Barotrauma 潜渊症

Barotrauma 潜渊症

Enhanced Armaments
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更新于:12 月 1 日 下午 2:32
作者:SGT. Shorty

Added:

- Disembark Perks for EHA's Turrets, with them now split into Large/Small slot distinctions as well.

Changed:

- Bandit Leaders no longer spawn with Experimental Weapons, instead with Renegade AR/Carbines.

更新于:11 月 28 日 上午 11:49
作者:SGT. Shorty

Added:

- Machine Gun Duplex Ammo, a findable that can only be reloaded. Fires two rounds in a single shot.

Changed:

- Tau Cannon now requires Recipe, which is either found or bought expensively mid-game.

- Tau Ammunition changed, now giving each cell 2 additional shots, and Fulgurium was changed to Volatile.

- USB stick have a chance of spawning more often in later difficulties.

- Pistol Magazines, Including Oppressor, now stack to 5 in the pocket. Crafting now expanded to 5 per cycle, Specialty excluded. Pistols phase-out early, so this is to help.

- 9x19 Pistol and SMG magazines had their capacity increased.

更新于:11 月 25 日 上午 11:49
作者:SGT. Shorty

Fixed:

- Renegade Plate Carrier now retains pockets when taken off.

更新于:11 月 21 日 下午 2:07
作者:SGT. Shorty

Added:

- More MG-Related Turrets;

* Rotary Machine Gun, a higher Rate-of-Fire option for Small-slot, though at a higher power demand and lower accuracy.
* Heavy Rotary Machine Gun, new Large-Slot option, and spews at a blistering 3,000 RPM, though it eats through power, and has volume-through-fire accuracy. Given Dual-Feed Loader to reduce breaks for reloads.

Changed:

- Machine Gun Turrets use less power, require less skill, and had their ammunition overhaul'd, now firing in Hitscan.

- Experimental Combat Shotgun has a different firemode, a wind-up firerate with decreasing accuracy, letting you shoot accurately like a Pump-Action, or spray away like a Combat model.

- Chemical Weapons now emit more clouds, increasing damage rate and spread across a room.

- PvP Crates got a new balance pass, less contents, but are added to your inventory shortly after pick-up, making it a lot more spontaneous.

- Uniforms now have no pockets when not equipped, similar to Pockets For All by Draconis.

更新于:11 月 8 日 上午 7:12
作者:SGT. Shorty

Woo yeah, late-as-hell update.
Changed:

- Campaign Rebalance
  • Starting Loadouts for PvE/Campaign have been turned Vanilla-Adjacent, making respawns less of a resupply.
  • Removed excessive loadouts, instead incorporating them into the existing ones where applicable.
  • Campaign Sub default armamaents reduced to vanilla levels. Welcome to the arms race LATE.

- Ammunition Fabrication Costs Adjusted, usually to the lower end, meaning it's usually cheaper to fabricate your own ammo over buying it.

- Melee Weapons now have a Quality modifier.

- First Aid Kits have more charges, but less healing, and their recipe has been changed.

- Only the normal Nuclear Shell can be used to make the Advanced Warheads.

Fixed:

- Some items returning more than what was crafted for them.

更新于:9 月 30 日 下午 2:33
作者:SGT. Shorty

Changed:

- Surplus SMG now has additional Laceration damage.


Fixed:

- Some Suit/Uniform recipies requiring or deconstructing into too many resources.

更新于:9 月 19 日 下午 12:10
作者:SGT. Shorty

Fixed:

- Syringe Guns now function properly

- Autoinjectors no longer have the "syringe" tag, only new ones will have the tags removed in a campaign.

更新于:9 月 13 日 上午 7:49
作者:Micheny

Resprited various weapons and changed Service Revolver & Light Hand Cannon AP rounds to DU rounds, also nerfed Irradiator shell a smidge.

更新于:8 月 21 日 下午 7:21
作者:SGT. Shorty

Should be running okay now.

Changed:

- Portable Fabricators now have a designated socket to put crates without blocking recipes.

更新于:8 月 20 日 下午 2:14
作者:SGT. Shorty

Let's try this again.

Changed:

- See Previous Changelog