Barotrauma

Barotrauma

PlanetSide Arsenal
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Update: 1 May, 2023 @ 1:11am

+ Added Medical Applicator
+ Added Repair Tool

Eridani has been buffed back to 30 round base. It can now EVEN MORE EASILY wipe out max difficulty pirate outposts basically by its self, but this should give it more room to breathe against native fauna.

Burn damage is very hard to balance. Against humans, burn is insane. No body armor that pirates or guards spawn with protect against burn. You'll at best see -10% on body armor. Engineers have clothing that get -30%, but to everyone else its dealing damage at max strength. Monsters are either more resistant to burn damage, or otherwise have fatter health pools that can tank the damage.

Personally, I think being the best of the three weapons against human targets is a unique feature that more than justified its small magazine, especially with infinite free ammo once you got the mats. My biggest fear is that making the Eridani too powerful makes using the Cyclone or Armistice an actively bad decision.

As per usual, let me know if the tweaks swing the decision making in favor of one faction or another.

Update: 30 Oct, 2022 @ 5:44pm

- VS weapons too stronk.. wish damage types werent fucked with so hard

Update: 24 Oct, 2022 @ 5:01pm

Weapons are now weapons. Good job me.

Pistols now work with captiain perks.

I cant make the beamer work with the medic's perk without modding the vanilla files, which I am unwilling to do.

Small buffs for VS weapons. Just to spite PaleTigerrrr

Update: 24 Oct, 2022 @ 12:27am

Okay, I think I *finally* found all the outdated stat modifiers.

Update: 21 Oct, 2022 @ 10:45pm

Fix for removed quality stats

Update: 21 Oct, 2022 @ 3:56pm

This is an update to make sure the mod has the correct version in its files, as well as fall more in line with the recent updates to the resource economy in game.

I have a gut feeling that the balance of the weapons compared to their cost is now completely out of wack, but this will take some actualy brain power and play testing to fix. For now, this should make the mod functional again.

Update: 16 May, 2022 @ 3:54pm

Update: 30 Dec, 2021 @ 4:54am

  • Added Cycler TRV, Carnage AR, and Terminus VX-9 to the Arsenal in an unfinished state. They are not craftable and will not spawn naturally. You can cheat them in or add them to subs via the editor if you wanna play with them while I try and figure them out.
  • Can no longer infinitely duplicate nanites by deconstructing TR/NC magazines.
  • Eridani's base mag size from 25->23. Good quality becomes 25, excellent 27, and masterwork is 30. Fret not, I've upped the burn damage on it to make up for it. This number tweak helps me out in the long run for adding ARs and carbines. Expect changes to the other SMGs once I get around to working in their respective ARs.

All in all, I've been doing some heavy R&D behind the scenes to make way for the rest of the Arsenal. Im talking Jobs, Talents, tools, etc. I'm also spearheading some experimental stuff to try and reduce the clutter for the mod. Nobody really wants dozens of different magazines/batteries for every weapon. I certaintly dont wanna juggle 5 different batteries for the same weapon class if I get that far. Also Im pretty sure the sounds are wrong for the TRV and Carnage. Turns out sounds are pretty hard to identify out of game when they are chopped in half.

Update: 16 Dec, 2021 @ 9:23am

BALANCE CHANGES:

  • Eridani:
    • Refire time from 0.09 -> 0.0923 (667rpm -> 650 rpm)
    • Recieves RoF and Accuracy buffs for quality instead of attack power
    • Eridani is already amazingly powerful since burn damage is quite possibly the best damage affliction in the game. Giving it even more attack power for quality levels is just too much. I have not opted to nerf it yet since more testing in late game scenarios is required, so instead I am using different qualtiy improvements. Note that the ones I chose dont seem to work yet... but they are implemented in the UI so, we can hope. The RoF tweak was to make numbers cleaner, you wont notice the loss of 17 rounds per minute
  • Commissioner:
    • Skilled spread from 8 -> 5
    • Required weapon skill from 70 -> 55
    • Commissioner was too inaccurate and asked for too much weapon skill. As a result, it was not usable for its intended role of being a slightly worse but more accessable handcannon for captains and pack mules alike. Addressing these issues should make it a more attractive option for Security Officers and Captains in need of one handed alpha damage.
minute.

OTHER CHANGES:
  • The starter pistols should now properly spawn in ruins
  • NC and TR pistol mags should now be deconstructable
  • Starter pistols should now properly receive quality upgrades.

Update: 13 Dec, 2021 @ 5:37pm

Fixed the handle position on the Magshot to not be ridiculous