Barotrauma

Barotrauma

Warden job
Yak'All  [udvikler] 20. dec. 2021 kl. 6:16
Balance
I want this mod to be balanced around normal gameplay, if see something that's too good, or too bad, do let me know and I'll see if there is a way to make it more to par
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Thug Hunter 17. feb. 2022 kl. 10:29 
Guns is too weak!

I can't kill bandit with sprayer. He ♥♥♥♥♥♥♥ stunlocked me while i was shooting him !
Sidst redigeret af Thug Hunter; 17. feb. 2022 kl. 10:37
Ghost 2. okt. 2022 kl. 12:55 
I feel like tank of the party could do with buffing your own resistance as well, maybe reduce the straight amount to 10% for yourself and your team
Yak'All  [udvikler] 2. okt. 2022 kl. 14:12 
@Professional Ruiner
I'm so sorry I didn't get a notification for your petition. But, I don't think I would've acted on it. The reason being is that the damage is already optimal as it can fairly quickly kill humans as well as creatures. As for you getting stunlocked that is a barotrauma 'feature', that I didn't want to add to my weapons (nor is the fault of them). I will however take it into note and do some testing to make sure the weapons are actually doing the dmg they were during my tests.

@lGhostWolfel
The warden receiving +25% hp already accomplishes that. A small trick: +20% dmg resistance and +20% more hp are equivalent in terms of how much of an impact a generic attack has, while still each having ups and downs. For instance, the +20% more hp allows you to practically be immune to armor penetration, at the cost of needing more healing items to reach full hp; meanwhile, the +20% dmg resistance will do the opposite, practically increasing your health without the more cost of healing items, while being vulnerable to armor piercing (And non-physical) attacks.

I choose this route to make sure the warden always has +25%, without the need to increase all of your resistances to everything, while your allies get a 'minor' boost (Dmg resistance doesn't protect you from poison damage for example)
Ghost 2. okt. 2022 kl. 14:38 
@ Yak'All
That's a completely fair approach I just thought it would be nice since there are several other jobs that have pretty good ways to already have high damage resistance so I thought just even having half of the buff yourself would probably put it in a good spot
Yak'All  [udvikler] 2. okt. 2022 kl. 15:40 
And I understand that, though no worries, I have been planning on making the job also work with standard diving suits (hopefully some modded too), meaning the +10% damage resistance from an earlier talent choice should come into play more often, even if you don't like the standard warsuits. But as far as my tests have gone around, the defenses are already somewhat on point. You could technically fight against really big creatures using just the warsuit, or leviathans with the titan without the need of additional damage reduction
Ghost 2. okt. 2022 kl. 17:08 
Do you think it would work well and balanced without the water specification? my main concern is just it may be less beneficial to go down the beefy route for warden than say a mechanic or security officer considering it says the job is meant to be resilient although I'm unsure as to how it would play out
Yak'All  [udvikler] 2. okt. 2022 kl. 18:23 
I don't know. Here's the logic I'm going for: New utility, no replacement.
I know that through the game you can technically theory-craft which job can be replaced by another, for example, how mechanic is quite literally useless since we got the engineer who can gain mechanical by simply doing its job; but on paper they both still have their uses. Likewise, the warden is not meant to replace security, and since it is a non-official class, I have to be a little unorthodox on how it works to give it its place.

Security is technically useful in every situation where the warden is since it is the vanilla class for combat. But I try to curve that by making the warden have its own custom set of advantages with rules. Leaving out of water combat for security while buffing the warden underwater achieves this. Also, the warden gains damage resistance through items unique to them, which can't be left out of the formula. Adding them all together the warden has more resistance and health than the mechanic and security when the correct build is met, but not everyone will play like that, making it not a perfect all-the-time case.

TL;DR: The warden isn't meant to replace security, but rather appeal to a different play style that likes versatile armor, and being the commander during water expeditions, rather than being the security man who focuses on general combat and submarine warfare.
Ghost 2. okt. 2022 kl. 20:23 
that makes sense, but security officer isn't necessarily an out of water job as they take 25% reduced damage in water, get an additional 30% reduction, and get 25% bonus health which is why I was a bit confused by the part that makes them sound tanky but the suits part makes sense I hadn't gotten there yet
Dragonknight951 23. mar. 2023 kl. 13:38 
How about making the 2 outfit options just be one? Or at least change the armored suit to the normal. The fact you can choose to have assault rifle and armored suit instead of the shotgun(which is admittedly a perfectly valid side-grade) and the normal suit is a little strange. Why pick the normal suit over armored?
Sidst redigeret af Dragonknight951; 23. mar. 2023 kl. 13:38
Yak'All  [udvikler] 23. mar. 2023 kl. 13:48 
It is for two reasons: add more variety to builds and a trade-off to cement your playstyle vs others.

The Normal suit has less armor than the armored, however, another two slots for ammo (this means a total of 4 full reloads of any weapon, shotguns included) is equal to the amount of armor missing in perspective.

It is a matter of your liking and balance. Do you want more resistance? Less ammo to your pouch. Want to carry additional ammo without affecting your standard pockets? Less armor to your chest.

I have also made this question at the start and considered changing it, I was using the armored version. And then I found myself wanting to have more ammo, regardless of if I had to exchange my build. And thus the normal suit became preferable to the armor in that regard.
Dragonknight951 23. mar. 2023 kl. 14:14 
hmmm. A valid point. Slight counterpoint is that a good number of people will also use the various Stack mods, and of course things like backpacks/toolbelts/ other means of storage slightly lessen the need for 2 extra pockets. Still though, good to know you thought about this stuff.
Yak'All  [udvikler] 23. mar. 2023 kl. 14:37 
Bringing other mods can be a bit shaky when it comes to balance. however, I believe some of those bags have their own counterweight (such as slower movement speed, or similar) to bring to the table.
At the end of the day, I am thinking about how it behaves with vanilla gameplay. If other mods do the same, then it is up to the player and no balance is lost. After all, that is why mods exist; by using a backpack mod you would be making the regular toolbelt a downgrade unless it has some disadvantages, and no tears are shed, because it was your choice. The same goes to this: If you use a backpack mod along side warden, you are in all your right to pick the armored version due to overshadowing the regular, but I cannot balance the mod for another that I won't ever even consider using (as I would not personally use it).

I cannot tell you how to play your game or what mods to use, and if you can make the most of it, and maximize your fun while not feeling like you are cheating, go for it I say.
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