Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
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Update: Nov 15, 2023 @ 10:54pm

fixed wonky prices and reputation items being sold outside of their vendors.

Tactical helmet cleaned up, fit better, normalized to 100% concussion like other helmets.

Stablight reworked

Anti Materiel rifle ammo tracer and impact particle improvements

Update: Nov 14, 2023 @ 10:09pm

Backpack had maxstack 8 hotfix for this issue.

Update: Nov 14, 2023 @ 3:15pm

Two new weapons!

Husk Cultists now sell a semi-auto carbine that uses LMG magazines, rogue members sometimes are armed with stolen carbines.
Efficent ammo use, large magazine, lower damage than the defense carbine.

Clowns get a juggling club throwing weapon! It does fairly high blunt damage and will cause concussions and massive stun if you bonk someone with it. Reuseable and it floats! Try not to get bonked with this one!

minor clean up on some of the item text, ensured rifleman perk on ammo was consistant across rifle weapons including LMG variants.

Update: Nov 12, 2023 @ 5:54am

RIOT ACT Update

Due to increased security incidents and raids on stations the Coalition and Seperatists have both increased defenses on stations. Including authorization to use riot shotguns and shotgun revolvers with (mostly) rubber pellet ammo. Addtional stun guns have been issued and gunners with light machineguns have also been deployed.

The Coalition has deployed their marines to reinfoce security concerns and have authorized limited milita and security detectives to engage threats to the station.

The Seperatists combat medics have been authorized to use tranquilizers and various irregulars have been organized into rapid response groups to deal with threats often at the barrel of a shotgun.

Riot shields removed from NPC's as after heavy testing it seems very hard to get them to actually use them properly.

Stun baton battery use increased from 4 to 5 swings and progressive stun slightly buffed.

Update: Nov 9, 2023 @ 2:28pm

new tactical slot icon, minor fixes for random ammo types not despawning, correct magazine in inventory for SMG and other magazine weapons

Update: Nov 9, 2023 @ 5:41am

Fixed issues with lag/desync spawned rounds not despawning if dropped, they should spawn less frequently.

Fixed issues with magazines and other items stacking oddly in hotbar vs inventory vs bag/wearables.

slight tweaks to battle rifle, fire rate was too fast for damage, still faster than the repeating rifle.

some minor text clean up and small changes

Update: Nov 7, 2023 @ 10:57pm

Changes all loose normal ammo to 24 in inventory and 48 in cabinets. An odd change from the 32 I know but with 6 8 and 12 in revolver, shotgun and rifle weapons 12 or 18 felt off and now you get 4, 3 or 2 reloads depending on the weapon you are using. The ease of reloading and not dealing with magazines however is now nerfed a bit from being able to just carry a 32 stack.

Handgun ammo is now somewhat easier to make though it still requires TI-Alloy for its penetrator.

Update: Nov 6, 2023 @ 4:01pm

Marauder Battle rifle adjusted, slower firing, lower velocity instead of hitscan, has recoil/flinch negated by exosuit and absolutely devestates armored targets and submarine hulls.

Update: Nov 4, 2023 @ 6:01am

changed up weapon values, internal damage was bypassing armor pretty heavy so I made frangible/hydroshock represent with explosion damage, get out those tweezers NT docs. The Marauder battle rifle is being moved to an advanced parts kit weapon as its just too good not to be, still expensive ammo.

Update: Oct 31, 2023 @ 9:18am

Naval machete feedback and testing shows its underperforming so all of its soft stats and attack speed plus damage were slightly increased. No plans atm for special versions like the dive knife.

NPC loadouts added including machetes and talents.