Barotrauma

Barotrauma

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Ssparky's Gunnery
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13.630 MB
Nov 29, 2022 @ 4:05am
May 13 @ 4:21am
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Ssparky's Gunnery

In 4 collections by ssparky
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Description
SUMMARY
Felt like creating some custom submarine weaponry, and so I did. Here it is!

The intent is for the guns in this mod to be fairly balanced with regards to vanilla, such that installing this mod is not an instant win button. Feedback with regards to this is highly appreciated!
Suggestions for new ammo types or other misc things are also appreciated, as long as they are within reason. New guns not so much, as I believe this mod has enough guns as is.

CURRENTLY SUPPORTED LANGUAGES
  • English
  • Russian
  • Simplified Chinese

GUNS AND AMMUNITION
Gauss cannon
A small-hardpoint railgun, in essence. Lower damage but higher firerate than a railgun.
Comes with the following ammo options:
  • Standard: what you expect it to be.
  • Piercing: pierces more, does a bit more damage, costs more.
  • Explosive: costs significantly more, explodes on impact.
  • Physicorium: costs more, does more damage. Very simple.
  • Depleted fuel: similar to phys, with less flat damage but radiation poisoning to compensate.
  • Toxin: high-caliber toxin syringes. Inflicts heavy sufforin poisoning, as well as light deleriumine poisoning for extra flavor.
  • Spreader: splits into weaker projectiles shortly upon leaving the barrel.
Point-defense autocannon
Light weapon primarily intended for defense against small creatures. Burst fire, delay between bursts decreases the longer it fires for.
Comes with the following ammo options:
  • Standard: what you expect it to be.
  • Piercing: pierces a little, costs more.
  • Explosive: costs more, small explosion on impact.
  • Physicorium: costs more, does more damage. Very simple.
  • Depleted fuel: Similar to phys ammo, with a bit less flat damage but radiation sickness to compensate.
  • Rubber: (mostly) non-lethal option, inflicting serious stun instead.
Particle Accelerator Cannon (PAC)
Railgun alternative: very long chargeup, with high damage and a focus on piercing instead of AoE like the railgun.
Comes with the following ammo options:
  • Standard: what you expect it to be. Has some piercing built-in.
  • Piercing: pierces even more, likely to go through an entire sub.
  • Explosive: explodes on impact. As such, very similar to a typical railgun shell
  • EMP: does not damage creatures much, but inflicts a long stun. Deals massive amounts of EMP damage to submarines.
  • Defocused: shoots multiple weaker particles in a random spread.
  • Dementonite: Large, high-power central beam with two secondary beams at about a 45 degree spread.
Trash cannon
Very cheap to install, with cheap ammo too. Fires junk in a shotgun-like manner. Potentially high damage if all pellets connect.
Comes with the following ammo options:
  • Standard: what you expect it to be.
  • Explosive: Less spread, pellets explode. Expensive to produce, and more risky in terms of self damage.
  • Flyshot: thrice the amount of pellets, with more spread and lower damage.
  • Clown: (mostly) non-lethal option. Inflicts heavy stun instead.
  • Sewage: Highly toxic and immoral ammo type.
Heavy Plasma Cannon
Large-hardpoint weapon similar to pulse laser, but with projectiles. Do not expect railgun-level damage from this! Has okay firerate, okay damage, and some AoE.
  • Standard: standard projectile. Acts pretty much like EK Armoy's Pulse laser plasma ammo, if you know what that's like.
  • Unstable: explodes based on proximity, or about a second after being fired.
  • Paralyzant: inflicts paralysis in a small AOE on impact.
  • Thermite: explodes several times on impact. Probably too strong, more testing required.
  • Wave: shoots out weaker plasma bolts in random directions during its lifespan.
  • Fulgurium: Higher-power shot that (inconsistenly) splits off some smaller chunks on impact.
MLRS
Large hardpoint rocket launcher. Fires in bursts of three, making it quite ammo hungry but potentially devastating in terms of damage.
Comes with the following ammo options:
  • AP - Solid rocket shell, basic but effective
  • HE - Rocket loaded with explosives. More effective on swarms.
  • Morbusine - Rocket loaded with morbusine poison.
  • Frag - proximity fuze, shatters into many fragments.
  • HEAT - more effective anti-submarine rocket. (not fully working at the moment)
  • Nuclear - similar to the railgun's nuclear shell, but a bit weaker.

OTHER FEATURES
  • Three containers for storing ammunition, of varying sizes and capacity (4,8, and 12 respectively)
  • Variants of the toxin cabinet, one specifically for poisons and one for antidotes.
  • All loaders (including vanilla) show up on status monitors, like every other repairable machine. (this is now a vanilla feature)
  • All loaders take minor damage upon firing, meaning loaders have to be repaired more often.

WHAT'S COMING NEXT MAJOR UPDATE?
The next major mod update, which will come out soon after the next major barotrauma update will include the following:
  • Wrecked variants of almost all items, including guns, loaders, and containers.
  • A slight rework (and renaming) of the minigun. Will become burst-fire, with the delay between bursts reducing the longer the trigger is held. Name still pending, currently "light point-defense autocannon". Other stats will be slightly adjusted where needed.
  • Fixes, tweaks, and nerfs to all sorts of ammunition types. Most noteably, a nerf to most PAC ammunition.

REGARDING FORKS, EDITS, AND PATCHES
Generally, you are free to make edits or patches of my mod.
In the case of patches that change textures or sounds (or similar), I'm always okay with those.
In the case of rebalance patches, I'm still fine with those, but I would prefer if you just let me know about balance issues instead so that I can adjust the main mod instead.

MISCELLANEOUS NOTES
If you use Immersive ammo boxes and/or Quality railgun shells, and you plan to use this mod as well, you may also be interested in Quality MLRS ammo and Immersive ammo boxes - Ssparky's Gunnery Patch for maximum compatibility.

CREDITS
Credit to Jsoull for the resprited ammo boxes (as of 1.3.0).
Credit to Dodo1248 for the resprited minigun and MLRS rockets (as of 1.4.4).
Credit to Biff_W for reworking the Gauss Cannon sprite to the vanilla 256x256 .
Credit to Ksarper for the Russian translation included in the mod.
Credit to 你好 and Poppy for the Simplified Chinese translation included in the mod.
Popular Discussions View All (3)
21
Jan 21 @ 2:56pm
RU Localization
xtz
3
Mar 6 @ 2:24am
Large Weapon Idea: CLG Gun
[TC] Toaster Oven
0
Feb 10 @ 1:33pm
Another balancing pass
ssparky
216 Comments
Lexington May 12 @ 2:39pm 
I check comment and seem the problem with Nuclear option Talent is fixed, but Im still having similar issue.
Nuclear Depth Charge (Cheap) version is locked.

deactivated this mod make it craftable again, I tried having only this mod activated and it still have same outcome.
AngeL May 3 @ 3:08pm 
The PAC's ammo box recipes are far too cheap for it's ability to dish out insane damage so quick.
Hitilit Apr 24 @ 12:31pm 
Thx man.
Cultist ඞ Apr 24 @ 11:22am 
I wonder if the PAC is now bad enough that a MLRS will shine in its place.
Cause till this last update I did felt like the PAC was as iconic as the Vortex Cannon from another mod.
ssparky  [author] Mar 25 @ 1:23am 
@j.benjamincebrero
These are two different turrets with two different roles. Plasma cannon excels at swarms of small creatures and the occasional medium creature; PAC specializes in killing larger targets instead.
j.benjamincebrero Mar 24 @ 7:57pm 
the PAC is kinda worse than the Heavy Plasma turret.
MEL GIBSON Mar 10 @ 9:45am 
@ssparky It is probably nothing but bots do seem to miss a lot with the heavy plasma.
ssparky  [author] Mar 9 @ 1:51am 
@MEL GIBSON
Target-reticle related stuff is not edited by this mod. This leaves 3 options:
- You're imagining things or not accounting for bullet drop,
- Vanilla guns also don't line up with the reticle,
- The guns on the sub you are using were placed in a very, -very- old version of the mod that had different gun sizes.
MEL GIBSON Mar 8 @ 5:53pm 
Sometimes it seems like that the guns don't actually line up with the target reticule - I notice bots seem to have a real tendency to miss and I wonder if this might be why.
ssparky  [author] Mar 8 @ 10:18am 
Both of those aspects are still WIP, so perhaps you'll like the minigun again a few updates down the line.