WeaponPack
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О материале
«WeaponPack» — 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
Version 1.0 Compatible
Completely overrides and overhauls every gun in Barotrauma, as well as adding a few new guns from EK-Armory by Videogames. Any unique sprite artwork is from his mod and not made by me.
EK-Armory: https://steamcommunity.com/sharedfiles/filedetails/?id=1769403760&searchtext=ek+Armory
New Weapons:
Gauss pistol and rifle - Need to be recharged in a charging dock eventually, but the magazines have significantly increased capacity over other guns. Causes much more punchthrough Gunshotdamage, but not much bleed damage.
Laser pistol and rifle - Needs chemical ammunition made from liquid oxygenite, but is capable of causing focused burn damage that tears through submarine hulls, doors, and anything not resistant to burn.
Portable Autocannon - Small magazine size, but the shells do immense focused damage in addition to exploding on impact for area damage.
Pipe Rifle - Cheap craftable rifle that can be made by everyone from difficulty level 0. Inaccurate, slow reload time, but powerful.
Ancient Weapon and Alien Pistol - Vanilla weapons, but have been overhauled to be significantly more powerful at the cost of needing new Alien Weapon Battery cells that must be crafted.
Sawn-off Shotgun - Early game shotgun that can be obtained prior to the Riot Shotgun. Holds only two shells, but can fire both simultaneously.
Handgun - Relatively weak sidearm that can be obtained from Difficulty Level 0 and crafted by anyone.
Dart Gun - Offensive alternative to the syringe gun that does heavy damage combined with various possible afflictions.
HE Grenade - High explosive grenade with high resource cost and size in exchange for a massive explosion radius.
Modified Guns:
All guns now have a default always on flashlight when aimed. We have colonized Europa. We shouldn't need to replace flashlight batteries every couple of minutes on all our high tech military equipment.
Any weapon that required power to function, like the Scrapcannon or Arc Emitter, now have a built in fulgurium battery. The gun itself needs to be recharged at a charging dock. To compensate for this lack of convenience, these weapons deal significant damage to cost ratio compared to all other available guns.
Several weapons have massively increased fire rate and larger magazines, while others have reduced fire rate + smaller magazines but hit like a truck, such as the handcannon that now only holds a single bullet, or the Rifle which is a true bolt action that holds a 4 round clip.
New Ammo:
FMJ - Vanilla ammo with 0.5 Armor Penetration.
HP - Hollowpoint ammo that does significant damage by adding laceration and increased gunshot damage, but is almost fully stopped by any amount of armor (-1.0 Penetration)
LL - Less Lethal ammo that does only blunt trauma damage, stun, and some bleed instead of gunshot damage (-1.5 Penetration)
Alien - Physicorium for the casing, Incendium for the propellant. Does massive gunshot damage, with some extra burn and explosion damage, and with significant penetration (1.5 Penetration)
Balance:
The value per damage has been calculated from Vanilla revolver rounds. This formula has been then systematically applied to all ammunition, resulting in a fully balanced damage system. If I thought a weapon should deal more damage for the amount of ammo it had (I.E. the Heavy Machine Gun), I had the ammo require significantly more resources and cost to account for that amount of damage.
All ammo and weapons can be found in Military and Armory merchants, excluding Less Lethal gear which is found in City and Outpost merchants along with some other weapons like Handgun and Harpoonguns.
Explosions now have a secondary explosion that triggers when outside the submarine. Explosions have greater range and damage when underwater; be careful with your grenades.
Bullets do hardly anything to submarine halls and doors. Structure and door damage is based on explosion and burn damage rather than gunshot damage.
Two handed weapons deal 1.5X more damage for the value of their ammunition compared to one handed, but all two handed weapons slow you down by 0.9X speed, or 0.5X speed if the weapon is absurdly sized. Dual wielding two one-handed guns is optimal DPS, but is very expensive.
Consider subscribing to the Neurotrauma mod for more realistic gunshot damage. Real people can take several 9mm FMJ rounds to the chest without dying instantly. People bleed out slowly, and adrenaline can keep someone going for several seconds.
Crafting:
EVERYTHING can be deconstructed, including ammo, getting back just as much materials as was put into the item (usually). Unique weapons can be recrafted using the weapon itself + dementonite, in order to increase its quality.
Merchant values for all weapons and ammo are based on the materials used rather than arbitrary amounts. Generally speaking, the more expensive ammo is, the more powerful it is.
Weapons have been added to Talents where I thought appropriate. Gauss is a Machinist weapon, and Lasers are Engineer weapons. Portable Autocannon is a Security capstone weapon. All weapons can be purchased at high enough Difficulty Levels, and some capstone weapons are locked behind Faction standing limits.
Crafting recipies are generally consistent, with the same type of ammunition requiring the same materials. Larger amounts and caliber of ammunition require larger amounts of materials, resulting in higher damage or larger magazines. The most extreme is the heavy machine gun alien ammo drum which costs over 3000 Marks.
Sounds:
Most if not all sound effects have been replaced with real life sound effects mixed by myself using Audacity. For example, the Arc Emitter now sounds like an electrical transformer exploding, Laser rifles sound like lightning thunder, etc.
Compatibility:
This mod completely overrides all vanilla weapons and ammo. Anything that remotely touches vanilla ranged weapons, explosives/grenades, or the talents of armsrace, residualwaste, implacable, munitionsexpertise, warlord, rifleman, or gunsmith likely won't be very compatible.
TO DO:
Create Spreadsheet for weapons and ammo.
Create a less arbitrary weapon skill requirement system for weapons based on something consistent, like fire rate, weapon type, and number of hands to wield.
Add variant ammunition for the bolt action Rifle.
Considering modifying the Flamer and Acid Rounds/Grenades.
Interested in making explosion damage change depending if underwater or not, rather than only outside the submarine. I may have to look into the Real Sonar mod for examples.
Considering adding probability damage to emulate "critical hits."
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.