Barotrauma

Barotrauma

Enhanced Armaments
Micheny  [developer] Mar 1, 2022 @ 4:47pm
Balancing Concerns
If you feel as if something is too overpowered or underpowered post your thoughts here.
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Showing 1-15 of 25 comments
Aleccia Rosewater Jul 23, 2022 @ 10:12pm 
As amusing as it is to see enemies get juggled through the air it's annoying to have the same happen to you. And if you survive an assault rifle volley the bleeding can kill you very quickly. Should the firearms do less stun and less bleeding?
Micheny  [developer] Jul 24, 2022 @ 4:32am 
It's a problem with how barotrauma handles force implied onto a character, the high fire rates of most weapons require very low stun times to prevent retarded levels of stunlocking, but as a result it causes the weird phenomenon of characters floating into the air when hit multiple times

aside from universally lowering fire rates and increasing stun times there's not much i can do about that
SUDo Aug 14, 2022 @ 8:51pm 
The nerfs to the renegade plate carrier, frag suit, and heavy helmet were unjustified, before they had their advantages but the changes made them useless, also having to make another fabricator is even more unnecessary than it already was. Renegade items should be an alternative that is much easier and quicker to craft at the cost of stats but you've made it so its just a waste of time and resources.
SUDo Aug 14, 2022 @ 9:58pm 
I now realize that the changes are much worse than i first thought, only one craftable armor piece is better than vanilla items honestly these changes made this mod go from 9/10 to 2/10 serious downgrade and a major disappointment.
From what I know, the drum/stick mag crafting mat price balancing pivots on the main tradeoff that is resource efficiency and convenience.


Have you done any play testing to find whether or not this is"more balanced" than the tradeoff that is convenience and ammo/stack, with stick and box mags costing about the same amount of lead/shot?

I'm just curious.
Micheny  [developer] Aug 15, 2022 @ 3:19am 
Originally posted by Arcon:
I now realize that the changes are much worse than i first thought, only one craftable armor piece is better than vanilla items honestly these changes made this mod go from 9/10 to 2/10 serious downgrade and a major disappointment.
just because you can't walk around killing everything in sight with no issue doesn't mean i'm going to buff them. Get a grip i'm getting really damn annoyed of people like you whinging because i keep shifting the meta.
Micheny  [developer] Aug 15, 2022 @ 3:32am 
Originally posted by Arcon:
The nerfs to the renegade plate carrier, frag suit, and heavy helmet were unjustified, before they had their advantages but the changes made them useless, also having to make another fabricator is even more unnecessary than it already was. Renegade items should be an alternative that is much easier and quicker to craft at the cost of stats but you've made it so its just a waste of time and resources.
You are aware that the whole point of Renegade gear is that it's cheaper but also weaker than Coalition gear right? It's meant as either an option in a pinch when resources are low or for MP servers who want to cause some more havoc in a more conventional way.
oven Sep 25, 2022 @ 8:59am 
moving this over from suggestions because me big dumb and forgot this existed

Perhaps buff the new coalition combat fatigues. Compared to... well, most vanilla clothing, they're severely lacking in defense, and they're super lacking when compared to the renegade uniform.
Ser Sep 26, 2022 @ 4:01am 
Perhaps it may be lore wise due to it being mass produced for standard issue Coalition infantry.
Rosh+ Nov 1, 2022 @ 12:47am 
The heavy coilgun's recipe for it's high explosive ammunition is far too cheap for the effectiveness of the ammo itself. The explosive ammunition's effectiveness by far outstrips the flak cannon's against hordes due to the frugal cost and high fire rate for an arguably cheaper price and less crafting time(2 separate UEX + the ammo box itself vs 1 ammo box), only falling out in terms of damage against armor or high HP enemies, rectified by it's piercing ammo box.

Lead is easy to find everywhere, whereas sodium can be harder to acquire outside of growing saltbulbs, a potentially disastrous, time consuming endeavour. Additionally, considering that the railgun also inhales UEX->C-4 like a vacuum cleaner sucking up dirt in a clean freak's house also contributes to the scarcity of sodium, this makes the heavy coilgun a far more attractive option than any other light weapon besides the pulse laser, a notoriously op turret due to the massive burns it inflicts bypassing the majority of enemy armor outside of endworm segments and moloch shells.

EDIT - I actually just tested the laser and the heavy coilgun in a 1on1 comparison, piercing ammo completely outstrips the pulse laser in terms of DPS unless the Pulse Laser is using tri-laser ammo, a far more expensive ammo and even then, only just. They're almost equal for a far cheaper ammo cost in favor of the heavy coilgun.

Maybe you could change the recipe so it's more in line with vanilla explosive recipes, requiring UEX, like the others? I'm not sure what would work for you, or what your reasoning was behind these recipes, so I'm going to wait for a response indicating openness to discussion before... discussing it.

I really enjoy your mod when playing Barotraumatic or ITA. Your stuff is better than the vanilla game without being blatantly OP.
Last edited by Rosh+; Nov 1, 2022 @ 1:01am
JamieCakes Feb 21, 2023 @ 8:43pm 
So, what's the deal with the tragic mask, like it killed almost our entire crew before we figured out it was causing a problem and it just spawned at an abandoned station.

What was the thought process about a TPK item?
*I used translator.I apologize if I have unintentionally offended you.

①Deconstruct loaded magazines, I think this would unbalance the game.
For example, if you dismantle 4 assault rifle magazines, you get x4 lead, x4 magnesium, and x1 plastic.
And producing 4 magazines with a reloading fabricator would require 2 each of lead and magnesium (and 1 plastic).
This violates the law of equivalent exchange.
I also find the price of magnesium too high for a consumable. So I would be happy if you could lower the selling price of magnesium.

②Caseless Assault Rifle Cost Requirements and Performance Balance.
I like the Caseless Assault Rifle, but I must say that it is currently backward compatible with the Assault Rifle.
It costs almost twice as much to manufacture, and since 1stack = 4mag, it is very vulnerable to long-term combat compared to assault rifles that use 5.56mm ammunition. As for power, we did not notice much difference.
6.5mm bullets are larger in size than 5.56 but should be lighter since they are caseless. Please consider reducing magnesium requirements as much as possible and and at least 1stack=6mag.
I hope you can think about this balancing issue.
Assault Rifle mag(5.56)x4
Caseless Assault Rifle mag(6.5)x2
Lead x2
Lead x2
Plastic x1
Plastic x2
Magnesium x2
Magnesium x4
It would be more difficult than now to manage the manufacturing system and mods, but it would be interesting to add "brass" (Cu + Zn) as a casing material.

③Magazines for vanilla weapons do not fit in uniammobox & cannot be reloaded.
I like this ammobox.
I use it mainly with auto-reloader, but unfortunately guns with vanilla ammo systems are not supported.
Also reloading is impossible as the recipe does not exist.
I would appreciate if you could consider this as well.

If this is a known problem, please ignore it (ㆁ_ㆁ;)
(Moved the suggestion here because this category was more suitable. Please consider it. Thanks for keeping us updated!)
Last edited by "火薬庫"の狩人; Apr 2, 2023 @ 10:13pm
Superplayerpl04 Sep 11, 2023 @ 3:46pm 
hey, after a break of this mod i notised now that liquidator suit got nerfed and i now wonder what is it now supose to be used for cause if you need hazard protecion you can use cbrn or heavy hazmat with body armour for similar result, and for the stage you get it the presure is more that the suit can handle for outside ship expecicions since you cant wear diving suits. i agree that it now using oxygen tanks was a nice balance cause it felt like better pucs
Sly The Dragon116 Sep 25, 2023 @ 7:07pm 
i think the fractal guardians need a bit of nerf as they can instantly kill through any armor you have. including armor from mods like black sea armory that adds in the huge mech suits you can use. then again that own mod is quite powerful. but still they need a serious nerfing
Micheny  [developer] Sep 26, 2023 @ 12:29am 
But my mod doesn't touch Fractal Guardians bro.
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