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Btw the weapons are pretty much HMG code with parts swapped out for the corresponding turret code. The damage you take from using an exosuit gun with out an exosuit is conditional on an affliction equaling 0
<Conditional recoilstabilized="lte 0" />
Exosuit give a value of 1
<Affliction identifier="recoilstabilized" amount="1" />
So if you want other mod equipment to work with these guns, you just need to get them to add that line.
Or fork this mod and just remove
<StatusEffect type="OnUse" target="Character" disabledeltatime="true" comparison="and">
<Conditional recoilstabilized="lte 0" />
<Affliction identifier="stun" strength="10" />
<Affliction identifier= "explosiondamage" strength="10" />
</StatusEffect>
from all 3 guns and they won't give self damage ever
"Black Sea Armory" is as it looks on pictures a real Exo, so it should be possible to use the weapons with this mod.
I haven't seen the other mod yet, but if these are also real Exo, then it also works with them.
Had when testing the weapon also tested another mod that has a diving suit included which has an exo design, but is considered a diving suit and it also mentions that it is not an exo, with that it also did not work, so almost dead on the first shot and thereby also fallen over as if you had none on.
If a mod says that a suit is an exo, and not just looks like one, then he goes with these weapons.
It also looks like they only do as much damage as the turret versions, so they are also a bit weak with this slow rate of fire, as the turrets are already not strong per shot.
Not to install a battery, which would actually go empty too quickly, so it would have to be set to very low consumption, so that the fire rate can also be increased, but you can also leave out the battery, it is already necessary to use the Exo Suit.
And ammo lasts almost forever in coilgun and chaingun because both portable versions fire much slower than the turret versions.
With turrets you should be able to set a consumption, because I know at least 1 submarine that is set to infinite shots with a pulse laser, but is also wired differently, and ammunition not to change, if it would make this portable version fits because there are 3 weapons.
Weapon is fire rate, ammunition is damage, and therefore fire rate should be a bit faster, and accuracy should be higher if you already need an exo suit.
Tested again, now that I know how to create enemies in the editor.
Individually created several Mudraptor and Husk, and tested each weapon with all ammo types.
Since the weapon can only be used safely with an Exo Suit, there is no need to add a high weapon skill, except higher than specified would improve accuracy as a bonus, Pulse fits the accuracy, the other two are far too inaccurate for their slow fire rate with their low damage.
The Coilgun is much less accurate than the Turret versions , especially the Chaingun.
The pulse laser can stay as it is, accurate and strong, not too fast or too slow.
Don't know if it will be locked for bots to use as a weapon as there will be no prompt to put on an exo suit before using weapons. / It is important that the bot does not take it, but also does not drop it when it is in the hand because you change the character.
Info when you adjust the weapon because someone has written something in the comments, you should also give info there as a creator that you have adjusted something, you do not have to write what, if it is written in the workshop where it should be, but in comments also info.
So that you can see what has already been taken over by whom, and when you test it whether you can make a suggestion that brings something.
Without Exo Suit, shooting also leads to being almost dead.
And it also does not work with mod diver suits that stand around like exo suits, so only suitable for mods that have exo suits that are exactly such, for this the info is still missing here.
Safety officer, because of various things testing also with the medals and books brought to maximum, and Perk for 25% more life energy.
After firing first Shot, from Mod Exo Suit from a other Mod, lost over 80% life, not tested if it would be deadly with a character that has normal life amount.
Since I wanted to test how these work exactly, it was the Coilgun Version.
With Exo Suit all 3 work normally, I didn't pay attention to whether the Chaingun consumes ammunition, it just scatters extremely.
Fired rounds don't have any tracers inside the submarine, and other structures not filled with water, which makes sense seeing as it's electrically propelling a round, but it just looks weird.
Weapon could probably require a battery to fire, just like the Harpoon Coil-rifle. Seeing as the ship mounted variant needs to be fed power from a giant super-capacitor.
If it were to require a battery to fire, seeing as it shoots out a far smaller projectile than the Harpoon Coil-Rifle, it should have a far shorter charge up time and use less battery allowing you to fire more before swapping batteries.
While I like the weapon sprite, it would be nice if it was redesigned so that it has a ammo tray allowing you to see what ammo is loaded,
In addition to applying stun when fired without a Exosuit, it could also apply some blunt force trauma.
Aiming reticle is weird, it's too slim, also close range it shows a higher accuracy than the rifle which is weird for such an over-sized weapon.
You are able to fire the weapon without ammo, this seems to be because it sees the flashlight slot as something to draw ammo out of, put an empty flashlight into the flashlight slot and have the weapon be unloaded, after firing it will consume some durability of the flashlight item itself.
In addition mounting a flashlight to the gun will show the weapon as if it has 50% ammo left, the other 50% is from the coil gun ammunition box itself.
Mounted flashlight cannot be seen on the weapon sprite, probably is inside the sprite itself, and only seems to ever be facing in the right direction.
Weapon has no Weapon Skill Requirement, which is weird considering how unique the weapon is, probably should have 75 to 85 Weapon Skill Requirement, for note the HMG requires 75.
I just put out a fix that 'should' fix the hash error