Abyssal armory - Reinforcements
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О материале
«Abyssal armory - Reinforcements» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
TL;DR Section provided as always
Weapon breakdown: The A.R.C. Assault rifle
The A.R.C. is the main focus for the wardens at MarineCorps. This fast shooter rifle kills its victim when it just barely realized it was being attacked. It holds an advanced 50 round-mag, but it's not really noticeable since it shoots 20 rounds/s, making it a really ammo hungry gun. Trigger dicipline is key to master this war tool. The recoil might surprise untrained personnel, but with some use to it becomes the most accurate weapon in the sea.
Weapon breakdown: The A.H.C. Pistol
The A.H.C. is the backup of the wardens. Though it doesn't match the fire-rate of the rifle, it still is faster than any other gun in coalition arsenal. It holds a more noticeable 25 round-mag compared to the rifle due to it's lower fire-rate. other than that, it has become quite popular by dual-wielder maniacs; apparently when paired one in each hand it has more dps than the rifle if you can stand the tedious reload
Weapon breakdown: 6-N4D3 Launcher
Staff had a hell of a time trying to get a genius name for a 6 slot grenade launcher. It has nothing too fancy, it just holds 6 grenades and fires them at a very reasonable rate. Deadly piece of gear
Anything that fits in the regular grenade launcher fits in this one, approved (vanilla) or not; so don't be afraid to call it a direct upgrade.
Weapon breakdown: Firepower Shotgun
Definitely ran out of names with this one. Auto shotty, 8 bullet chamber, up from the previous 6, and fires a hell of a lot quicker. What? We like the fire-rate of our guns as high as our scientists are... Don't tell them I said that.
Utilizes the same caliber as the riot shotgun, allowing it to be more modular and removing us the pain of making a custom shell just for it. Might be extremely deadly, I don't feel sorry for the creatures though.
Ammo breakdown
Surplus: Awful, cheap, I don't even know why we designed it. I guess it's good in a pickle but it deals very low damage; doesn't even make the target bleed. High fire-rate, headshots, and it's wild availability can reach to compensate this I guess. Regular: Standard quality, designed to face pretty much anything without feeling useless. It's less common and requires a bit more skill to make than the surplus version. AP: Higher quality, designed to eat through armor and reach targets with ease. It's much less common and probably only available at military specialized outposts unless you got a fabricator at hand.
TL;DR:
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4 New guns craftable('easy' recipe). They are direct upgrades but require decent weapons' skill to craft. Probably too easy still.
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3 New ammo types for the guns, craftable. Deconstruct filled mags with 0% durability to reclaim an empty mag and refill it with ammo. Don't waste plastic, let the mayhem continue!
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3 New portable containers for ammunition
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1 New container for ammo (added only on the sub editor)
Known Issues
- Due to an update, broken guns could no longer be repaired using the screwdriver, so the idea got scrapped. It's in here because I really wanted them to break on use and give them maintenance after missions. RIP my idea
Now with Polish translation! Thanks to Kaofan . Go check them out! And a Russian translation made by iErr0r32 . Thank you very much, it is appreciated.
Please, report any bugs or feedback, as it's always welcome. Have fun crew!
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.