Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
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Update: Jul 2, 2023 @ 2:02am

Another early morning comb through patch.

HMG round was not being using it was instead firing assaultriflerounds due to an error. HMG proper round damage is now being used and fire rate has been halved from .1 to .2 firing speed to account for the heavier damage round. DPS should still be extremely high with its heavy armor piercing effect.

minor tweaks on Laser Rifle fire rate and descriptions, capacitor mechanic is really working out making it very precision weapon that requires thinking about shot placement and fire rate rather than mag dumping.

Repeating Rifle is now a Sepratist 50 reputation reward, still can be found in wrecks. Similar to the Operator Rifle.

If you are reading this please post any bugs or odd issues you find. The harpoon coilgun not functioning went unnoticed for an extremely long time due to the incorrect item slot target!

Update: Jul 1, 2023 @ 7:19pm

Harpoon Coil gun battery slot was set to wrong slot fixed to target slot 6, as it wasn't able to fire. This one went a long time without being noticed which either shows no one is using either the rifle and/or mod lol.

Update: Jul 1, 2023 @ 3:00pm

two commas missing in operator rifle sell/price data caused issues

Update: Jul 1, 2023 @ 11:19am

forgot to update LMG damage

Update: Jul 1, 2023 @ 11:00am

Thank you Neitronus!

5.56 special update. The Defensive Carbine and Operator Rifle had lower damage output than expected due to being pegged to the SMG round damage, 15 vs 13 for the 5.56, The SMG round was getting a 4.5 damage bonus due its 30% innate ranged weapon damage modifier.

The 5.56 is now 16 damage with 0.15 Armor penetration and a chance to yaw and deal 5 additional gunshot and bleed damage for a 21 blackjack. Additionally both rifles are Rifleman rifles. While the SMG does more raw damage and bleed vs unarmored and has DU special ammo.

Update: Jul 1, 2023 @ 4:15am

accidentally had loadable tag on laser rifle cell still, whoops.

Also alien pistol increased damage by 25% and a tiny portion of that is radiation damage. It just wasn't being seen as a useful weapon with its low damage output.

Update: Jul 1, 2023 @ 3:46am

Deep dive through the files this morning.

All rifle and pistol items should now be 100% compatible with Rifleman and Quickdraw perks, shotgun revolver is still 50/50 with its pistolitem tag on the gun itself, seems to be working. Defensive Carbine rounds allows rifleman perk similar to assault rifle rounds.

Laser Rifle fire rate and damage adjusted, now deals a small amount of internal damage, slightly less bleed reduction and increased burn. This gun is going to be going through a few revisions

Stun baton damage reduced 6 to 5 up from 4, vanilla quality bonus makes these really good and even a slight change in damage is getting much higher damage than intended, two batons were almost better than a boarding axe and they are still good even in vanilla.

Update: Jun 30, 2023 @ 10:47am

Big update fun time!

New cool weapon using EK particle effects The Laser Pulse Rifle it can fire up to 5 times before draining the capacitor and has a big 50 round battery to draw from. Does only burn damage and stops bleeding. It is extremely risky but it can be used to cure bleeding on your team members!

Reworked Captains Saber from EK making a return as a fun little sword found in wrecks, uses helm skill to slash and stab.

fixed several unique weapons spawning in shops when they weren't supposed to.

Adjusted the Anti-Material rifle to once again pierce targets as its sort of its thing.

Adjusted Marauder and several other guns slightly to have better feel when firing.

Update: Jun 28, 2023 @ 7:58pm

Cleaned up some of the unique weapons stats. The Light Machine Carbine quality was off. minor fixes should be the last update until new items are added.

Update: Jun 22, 2023 @ 11:57pm

defensive carbine recycle was incorrect, fixed