Given its an indoors weapon and all. Somehow, it inherited the cyclone's damage. Copy paste moment.
  • Cyclone
    • Structure damage increased from 7.5 -> 8
    • Bleeding damage reduced from 12.5 -> 8.75
    • Blunt force damage increased from 5 -> 7.5
    • Severe limbs chance increased from 0.05 -> 0.10473 (50% more likely to happen once per mag as the vanilla smg)
    • I decided to bring the bleed back in line with the vanilla SMG, but to make up for the lost damage, you get some additional blunt. Overall, the cyclone should remain the same, but with some extra limbs rolling around.

I generally decided to go in and play with values as I noticed my weapons were doing way to much damage. This pass lays the ground work for more in the future, as the SMGs will need to be nerfed again in the future to make room for more powerful weapons down the line. The ARs have been in a half-finished state since I stepped away from the mod shortly after adding them. But now I wanna add Carbines AND LMGs to the mod, so I gotta figure this shit out now.

Here is the current progresion plan Im working toward:
  • Add recipe books and weapons to stores in certain biomes:
    • Access to pistols Biome 1 (Cold Caverns, so immeadiatly.)
    • Access to SMGs + Commissioner in Biome 2 (Europan Ridge)
    • Access to Carbines in Biome 3 (Aphotic Plateau)
    • Access to ARs in Biome 4 (Grand Sea)
    • Access to LMGs in Biome 5 (Hydrothermal Wastes)

There is a major problem in the mod, though: Physicorium. By gateing nanites behind such a valuable and rare resource, I effectively gate the *entire mod* behind the Plateau. I think allowing the weapons and recipes to be rare finds in stores is a good compromise to not being able to craft them reliably until you enter the mid-game. Unless, of course, you really are comitted to picking through every wreck between the caverns and the plateau for the off-chance of physicorium ammunition inside of wrecks.

Update: 11 Aug, 2024 @ 10:12pm

Updated the mod to be more in line with the inventory update.

Commie rounds stack to 32 in cabinets.
SMG mags stack to 4, pistol mags to 8 (TR get double that number)

Character inventroy stack limits remain the same, pending review since I wanna redo the balance of the mod again.

Also everything fits in the bandolier again.