Barotrauma

Barotrauma

[sort of working] Ek A nerfs
29 Comments
Aleksander Drako 20 Aug, 2023 @ 2:21am 
Ahh! Understood! Thank you for replying. Too be honest I mostly heard about EK mods being busted so I decided to check for any mods to adjust it.
Thanks for all the info!

A whole year of playing together? That sounds both impressive and amazing!
Hope you all had fun for most of that time.
Stay amazing ♥
TheSpoonyCroy  [author] 19 Aug, 2023 @ 6:27pm 
With that said it does seem the EK mods for 1.x mod seems to nerf some of the things as well by default so this may be a relic of a time when EK stuff was way too overpowered. Heck even at the current moment I never got around to nerfing the ship stuff, which is truly busted and basically ruined the end of the campaign for me personally since it did minimize the big threats to just 1 or 3 shots with a ap railgun.
TheSpoonyCroy  [author] 19 Aug, 2023 @ 6:18pm 
@Aleksander Drako, I don't believe so because I hardcoded the workshop ids for the legacy versions (which at the time were the primary mods). I can try to make a new version that links to the EK mods for 1.x.x.x instead but I can't really guarantee it will work since my group finished our campaign and taking a massive break from Barotrauma since the campaign took nearly a consistent year of playing and the end was buggy af due to the modlist we used (which I'm partially responsible for)
Aleksander Drako 19 Aug, 2023 @ 3:38pm 
Hello! I just wanted to asked if it is compatible with "EK Mods for 1.x.x.x" after the semi-recent release?
AFoxButPurple 1 Dec, 2022 @ 9:26am 
Thank you mate
Boiling Man 24 Nov, 2022 @ 10:15pm 
its actually good that this mod is public you will be able to get tons of free data for bugfixes
TheSpoonyCroy  [author] 4 Nov, 2022 @ 11:07pm 
And fixed, I think. Let me know of any other issues
TheSpoonyCroy  [author] 4 Nov, 2022 @ 5:34pm 
@A_fox_but_purple

Checked this out and it seems clear this is actually an issue with all the guns. So I'll try to get this fixed up but may not be done until the end of the weekend
AFoxButPurple 4 Nov, 2022 @ 10:05am 
I would absoloutly love if you could update this mod, its a god sent and laser rifles won't shoot anymore after the 1st shot with it on
TheSpoonyCroy  [author] 6 Jun, 2022 @ 12:51am 
Scratch the last message about scratching the last message. The variants of guns with attachments weren't modified is still wrong but that can be fixed later but looks like the "cabinet bug" was just an issue with me using a legacy cabinet for looks in my test environment. So I guess you could use this mod. Like I don't think I'll do much more with it as a whole since modifying sub weapons got real weird with some of their calculations. Could fiddle with Melee weapons but not sure if they are that bad. Ranged weapons seemed to be in the worst state personally.
TheSpoonyCroy  [author] 6 Jun, 2022 @ 12:38am 
Scratch that last post, did some looking and it does appear it still actually works somehow. I was just confused since some variants of guns with attachments weren't being modified and the guns weren't showing up in the weapons tab in the sub editor.

Note: there seems to be a bug where the guns aren't allowed to be placed in containers like cabinets. So I'll try to get that fixed quickly
TheSpoonyCroy  [author] 5 Jun, 2022 @ 11:57pm 
@udlp Loaded it up and didn't seem to be working any more. I'll try to see what I can do to fix it but I'm not really much of a modder and the new refactor seems to have changed how things work.
Ariasla 5 Jun, 2022 @ 9:19pm 
Is this still good? Says the last update was Nov 2021.
Krzeszny 27 Nov, 2021 @ 1:32am 
Nah, just look at HEFC Coilgun ammo and you won't need any more reasons to prove that EK Armory is OP.
My mod is still unfinished, as I haven't touched talents yet.
TheSpoonyCroy  [author] 25 Nov, 2021 @ 4:52pm 
Yeah, currently looking at most of the ship weaponry now and honestly most of my changes can be put out besides the railgun shells, those are probably the weirdest I've seen especially the flechette shells. The talent system sort of put a spanner into the works since I tried to balance my things around the things that were added with that patch so it still made sense to get the perks.
Krzeszny 25 Nov, 2021 @ 5:13am 
IMO the most OP things are the Gauss guns, Laser guns, too cheap ammo crafting and too cheap Coilgun ammunition
Krzeszny 25 Nov, 2021 @ 5:12am 
Hmm looks like there's competition
In my mod I've nerfed damage and increased prices. You could focus your mod on making it less OP but still better than vanilla, for using with mods such as Barotraumatic Nightmare
TheSpoonyCroy  [author] 24 Nov, 2021 @ 7:03pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2661627830

This might be a great alternative to this mod, their spreadsheet is pretty top notch and seem alot more thought out than mine.
TheSpoonyCroy  [author] 24 Nov, 2021 @ 7:56am 
I am still alive but shells have been a bit odd specifically the railgun shells. Just been a bit busy
Priga 24 Nov, 2021 @ 4:24am 
are you alive?
Priga 14 Nov, 2021 @ 12:22am 
Oh, I'm sorry, I misunderstood
Priga 14 Nov, 2021 @ 12:20am 
In this modification, firearms cause very little damage as it is, where to nerf it? So that it does not cause damage at all?
TheSpoonyCroy  [author] 12 Nov, 2021 @ 12:24pm 
Okay haven't messed with any of the sub gun ammo yet but finally got an update. Took forever and I'll continue to work on this but going to need a tiny break since looking at a spreadsheet for nearly a full week does things to you.

I'll start working on that soon but I'll need to see some of these changes in action. I had tested them in my test environment but its probably best to actually playtest the changes. So I'll get around to fixing that sooner or later
ebalsya 12 Nov, 2021 @ 9:30am 
reduce armor stats on Mk1 by 1/3, reduce armor stats on mk2 by 1/4, make all EK stuff cost more, like 1.5x or 2x, some things like ''Armor-Piercing Railgun Ammo'' x4 cost (cos they oneshot charybdis in her maw :D) and life would be good i think
idk, higher costs really matter this much, especially if people playing vanilla submarines, they have to upgrade their sub to dive in 3rd location and deeper, so they will not have this much money for a lot of EK stuff
Advocated Edict 9 Nov, 2021 @ 4:59pm 
Alright
TheSpoonyCroy  [author] 9 Nov, 2021 @ 3:54pm 
@Advocated Edict
Sorry, This group of mine is mostly a closed knit thing since its a bit hard to vouch for someone I really don't know. Nothing personal.
Advocated Edict 8 Nov, 2021 @ 9:53pm 
Any chance of you guys accepting one more crewman? I've never found any open groups that use any of the EK mods so I've never been able to fully experience them, with or without their OPness.
TheSpoonyCroy  [author] 8 Nov, 2021 @ 5:59pm 
@Geronimo but keep in my mind my sense of balance might not actually truly be balanced. Like developer of EK has put in a ton of work from all the stuff I've been reading while developing the spreadsheet.

I'll shoot straight with you. I'm mostly just going to make the dps values of ammo more in line with base game for the firearms (haven't touched most of the explosives like grenades, the sub weaponry ammo, or melee). My first real changes are going to be primarily around armor/diving suits and ammo/small arms to make them more standardized since EK stuff just have way too wide a net of protections compared to the other suits, availability, crafting recipes, and prices (the negative here is people might be able to craft things for profit but my group of friends, we don't play this way so I see prices as more a barrier fee than an opportunity to cheese). Like I want things like the shearclaw to still be proper end game gear but I just found it is just given way to easily and cheaply.
VelxraTV 8 Nov, 2021 @ 2:11pm 
"I'm so confused on why people are subbing at all to this besides those who are required to."

Because a ton of people have been wanting a nerf for it. They make the game far to easy and rofl stomp everything.