Barotrauma

Barotrauma

It Spreads [Squad and FOB update]
CasualV 8 Aug, 2023 @ 11:02am
Tested the Mod and here are my findings
Tested this mod after seeing it on the weekly popular page.

Tested all the maps with some people, along with the PVP and PVE modes. As stated, the gamemodes are a bit funky. PVE needs the Cyare map, but it spawns you in the middle of the map, and PVP needs to be in Outpost 32-B for the vendors. Outpost 32-B is the only map that has a working terraforming feature. Keep in mind that if no one takes care of the Creeping Mass/vines, it will cause server lag due to a Lua error regarding terraforming. If you used the Squad commands and return to lobby and start a new round it will throw LUA Errors regarding Squads script.

Vendors and weapons are mostly functional, but some items are missing their icons/textures. I suggest making the ammo boxes and bullets separate, as people can end up buying the ammo box multiple times. Alternatively, adjust the price and make the ammo box full, as buying two ammo boxes just to fill one is wasteful. As for the Tickets for Gear buying, it's a good feature, but you can still share it by placing it inside the vendor for others to use. It's up to the Mod Dev whether they want to prevent or allow this potentially unintended use of the Tickets. Admins can simply give out Tickets if needed.

Roles are mostly fine, except for the Robot Medic and Combat. Both have a Cannon that deals high knockback to any creature the bullet hits, and it has infinite ammo but with a cooldown. The UI of the Robot Roles is currently disorienting and blurry. The Thermal Function is great, but it's hard to read anything outside the GUI. This leads to confusion for Robot players and can lead to squad wipes when fighting the Hive. Combat Engineer lacks engagements, but its mostly map dependent as stated that maps might lack things.

The terraforming Creeping Mass are essentially harmless Ballast Flora in their current state. The Creeping Mass is only functional in Outpost 32-B. Regarding Hive creatures, the Humanoid ones are functional based on testing. For example, the Husk shoots spines that slow players, and the Abominations act like Crawlers when grouped, ignoring everything when focused on a corpse.

These are the main points I wanted to bring up. Overall, the mod shows great potential.
I know that this comment is quite long but I hope it helps other people trying to test/try this mod out.

If you need a Tester and don't mind this longform of text I would be happy to.


TL;DR
Gamemodes Funky, Roles except the Robots are fine, Robots has UI that makes it harder to read text and leads to confusion, Combat Engi currently lacks interaction with the maps, the Spreading Mass is just Harmless Ballast Flora and only works on Outpost 32-B, Hive Creatures are good and !squadcreate if used then goes to lobby then loads into a map throws LUA errors.
< >
Showing 1-1 of 1 comments
kooll 9 Aug, 2023 @ 7:22am 
i think the sprite for the combat robot is not set right even, it looks like it starts to loop if you look on the far left, wolud prob be cool if it had a actual ui that did things and not a staic one.

aslo not sure if its just me but some of the clolors for some rols make it very hard to read the text (the ones for the sqad leader and rifleman and i think what ever else had the same color.
< >
Showing 1-1 of 1 comments
Per page: 1530 50