Barotrauma
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Enhanced Armaments
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25 февр. 2022 в 12:44
28 апр. в 12:43
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Enhanced Armaments

В 1 колекция от Micheny
The Enhanced Armaments Collection
9 артикула
Описание
A Heavily Armed Europa, para bellum. . .


A large mod primarily focused on the instruments of death, from firearms to chemical and radiological weapons (and the equipment to protect against such instruments).


An official expansion is available, Fuel For the Fire

A minor Neurotrauma patch is available.

An official Hazardous Reactor patch is available.

Content:

A fully-custom and one-of-a-kind Reloading feature.
Magazine size and ammo type matters most when it takes a moment or two to swap between them. Don't worry, this process is automated when you reload normally, and can happen even after the weapon is holstered. Lower-grade and bigger weapons take longer to reload to their counterparts. Take the time to understand your weapon, as knowing where it shines and where it falls could mean life and death.

Armed to the teeth

A dizzying arsenal developed from (mostly) existing designs to fuel the brutal conflicts shaping out on Europa and have been adapted to work within the harsh new environment they find themselves in.

Kitted to the Core:


A large variety of protective clothing and armour vests made to protect against the high calibre cartridges that now exist, their weight however may hamper your close quarters capabilities.

Fresh lick of paint

All small arms have been resprited and resounded to look more functional and generally more appealing.

Renegade Weapons and Gear

The primary armaments of the Jovian Separatists, manufactured when Coalition weapons are unable to be taken or for sparking a flash rebellion. Whilst generally inferior to the Coalition's high quality and precision machined firearms, their ease of manufacturing makes them very popular (and infamous) options for Separatists and pirates alike.

Prototype Weaponry

Top of the line, very expensive small arms that are tooled to be superior to most options. They require significant skill to handle optimally.

Vintage Weaponry

Old or abandoned weapons that have been untouched for many years within shipwrecks either brought from Earth or being from long lost weapon programmes, however are only mostly good for selling or collected for display as a result of near non-existent ammunition.

Nuclear Armageddon

A vast array of WMDs are available which can obliterate foes apart, and potentially yourself if you're not careful.

Stitching and Stimming

A small collection of new medical items are available, for enhancing combat effectiveness and plugging up the nastier holes caused by large calibre weapons more effectively.

Dedicated Fabricators

Fabricators used to part balance/de-clutter the normal fabricator whilst being convenient (and likely for more nefarious use without being as easily noticed). No I can't help you if you have no space or are too lazy to do even the most basic of wiring.

Jobgear and NPCset replacements: Captain and Security job loadouts have been altered, alongside Mechanics and Medics.

Abandoned Outpost Warfare:

EHA currently adds 6 new outpost missions, a few of the easier missions being:

Pirate Scavenger Removal

"A large group of scavengers have been found in an outpost looking for supplies. Whilst poorly equipped, their numbers may be problematic to deal with. Beheading the top brass of the scavenging operation will easily prevent anyone else from trying in the future."

Temporary Pirate Outpost Cleansing

"A group of pirates have been found in an outpost looking for a place to set up their operations. Removing them from the outpost would be ideal."

Rogue Coalition Cleansing

"A group of rogue Coalition members have been located at an outpost, likely departing from the Coalition to begin illegal item trafficking or other nefarious practices. Killing the leader alongside their men will be beneficial for both the Coalition and the Separatists."


Credits:

Primary Contributors

Miles: Being the QA tester since the first inception of my mod (bro goes back to November 2021)
SGT.Shorty: A significant portion of sprites and resprites (Renegade Special Rig, some Uniforms, Fractal Weapons, Combat Hardsuit), as well as taking up the torch.
Dilopho-Mos & Lobotomite: Spriters

Spritework and other things

Bohemia Interactive: For a lot of things, including weapon & armour sprites & sounds
Battlestate Games: Various SFX
Leo Varas: Original maker of Yui & Liv Spec Ops characters (Infiltrator and Vanguard helmets)
Популярни дискусии Всички (11)
188
19 апр. в 15:51
Questions
Ser
225
23 апр. в 10:53
Suggestions
Micheny
155
1 май в 14:50
Issues
Micheny
3 397 коментара
ThatRandomTemmie 1 май в 4:41 
High level jovian outposts sell it, or you can kindly take it from them at your nearest vanguard assassination outpost mission.
Dog Damnit 30 апр. в 21:59 
where do you get the vanguard armor?
GranolaBean 30 апр. в 8:49 
I see, well I'm unsure how to check difficulty but I'm playing with the hard preset and at the start of the wastes. very recently i was able to buy the coalition black ops gear from the shops if that says anything. And if i remember correctly books are unlocked at difficulty 40 and I've been seeing those in the shops for a while now. So ether something from my mods is overriding their spawns ( if so I'm sorry to have wasted your time) or I'm simply extremely unlucky. and thank you for the help none the less
[ST] SGT. Shorty  [автор] 29 апр. в 13:50 
@GranolaBean

What difficulty are you on right now? They start showing up at difficulty 15

And a recap of what was said before, in case you really want to know the chances:

1/100 chance to spawn, then a coins toss to spawn 1 or 0 of itself. It specifically spawns in storage, engineering, and secured armory cabinet, so it technically has 3 chances to spawn per wreck.
GranolaBean 29 апр. в 13:45 
Am i just incredibly unlucky or have the prototype sticks become more rare? I'm just about to enter the hydrothermal wastes, looted every wreck I've found and several abandoned outposts yet no sign of them. i see the other various EA items like part kits and various weapons, even some prototype weapons but never a stick. Usually id have found 3 by now so i was beginning to question my mod compatibility's or if I'm simply unlucky
Dilopho-Mos! 27 апр. в 17:37 
"I will never eat at this stablishment again. You have lost yourself a valuable customer!"-ahh talk. :barotrauma:
Micheny  [автор] 27 апр. в 12:44 
@arbO look no offense, but i've already lost interest in what you're talking about, i'm not listening to your lectures on how to talk in my own mod comments.
alexendacott 27 апр. в 12:30 
The IT of the The is always the IT of the The because IT is called the IT of the The. But if that is true, then whatever anything is called is anything that it was called, this is not true, therefore the IT of the The is not the IT of the The only because the IT of the The is called the IT of the The. But then one must wonder, why is the IT of the The the IT of the The? For what reason is the IT of the The the IT of the The?
arb0 27 апр. в 12:27 
> This isn't some workplace SOP, it's a.....

Never said it was, just giving my response. Dismissing my valid criticism as HR talk is OK, Im not special nor do I have a axe to grind (unlike some of the comments I read), but I did observe your hostility towards people and am pointing it out as unnecessary.

I would advise both of us to take your advice: it's a game mod comment section, which both myself and the other person were using appropriately, so don't upset ourselves over innocuous feedback or questions.
arb0 27 апр. в 12:27 
>It's not as innocuous as you think if you actually knew why people ask tha...

Tbh he noticed a change in his names and asked about it, the only other thing being said was 'lmao', an appropriate statement of amusement. His tone wasn't critical but was met with hostility.

>As for your issue, if you want it fixed say something instead of going off on a ...

Well, first, I was asked a question by shorty. My elaborating is not wasting anyone's time.

Werent you claiming you were trying to instigate the other guy over some comment 24 hrs after you had already dealt with it, solely to waste that other guy's time? How am I wasting time here in comparison to that?

I had a legitimate technical issue which was a showstopper, and so after consulting comments and threads, and have arrived at the conclusion that I would prefer not to use the mod because fixing it would mean engaging more than this feedback.