Barotrauma

Barotrauma

[Incompatible] EK : Utility Fixes & Vanilla Balance patch
Krzeszny  [developer] 3 Nov, 2021 @ 11:58am
[Suggestions]
Post your suggestions here.
Last edited by Krzeszny; 6 Nov, 2021 @ 12:22am
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Either another mod mod, or updates to this mod to balance it with the traits update. I state this as it seems there are many things you can build that are better than the unique trait skill items. And those items are much harder to obtain since you have to earn talent points, and purchase that specific skill in a tree.

For example why take the trait that gives the mechanic the ability to build a handheld ship monitor when one can be built from the mods without spending precious talent points for this?
Krzeszny  [developer] 23 Nov, 2021 @ 1:53am 
Originally posted by FeC アゾリアス (Azorius):
Either another mod mod, or updates to this mod to balance it with the traits update. I state this as it seems there are many things you can build that are better than the unique trait skill items. And those items are much harder to obtain since you have to earn talent points, and purchase that specific skill in a tree.

For example why take the trait that gives the mechanic the ability to build a handheld ship monitor when one can be built from the mods without spending precious talent points for this?
Could you make me a list of items you think talents should unlock? Optionally, you could also suggest which talents.

Besides the handheld status monitor, I'd make the mining laser bore unlocked by the Miner talent but other than that, I don't know what else to do.
Last edited by Krzeszny; 23 Nov, 2021 @ 1:58am
Sure I will look through it later and see if I can come up with a list.

So I see it two ways, you can either remove the items that are now replaced due to the talents patch, which is likely the easier option. (So like the storage scooter, or the handheld status monitor could be removed.) Basically any of the things that the talents patch has, that the mod had before but are now redundant/overpowered in comparison due to no unlock needed. Another advantage to removing them is you don't have to try and balance the modified talents with the new items so that they don't overwhelm the other talent locked items.

Or the other option, lock them behind talents, often the high end talents, as some feel like they are better than the talent locked items. And if they are better it would make sense you'd have to get further down the talent tree to unlock the new upgrade. I don't know how hard it would be to add in new talents yourself, but making it so some of the items are behind talents created by you, could work a lot better. Especially on the end tier of the talent trees. So you could make it so there were 2 end talents, and since they can only pick one, they will have to choose which one they want. Another thing that is really cool about talent locking them is they will also be class locked as well. So unless you have a player playing the class with the right talents, you can never unlock the powerful items, which I believe is what the talent items are meant to be anyway.
Krzeszny  [developer] 23 Nov, 2021 @ 2:12pm 
I'm making a list of all items this mods adds right now. It'll be in the description or in discussions.
https://docs.google.com/document/d/1XP6mvHdbO4mI5fQMo-mgM3FkTtL4u2W3Oxefgl34ofU/edit

Here is something someone else created listing all the traits and what they give. I will have to look over the list of items again, to see what is redundant and which should be locked behind a trait. I will admit I am not overly familiar with all the items and how much better/worse they are compared to the new talent items. But if they are better/equal to the talent items, they should be locked behind a higher trait/equal trait depending. If they don't need to exist, like the handheld status monitor, they should probably be removed. As there doesn't need to be two handheld status monitors .

If you'd like someone to work with you on this, I'd be more than willing. I just think it would be easier to work with you via VOIP rather than the occasional comment back and forth. It would speed things up for sure.
Krzeszny  [developer] 29 Nov, 2021 @ 1:48pm 
Sure, you can contact me on Discord Krzeszny#9117 or here
Super Bumfukk 11 Dec, 2021 @ 1:40am 
Would be great if hardsuits could fit only rebreather units, because oxygen tanks are still better in general. I liked the idea of power armor running on fuel rods in Baroplus mod, but backpack part and helmet can be worn without energy powered torso while providing huge resistances and inventory space without any downsides. And hardsuits are basically energy powered exoskeletons, but I understand that asking to add a slot for custom power source is too much, so my thought is that limiting them for rebreather only could be a nice feature.
Also laser rifles and pistols (in your armory balance mod) are still strong in high quality versions, especially masterwork, because you get +45% power when you attach a laser or flashlight to the gun instead of default 30%.
Originally posted by Krzeszny:
Sure, you can contact me on Discord Krzeszny#9117 or here
Might have to wait till after the Christmas break, but then sure. Be fun to work on this.
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