Barotrauma

Barotrauma

Baroverhaul
Weapon ideas
i wanna hear from yall what weapon ideas ya got for this mod as it seems really promising! and here i can put a bunch of mine that i don't wanna put in the comment section lmao :gooddoctor:
< >
Showing 1-7 of 7 comments
now get this: DOUBLE BARREL GRENADE LAUNCHER
AdeptOfMachine Dec 9, 2024 @ 9:55am 
For example, how about a heavy steam cannon that works underwater and is powered by a thermal artifact that hangs on the back like a backpack?
Sviaznoi. Dec 29, 2024 @ 10:47pm 
What about the option of a cheap railgun cannon that fires depth charges?
Ikat Jan 1 @ 11:04pm 
a rad Cannon, basicly like a laser but instead of dealing actual damage it builds up decaying radiation wich deals damage and can slow by less than 10 Percent, powered by fuelrod packs (like a chest, where you have to insert 4 of them) you can fire a set ammount of time with all of the fuelrods and the, but better ones deal more damage, wich makes the unstable fuelrods even more attractive and totally worth the risk. Also i would make the radiation fast decaying and the damage increasing, wich makes it almost useless against smaller creatures but more effective against larger abbys creatures. balancing needs to be done, it should not be too OP xD

Just message me if u wanna hear more about it ^^
Sticky honk grenades that don't explode, but attach to the entity/object it's thrown at and honks constantly. To allow the clowns to tag hostiles for sec to gun down or to be annoying towards the crew and the outpost NPCs.

Providing the same benefits for the horn honking would also be cool. But maybe a bit OP as the clowns horn benefits are already quite powerful. That might be better suited for the clownderbuss to offset the slight damage that weapon does with the ragdolling it causes.
Last edited by Spicy pineapple; Jan 2 @ 2:04pm
another axe type weapon, maybe like a Compact tomahawk that you can 1 hand but also has a more high dmg 2 handed option
A 14.5mm DShK light autocannon, essentially a very heavy machine gun, would be ideal for exosuit use. Its bullets are massive, originally designed as anti-tank rounds during World War II. This gun is absolutely colossal, offering insane damage potential at the cost of expensive ammunition. For context, a 12.7mm round (.50 cal) is known to cut a person in half from a mile away—now imagine the power of a 14.5mm round, which is significantly larger. The increase in diameter makes a massive difference, as the frontal area of a bullet is proportional to π * r². Looking up videos of the DShK firing can truly showcase its devastating power.

The 20mm autocannon is an even more formidable weapon. Firing rounds nearly an inch in diameter, it delivers extreme firepower, capable of instantly incapacitating or killing a target with a single shot. However, the cost of producing its ammunition is astronomical, given the sheer size and material requirements. For example, the materials used for one 20mm round could produce 20–30 revolver rounds. To balance such firepower, the 20mm autocannon could have a slower fire rate but deal significantly higher damage.

In gameplay terms:

The DShK could have a higher fire rate and slightly lower damage output, such as causing 40 gunshot wounds, 50 deep tissue damage, and some bleeding. However, it would require an exosuit to operate efficiently. This could be a wreck only item as it is a real thing and could be called an old earth relic.

The 20mm autocannon, also requiring an exosuit, might have a slower fire rate but could devastate targets with massive damage. Access might even be restricted to specialized exosuits like those for security exosuits, advanced exosuits, or the captain exosuit, given their superior weapon skills (and perhaps alien or monster-specific suits). This would cause like 160 deep tissue.

The punt gun is another unique weapon to consider. Unlike a standard 12-gauge shotgun, it’s essentially a 2-gauge shotgun—monstrously large and incredibly powerful. Its sheer size and over-the-top nature make it almost comedic, yet looking at pictures of its usage reveals its destructive potential. While it might overlap with the rivet gun slightly, its absurdity could justify its inclusion for its sheer entertainment value.

Regarding class-specific exosuits, here are some ideas for unique benefits:

The mechanic's exosuit could grant increased vigor, fitting their brawler role, along with enhanced melee buffs and greater resistance to bites. Given their expertise in crafting iron armor, incorporating a "steroid" feature for increased strength or a Fixfoam Dispersion System would align with the theme.

The captain's exosuit could allow the use of two-handed weapons, like the hand cannon, as one-handed weapons. This would enhance versatility, though coding such functionality might be challenging.

The security exosuit could offer similar two-handed-to-one-handed capabilities while improving weapon accuracy, emphasizing their role as tactical enforcers.

For the assistant, their exosuit could lean into their expendable nature. Since assistant deaths don’t typically "count," their suit could feature combat stimulants that activate upon being knocked unconscious, giving them a second wind in high-risk zones. For a more chaotic option, perhaps their suit could include a nuclear explosion feature or a decoy signal system, akin to decoy depth charges, that drains the battery faster.
< >
Showing 1-7 of 7 comments
Per page: 1530 50