Barotrauma

Barotrauma

Enhanced Armaments
3,612 Comments
Geesemen 10 Jul @ 9:11pm 
Just realized after playing with this mod for many games. Are the renegade combat fatigues using csat hex camo from arma? or am I going inzane.
alexendacott 9 Jul @ 1:12pm 
𒐫
𒐫
𒐫
North 9 Jul @ 4:05am 
The only conflicts that come to mind would be things that also modify the vanilla weapons.
jimmy_handgrenades 8 Jul @ 11:20pm 
are there any known mod conflicts for this?
The_Chudbase 8 Jul @ 6:09pm 
why are the npc dialogues in this mod so corny
alexendacott 7 Jul @ 3:20pm 
i think i forgor
[ST] SGT. Shorty  [author] 7 Jul @ 1:17pm 
giveitem is also valid, and it doesn't require dictation where it goes.
alexendacott 7 Jul @ 1:00pm 
it's spawnitem
you can also do this
spawnitem "Renegade Supp [tab]" inventory
[ST] SGT. Shorty  [author] 7 Jul @ 12:35pm 
Are you putting quotations on either side of it's name?
giveitem "Renegade Suppressor Assault Rifle"
D_a_r_k_k 7 Jul @ 9:36am 
I can't get the Renegade Suppressor assault rifle through the console, it says item not found.
Orphan of Star 6 Jul @ 5:31pm 
Any chance that durasteel assault revolver rounds would be able to fit into revolver box? Prototype Assault Revolver is overall kinda underwhelming for its cost, even in the hands of a captain with all skills unlocked. Any chance for a buff? Would be nice to be able to craft masterwork quality at least.
[ST] SGT. Shorty  [author] 6 Jul @ 3:45pm 
@Amliko
The reload system is the weapon being unable to fire for a moment after reloading, time varies on weapon class and caliber.
[EXD] Amliko 6 Jul @ 3:43pm 
How does the reload system work? Its mentioned but im not sure what it is. Usually i just click the inventory hotkey to reload
alexendacott 4 Jul @ 6:18pm 
with the new reload system
sometimes weapons get "jammed"
you can either reload the gun or load a gauge set to restore it
randomeman2468 4 Jul @ 5:50pm 
what do you mean by restore a weapon?
alexendacott 3 Jul @ 2:43pm 
good point
[ST] SGT. Shorty  [author] 3 Jul @ 2:38pm 
If you want to sell it, on the other hand, and you don't have the ammo to recover it...
alexendacott 3 Jul @ 2:25pm 
uhhh it kinda doesn't really matter if you're not gonna use it, since it kinda fixes itself once you insert ammo but that's just my opinion
[ST] SGT. Shorty  [author] 3 Jul @ 2:22pm 
To restore a weapon if you don't have the ammo for it.
randomeman2468 3 Jul @ 2:15pm 
whats the use of the gauge set?
alexendacott 3 Jul @ 11:13am 
i am not i was just wondering cuz i don't really check the change notes much
Micheny  [author] 3 Jul @ 11:12am 
there's no way you're *that* desperate for it.
alexendacott 3 Jul @ 11:07am 
i mean it doesn't bother me if i can use another mod to bring it back anyway
that's fine
[ST] SGT. Shorty  [author] 3 Jul @ 10:37am 
Buddy.

Pal.


It was hard for all of us, but it hit all marks we made to find out what had to go.

It was iconic, powerful, demanded respect, but it had to go in the end.
alexendacott 3 Jul @ 10:36am 
btw that one vest that wasn't meant for every day use as said in the description, it kinda doesn't matter when every vest is now held like a diving suit
Captain 3 Jul @ 10:33am 
bruh
[ST] SGT. Shorty  [author] 3 Jul @ 10:31am 
It got deleted, since it was a one-of-a-kind specialty shotgun with unique ammo that lost a lot of purpose when the shotguns got buffed.
alexendacott 3 Jul @ 10:29am 
oh wow. thanks a lot man
alexendacott 3 Jul @ 10:26am 
wait what? did the big bore get deleted?
Micheny  [author] 3 Jul @ 10:12am 
where the hell would we fit it? we're not adding a whole new shell range for 1 shotgun.
Captain 3 Jul @ 7:13am 
Get back KS-23 please, i cant play with other boring shotguns
alexendacott 1 Jul @ 2:44pm 
GHuHjiaminacarandiamabouttocrashpleaseiwanttodrinkisopropyl
Breeze54 1 Jul @ 2:42pm 
is it possible for other mods to interfere with the spawnrate of authenticator sticks and durasteel munitions kits
[ST] SGT. Shorty  [author] 29 Jun @ 3:48pm 
I have no clue why it starts the crawling animation, did you change the keybind to something you use to manage your weapons?
ILYARKA 29 Jun @ 10:34am 
When shooting, my character starts crawling
Micheny  [author] 29 Jun @ 10:30am 
... what?
ILYARKA 29 Jun @ 10:02am 
Why my character, when shoot use crowler mod?
Lukako 29 Jun @ 8:22am 
Hello.

The Coalition Anti-Material Rifle (scp_ar50) appears to be able to punch quite a bit above its weight, skewing its cost/damage ratio (in my humble opinion).

Based on some tests, damage is very similar to the Veteran's Handcannon, despite not needing a whole talent tree to craft. Additionally, crafting cost for the weapon appears to be cheaper for the rifle, with 5 tit-al and 2 durasteel compared to 4 tit-al and 6 dementonite.

Similarly, ammo costs. The Handcannon needs 1 tit-al, 2 physicorium and 4 flash powder for 6 rounds; while the base Anti-Materiel cartridge needs only 2 steel, 2 nitroglycerin and some copper/lead/steel for 5 rounds. Lastly, range. Zooming out with thermals can show the location of every person on the map during a station assault.

If this is intended, so be it. Thank you for your time.
A u r o r a 28 Jun @ 9:16pm 
yes or no?
alexendacott 28 Jun @ 9:06pm 
perhaps
A u r o r a 28 Jun @ 9:00pm 
can i add this to a campaign in progress?
[ST] SGT. Shorty  [author] 28 Jun @ 7:06pm 
Both Marksman Rifles already have a flashlight slot.

I'll look at the OHP issue.
Orphan of Star 28 Jun @ 6:45pm 
Any chance that both Coalition and Separatist Marksman Rifles get a flashlight slot? Also, in Reloading Fabricator Oppressor Heavy Pistol Ignis Mags accept only regular mags instead of empty Ignis ones, is this intended?
alexendacott 28 Jun @ 12:31pm 
flammandegevar uses an ignition coil and regular battle rifle ammo
Lem0n_Sucker 28 Jun @ 12:27pm 
Just curious, what ammo does the Flammandegevar take? I feel like I've tried damn near everything. What ammo does it take?????
GUILLIESUIT 26 Jun @ 5:31am 
thanks
Micheny  [author] 25 Jun @ 2:48am 
Given its in 5.45x39 now, it can use any renegade ar mag.
GUILLIESUIT 25 Jun @ 2:37am 
Where i can find ammo for covert assault rifle?
[ST] SGT. Shorty  [author] 24 Jun @ 7:32pm 
I fixed it, it was still using some of the removed weapons.
randomeman2468 24 Jun @ 7:23pm 
so whats the problem exactly?