Barotrauma

Barotrauma

Forked Armaments v2
Showing 21-30 of 31 entries
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Update: 31 Mar @ 5:47pm

- Removed some skill nerfs from the CBRN gears to encourage use
- Added fire resistance to most armors and uniforms, it's kind of ridiculous to see fire weapons just negate heavy armor

Update: 24 Mar @ 5:57pm

Update: 22 Mar @ 4:07pm

Updated Protectorate uniform and armor rig sprites.
Prototype rifles no longer drop mags on empty.

Update: 14 Mar @ 3:21pm

Update: 12 Mar @ 12:59pm

Removed some mags/ammo turning into partial resources, and decreased their deconstruction time

Update: 9 Mar @ 4:44pm

Quickly overrode glowsticks and flares to fit in flashlight slots. (If you're using Tweaked Glowlers load it above this mod. I didn't take any code from that, I just added a couple tags to vanilla glowsticks and flares.)

Update: 9 Mar @ 4:26pm

I kept getting asked to add the buzzsaw, so I did, and then proceeded to modify it for balance and preference reasons. If SGT wants it gone I'll remove it.

I was also asked to add the Ma Deuce but there's no human way to balance that thing

Additionally, re-added the blue horn (I forgot I removed it)

Update: 4 Mar @ 7:25pm

Update: 4 Mar @ 2:25pm

- Reduced the bleeding damage of .50BMG ammo, but increased gunshot wound damage to compensate.
- Removed explosive damage from .50BMG ammo.
- Slightly reduced the AP value of .50BMG ammo.
- Buffed the M249 (Coalition LMG): Reduced spread, removed dynamic recoil, removed 10% damage nerf
- Added Flashlight and Suppressor slots to the M249
- Added Flashlight and Suppressor slots to the Coalition Precision AR

I tried my best to approximate suppressor and light positions via code but I did not have time to test it before today's deadline. Any problems will be resolved in the next updates/fixes

Update: 1 Mar @ 12:12pm