Barotrauma

Barotrauma

[Incompatible] EK : Armory Vanilla Balance + Extras
Krzeszny  [developer] 25 Nov, 2021 @ 6:04am
[Suggestions]
Have an idea for making this mod better? I'll see what I can do.
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Showing 1-11 of 11 comments
Hoodie 11 Dec, 2021 @ 9:22pm 
Make Laser Rifle and Gauss Rifle require the toolbelt slot, they currently fit in the hotbar.

Glad you're making the guns and ammo tied to perks, (Or at least working on that)

"EK Armory but it doesn't totally invalidate the update's weapons"
Krzeszny  [developer] 12 Dec, 2021 @ 7:46am 
Originally posted by Hoodie:
Make Laser Rifle and Gauss Rifle require the toolbelt slot, they currently fit in the hotbar.

Glad you're making the guns and ammo tied to perks, (Or at least working on that)

"EK Armory but it doesn't totally invalidate the update's weapons"
Do you think the Lasr Rifle and Gauss RIfle are powerful enough to require the toolbelt slot?
I've nerfed them by a lot as you can see in the spreadsheet https://docs.google.com/spreadsheets/d/16kbeZaq8rprirMFH405HplRjSakshxaQFP6N7HBaJ6M

What would you say about tying guns and ammo to the Weapons skill? It'd be much easier to code.
Last edited by Krzeszny; 12 Dec, 2021 @ 7:47am
Hoodie 12 Dec, 2021 @ 9:39am 
I think the fact that they're meant to be full size weapons warrants it. Especially since they require alien materials, and Laser weapons can have their batteries recharged.


Linking them to high skill requirements could work until it's easier to link things to talents. Give me a bit to look into that kinda thing.
Krzeszny  [developer] 12 Dec, 2021 @ 12:44pm 
Originally posted by Hoodie:
I think the fact that they're meant to be full size weapons warrants it. Especially since they require alien materials, and Laser weapons can have their batteries recharged.
It's not about the size, it's about the power. You don't want to wear air guns on your toolbelt slot (like the pipe rifle). Not being able to wear a backpack is huge and as someone else told me, if a weapon needs to take the backpack slot, it needs to be powerful enough to justify it.

With the rechargeable cells, the Laser Rifle only does 30 DPS (same as a revolver or a harpoon gun). And it's presumably light (pun intended) as it doesn't need structural integrity, and it doesn't even stun. With non-rechargeable mags it does 70 DPS but doesn't have any penetration. I don't think the laser rifle is powerful enough to justify it.

The Gauss Rifle is powerful and I'll do that. Normally it's 100 DPS and 80 DPS vs full armor but it uses a lot of physicorium. It's miles ahead of anything else in terms of DPS vs armor.
Last edited by Krzeszny; 12 Dec, 2021 @ 1:43pm
Hoodie 12 Dec, 2021 @ 11:24pm 
Originally posted by Krzeszny:
Originally posted by Hoodie:
I think the fact that they're meant to be full size weapons warrants it. Especially since they require alien materials, and Laser weapons can have their batteries recharged.
It's not about the size, it's about the power. You don't want to wear air guns on your toolbelt slot (like the pipe rifle). Not being able to wear a backpack is huge and as someone else told me, if a weapon needs to take the backpack slot, it needs to be powerful enough to justify it.

With the rechargeable cells, the Laser Rifle only does 30 DPS (same as a revolver or a harpoon gun). And it's presumably light (pun intended) as it doesn't need structural integrity, and it doesn't even stun. With non-rechargeable mags it does 70 DPS but doesn't have any penetration. I don't think the laser rifle is powerful enough to justify it.

The Gauss Rifle is powerful and I'll do that. Normally it's 100 DPS and 80 DPS vs full armor but it uses a lot of physicorium. It's miles ahead of anything else in terms of DPS vs armor.


I was gonna suggest making the laser rifle a bit more powerful, actually, maybe say 10-20% DPS above the SMG with the rechargeable ammo being a unique boon to push it into the toolbelt slot. (The idea behind this being to give it a unique niche, and feeling to the laser rifle, instead of just being like an SMG+)

After talking to some friends working on a diff mod, they mentioned something about tying it to a sort of specialized endocrine booster style item to give the recipes to craft.

https://cdn.discordapp.com/attachments/409413090489270282/919645249998032926/unknown.png
Last edited by Hoodie; 12 Dec, 2021 @ 11:48pm
Hoodie 15 Dec, 2021 @ 11:43am 
Ayy looks like they made it so you can override talent trees now, which should let you tie stuff to in-game talents
Krzeszny  [developer] 15 Dec, 2021 @ 11:52am 
Yup
Priga 21 Dec, 2021 @ 5:30am 
Hi! It seems to me that the Laser rifle has become some kind of weak, well, nothing, could you nerf Alien rifle? it's too unbalanced. Thx
Krzeszny  [developer] 21 Dec, 2021 @ 1:49pm 
Originally posted by 76561198999984205:
Hi! It seems to me that the Laser rifle has become some kind of weak, well, nothing, could you nerf Alien rifle? it's too unbalanced. Thx
I'm making non-rechargeable mags for laser guns cheaper, so that'll hopefully make them more usable.
Isn't the ammo for the Alien Rifle rare?
make the tactical backpack have 12 slots instead of 10 so it doesn't look bad
Krzeszny  [developer] 10 Apr, 2022 @ 3:24am 
Originally posted by The Pizza is Aggressive:
make the tactical backpack have 12 slots instead of 10 so it doesn't look bad
I'll consider it once I update this mod for the next Barotrauma update.
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