Barotrauma

Barotrauma

233 ratings
Deep sea Warfare
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File Size
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26.087 MB
26 Jan, 2024 @ 8:15am
13 Jul @ 7:15am
92 Change Notes ( view )

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Deep sea Warfare

Description
Arm yourself with the weapons of the Earth history
This is a weapons pack that consists of some of most widely known firearms
All the way back from World War I to modern days along with some custom powerful weaponry



The mod includes:
  • Variety of explosives unique grenades
  • Over 80+ guns
  • Unique sound effects for each gun
  • Fire animations for every gun
  • Custom casings (with a wide vareity of those ) ejecting from weapons with each shot
  • Fun weapons of destruction for Coalition/Separatist supporters

COMPATIBILITY
This mod is compatible with every mod as it does not override any vanilla items.
Here are all current compatibility patches:


PVP GAMEMODE COMPATIBILITY WITH EHA
Both mods will work perfectly together, the weapon crates will be a mix of presets from both mods


all guns are purchasable from certain outposts, craftable in the fabricator or can be found in wrecks
Every gun has it's ups and downs, some are reputation restricted, some require special items to be crafted.

Heavy weapons like machine guns offer big ammo capacity per magazine and great damage but slow the user down, plus you can only carry them in hands or wear them on the back.

Assault rifles are your go to, usually good accuracy and firerate, normal ammo capacity.

Battle rifles offer increased damage compared to assault rifles, at a cost of ammo capacity.

Submachine guns have usually high firerate, some can be one-handed (wield 2 at the same time for extra style and power)and some offer higher damage than usual assault rifles. However they have low accuracy and slightly smaller ammo capacity.

Snipers and rifles are your high accuracy, high damage, single target weapons that excel at 1v1 combat while struggling if you are swarmed by multipule enemies (unless you use a high firerate one) . Most of them need to be carried on your back while applying slight speed reduction while carrying it in hands.

Shotguns shine at close distances, they make for great early game choice thanks to the variety of ammunition such as buckshot or slug shells.

Explosives are always fun, use at your own risk and watch the fireworks!

Switching to your sidearm not only is quicker than reloading, but you can also fire most of them as quickly as you can pull the trigger to give you that last bit of firepower in a unfavourable situation, you can also akimbo any of them together for even more damage.


Planned additions
  • Shotguns and special shotgun ammo (done)
  • Rifles and sniper rifles (done)
  • Explosives such as landmines and detonation charges (mostly done)
  • Sidearms like revolvers and pistols (in progress)
  • Clothing and armor
  • More special endgame weapons
  • High grade healing items (in progress)
  • A creature (maybe)

    Feel free to leave suggestions and feedback.

    Special thanks to:
    - @heheboi - for the paper template for the journal pages
    link to the 'Combat Overhaul Legacy' mod from which it was taken https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3028141718
Popular Discussions View All (2)
6
10 Jul @ 11:05am
Bug Reports
mrrobert988
5
8 Jul @ 9:58am
List of weapons
Hervoo
215 Comments
󠀡󠀡 5 Jul @ 10:53pm 
glock works too
󠀡󠀡 5 Jul @ 10:53pm 
BRO FOR THE LOVE OF GOD ADD SOME REVOLVER
N0nam21 4 Jul @ 5:24pm 
Expload
mrrobert988  [author] 4 Jul @ 3:51pm 
Fellas, vacations have started for me, brace for a new gun soon
<†>Baigle1<†>™ 25 Jun @ 8:45pm 
These seem a bit unbalanced for standard storage-restricted sub gameplay, since excess item databases and floor objects add to network synch size, delays, lag and computation, etc in default baro, and there not being much storage, I end up just filling containers with non-matching guns and ammo types, then selling all but the biggest or coolest descriptions. Also, the prices are very high for default, hard, NT + RealSonar + Barotraumatic + etc etc mods.

Cool selection though :WTL_Cat_Happy:
[95th] Phantom Civet 18 Jun @ 6:21pm 
Any plans to incorporate the new scopes added from the latest patch in the near future??
Цой жив 30 May @ 11:18pm 
Why do I not have the magazine change animation?:luv:
アイズ 27 May @ 10:30am 
@Big Brain Luigi, those USBs are needed to craft the Liberator (super OP gun which can 2 shot most NPC if you headshot them) and the diving suit which i forgot the name of it (another OP item, it's like Exosuit on steroid, the suit will heal you slowly as long as it's powered up and it can hold a storage crate in it for easier time looting)
arb0 23 May @ 2:34pm 
Is there a reason the name "Europa's Gunpowder" is used instead of the more grammatically correct 'Europan Gunpowder'? Seeing the name in game is irksome, it reads like something that is poorly translated which isn't representative of the good quality I see in the rest of the mod.
Jerry 18 May @ 12:16am 
Hello, are there any ways to make guards in outposts use these weapons in the mod? Thank you!