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I have only looked at the values of the things in a test, not seen how it looks on the body and what kind of things have places.
Except a few days ago I found a helmet that fits an oxygen tank, unfortunately it starts using the tank right away, not like the "PUCS" that use the air from the submarine and only start using the tanks in the water, this helmet just looks like it is open so a bit strange that it uses the tanks right away. / Probably only meant to be used where there is little air and to have better protection than a diving suit that makes you slow.
I can't even find the original, if it still exists, where I could at least read the mod page to compare the things with newer ones and see which directions they are going in.
I didn't know that the original no longer exists, so I first have to look up which mods, this is a Neurotrauma. / And which the a additional mods, these then require the respective Neurotrauma mod, but I don't need it for now.
DO NOT USE OLD NT IT IS AN OUTDATED MOD IT DOES NOT WORK WITH CURRENT VERSION.
Forked version, so look for one that is called that. / If I can't find one, that a other says it's as close to the original as possible.
Well that explains why there are no links in other mods to the original.
So that I could write about it and find out from you what these lasers are like.
Now I only know that I still have to find a suitable neurotrauma mod to test, why your lasers have to make an explosion, I only know that many people use neurotrauma.
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Well then I'm done, I'll write again when I find bugs.
Is there no original Neurotrauma anymore, only mod offshoots from others. ?
I would have written in “Bugs Reports/Suggestions” but you said you don't see it anymore, which is why I wrote the last bugs I found here, like being able to load new laser packs into the cauterizer where shots do no damage.
Which is why it became even more text because I report errors here and could also write questions there, only if you don't read it I don't know the balance of the lasers to the other weapons because you don't see damage numbers for weapons.
You only see protection values on clothing, there is even no information whether clothing under a diving suit offers protection or only the diving suit counts as if you were in it without clothing, because you can't see anywhere what damage weapons and enemies do, and bots also take off diving suits where you can't test whether clothing counts damage and I couldn't find the information in a wiki.
So in a wiki I can see if a modder thinks this or that weapon is stronger or weaker than the originals, but nobody writes how much damage the weapons do, only how much stronger or weaker it is.
Also this comment section is to discuss VWO and report bugs or issues with it.
Never played it because it was only in English , there has been a language patch mod for 2 years , but didn't want to use any mods that change the game except more submarines , only now also mods after I've seen pretty much everything of the game .
But the Neurotrauma I made as a favorite was probably not the original, since it is no longer there, when I search for Neurotrauma I only find offshoots and patch and supplement mods, but none has a link to the original, and I can't find the original in the search either.
So I can't even read what the mod says about how the health mechanics are reworked.
To see why “Draconis” keeps calling neurotrauma, that laser musst make explosion.
Does anyone know what the original mod is called exactly. ?
If that was already written before, then it was written more complicated, normally the translator can read that well, I use 2 if one can't do it.
I just kept understanding it had to do explosive, but not why it had to.
And I don't know “neurotrauma” not played it, so it's always a bad comparison to explain why something is the way it is if it refers to something that someone else has never used, where they don't know how it works.
“Neurotrauma” I only know that it reworks the whole health mechanic, but not how it works because I've never used that mod.
The other things like diving suit except the player and the own bots no NPC uses such things, and many mods already have as a disadvantage that the weapons that come to it are only there for the player and NPC's never use them which is why you do not see fire on you.
Actually, all damage heals over time if you don't take too much damage or have too many injuries, except internal tissue injuries which can be fatal over time.
I understood some of your lasers were supposed to be make stun, I haven't seen it, and games that have lasers that stun do almost no damage or none at all, all of yours do damage, ah that's what it meant, they all have it as a small effect that is so weak that you don't really notice it, so you would only see it if everyone had more lives.
I hadn't played “Neurotrauma” yet, only seen mods that think they are compatible with this mod or directly intended for it.
Nowhere did I write that it shouldn't be like that.
Asked why it should be like this with yours, so I can't give any reasons why it should be different if there are questions and examples of how it is with others.
Since I've only ever seen fire Damag lasers in mods so far, the ones I've seen so far haven't made any explosions.
Also how they should work, with plasma it would be clear, it exists as liquid as gas and as energy, so your plasma weapons are also automatic from it, these normally also make Heat Damag, I don't know what all yours do, but plasma can explode.
But laser is just energy or is generated in a gas area but is then still energy, how does it explode.
It is actually stupid that there is not the damage type energy in the game, which then splits into other types.
I wrote that I've rarely seen anyone add Bleeding to weapons at all.
The ship laser and yours are not the same, even if they have explosion, you don't have a laser that charges a shot by delaying it for each shot, otherwise they are similar, except your new ones with rapid fire.
Friendly fire from bots and players I don't know from bot as they only fire when the path to the target is clear.
Pure burn damage heals over time without medicine or rest.
To prevent complete safety of friendly fire and to bypass high burn resist enemies like ruin guardians AND to be compatible with mods like Neurotrauma the laser beam is considered to cause an explosive thermal event on contact with material due to the sudden increase in surface temperature. However large solid objects like ship hulls and doors are more able to resist this due to the lack of kinetic impact or sustained beam penetration.
Laser stun is lower than bullet weapons and most of it is on low chance on each hit. It is more representative of flinching due to injuries rather than sprawling from impacts.
Laser pistol fixed to properly be small, pistolitem and 100 shots per pack.
Damage and penetration normalized between laser rifle and pistol.
Charge packs additionally require copper (to repair the FPGA) to recycle and their price was increased to where it should be for such an expensive item.
Rare Laser Carbine deployed to the regulators. Occasionally turns up in wrecks.
I have all read, I don't know the game, I generally don't know games if they are only online and not on Steam. / So everything single player that you could buy in stores, and games on Steam.
The Wikie say. / The game served as a direct inspiration for the role-playing video game Barotrauma
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Space Station 13
From what I have read, the traitor system also makes sense, as it is only played as a round, i.e. one run. / There is supposedly a rescue system, but the whole game has a different structure from infiltration to invasion, where goals are also different, and where it does not go on at the end for the survivors or dead as in Barotrauma where something like that without rescue system makes no real sense.
Barotrauma / Can be played with or without a campaign, and with a lot of runs, and the Betrayal System makes no sense without the Rescue System.
Friendly Fire generally a problem in 2D games, and the bots can not duck by themselves that the one behind you can then shoot while standing while the crouched also shoots, so only the one has a free way to the enemy.
In a 2D game it makes sense if you have weapons that are exactly, where someone can always be in the way, bots always hit with the Revoler and Lasers without shooting past, unlike with automatic weapons where it can happen.
Neurotrauma, many mods that were not made as a target for it, are made compatible by patch mods.
Here the laser then just has explosion because of oh extreme density of energy hit a target, if it were just fire then it would just be an extreme damage value of it to achieve similar strength, but the enemies should also be slowed down as with the other weapons where projectiles are, and fire doesn't do that.
I don't know that the guardians are almost immune to fire, you can't get them out of the ruins that you can shoot them with ship pulse lasers, with the mod I'm still in biome 1, and originally there are no portable lasers, except the electric lightning launcher with low Ammo and low Stun, and the nuclear laser I don't want to put my valuable fuel rods in there.
Bleeding only stops in the game when you use an item, unless the character heals himself from the injury, so your own character only through the genes for it, otherwise only with items that can do that.
I don't know anything about artificial bleeding effects like in other games that make you bleed for a few seconds in Barotrauma, neither original nor mods.
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Stun on Lasers / No laser does that, all the mods I've seen so far that have lasers only do burn or normal damage, only yours do additional explosion.
With Baro being primarily a game about resource management and rarity I am not going to firstly make a weapon that has infinite ammo but a cruddy gimmick or gate like it burns you badly, is overly expensive/rare or other issues to try to balance that nor elevate such a weapon over the already established weapons.
Its why the stun on lasers and lack of bleed is so important as they have lower damage than traditional firearms but do good damage to soft unarmored targets as the damage type isn't normally resisted by most things. A basic SMG is going to send most human sized targets spawling across the deck with a short burst while the laser is not going to stop a mudraptor mid charge but will accurately and efficently cook it over time.
Disposable batteries, for the most part, are no longer used because of the waste.
In the game, disposable doesn't bother you, who cares about waste of Europe.
It's only when you realize that not everything is infinite or always available that you opt for rechargeable batteries rather than something you throw away.
In real life you can't replace disposable batteries yourself anyway, so you can't rebuild them like in the game, if you could do that in real life with the materials that are available in masses it wouldn't be a problem either, and there would only be partial waste, but rechargeable is still better.
In the game it works, because of balance for your Mod, and the have a large amounts of ammunition.
“Laser Cauterizer Rifle” with the Red magazine, which is clearly different from the new laser rifle.
And the rifle can also use the scope, which makes it a laser sniper rifle with high rate of fire.
“Laser Cauterizer Rifle” can also use the scope, as a sniper rifle this makes more sense because of slow firing.
2 pistols can be used together without problems, which makes sense because they are energy, make you a disadvantage like some other pistols. ? ( But I don't know which pistols it concerns anyway, so how to recognize which dual have a disadvantage. )
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In the editor, the “Laser Cauterizer Rifle” is automatically loaded with “Laser Rifle Fuell Cell”, even if you have previously inserted the other one, so if a mod puts them in submarines or anywhere else or opponents equip them with them, they will have the appropriate ammunition.
The new lasers cannot use the “Laser Rifle Fuell Cell”, only if the others are intentional, because the “Laser Bore” uses the “Laser Rifle Fuell Cell”.
The “Laser Bore” cannot use the new laser ammunition.
2 “Laser Rifle Fuell Cell” can be pulled together to refill one and the other becomes a little empty, just like any other magazine in the game, for projectile it makes sense, for this ammo it is practical that you do not have to shoot the rest so empty until you can recharge.
2 “Laser Charge Pack” can not be pulled together like the other ammunition. / But it doesn't matter as they are large magazines.
Lasers do damage in real fire, or others that go in the direction of pulse or electrical discharges, also possible simple impact of energy.
But no explosion like in the game with your lasers.
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In real life, batteries are always rechargeable.
In the game the pulse laser gun turrets, the ammunition for it need alien blood is already strange.
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I then use your mod and the other two weapon mods, they don't interfere with each other.
Since it is easier for bots to have single bullets and magazines that you can refill other magazines, and recharge with Load Station, your lasers are impractical because you can only use them yourself with one character, bots that then run around with several batteries only cram too many ID's into a running game.
Charge packs are heavy magazine siz solid state battery that cannot be topped off or altered, only recycled when low and are fairly expensive to make. They also cannot be damaged by EMP like standard battery cells. They are interchangeable between weapons though they drain differently.
It also becomes useless when the weapons are huge and make the character extremely slow, and then they cool down because you only have to get to the target, where being slow is less of a problem.
Unless you can think of something sensible to balance things out without using multiple weapons per character.
Infinite energy, with very slow and long cooldown times, is bad so only use multiple weapons.
An energy pack on your back and a weapon with a cooldown, just inconvenient and nobody would use it except for bots.
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Yes, finding the right balance is difficult.
I use the laser pistol mod primarily for the bots. It was necessary on my older PC because it didn't have single-core optimization, which the game requires, and a huge number of IDs is a problem. All the ones I don't control require one laser pistol and batteries to charge, which requires less ID Power than several cabinets with building materials.
The red ones have the least ammo and are the weakest, the purple ones are slightly stronger and have more ammo, and the green ones, with very little ammo, can only be reloaded with uranium.
The Mk 2 pistol and the green Ammo, require plans found in wrecks.
The weapons each require one diamond to build. With higher skills, the weapons and ammo can also be built in better quality.
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The rifle from one of the mods overheats like your Cauterizer, but has infinite ammo and is rather weak vs other Weapons and energy weapons.
I don't know what perks he uses, but it takes me longer with one character to kill a Husk than he does in the video. You can also only carry them on your back and on the weapon holder of the backpack mod, the original and your "Fork" version.
This keeps to the games resource based economy and scarcity so that there are more or less economical options with no clear cut best option or infinite ammo situation the bypassed this.
I don't know how to make other mods , if I had made lasers like one of these two , then I would have written in the other thread that you should look at my mod how to do it .
But I can't make mods like that, and I don't know how they work, so you'll have to see for yourself how to do it.
If I had made a mod I would also write that you should have a look at it and not that you have to integrate.
One contains batteries that are rechargeable, the other has a weapon that is infinite and only has overheating as compensation.
You have written that you have tried to make lasers that have infinite energy, but have not been able to make them work.
Therefore 2 weapons that you can look at how they work.
And you can also ask the modder if you look but don't know how to apply them to your lasers if it still doesn't work.
Nothing about adding these weapons to your mod.
Bugs Reports/Suggestions
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I linked the mod “Geth Pulse Rifle”.
You could take a look at it, it's an energy weapon that has infinite ammo that overheats when used.
In the files you should be able to see how it works to build a pistol and rifle yourself.
Or ask the modder, if it is not possible for you that it works, how he made it work.
In the game there are portable energy weapons that one person can use alone, so the technology should be advanced enough to build night vision scopes.
These night vision scopes could then also have less range than the others without night vision.
All Rifles Light Machine Guns and Carbines will be getting scopes besides those with very low velocity or wonky mechanics like the Spasm Gun.
Defensive Carbine will be the earliest gun to mount scopes.
The Rifle styled Light Machine Guns will be the only automatic support weapon to get a scope option to keep the LMG/Automatic rifle relevant.
I want to get an earlier game lower power laser rifle and pistol out but testing has been rough. Recharging infinite ammo is out I am thinking of doing something similar to the Medic Laser and having a very large battery gated through a super capacitor but more forgiving due to the lower power drain. Somewhere between the Sub Service and Light pistols with a gimmick.