Barotrauma

Barotrauma

Enhanced Armaments
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Update: Apr 19 @ 6:30pm

Changed:

- Oppressor Heavy Pistol now can sport a weapon light, and is now mountable.

- Mag-Fed Shotshells now match their standard counterparts.

- Renegade Combat Shotgun firing speed increased.

- Renegade Heavy / Submachine Gun Resprited
(Uzi may come back at a later date as a Vintage, and maybe a little more micro.)

Update: Apr 17 @ 12:44pm

Fixed:

- Suits and masks now do not consume oxygen when they're worn by mariners that do not need to breathe.

Update: Apr 14 @ 11:44am

Changed:

- Renegade Oppressor Assault Rifle magazines now stack to 3 in the inventory, and uses common propellant instead of flash powder.

Update: Apr 12 @ 6:45pm

Added:

- Spec-Ops Disembark Perks, giving you one set of the Heavy and Light of the respective faction, and both weapons common on them with a combat load each. Doesn't scale with player count.

Changed:

- Sprite changes and fixes, most ammunition cleaned up, and some prototype weapons resprited.

Update: Apr 7 @ 12:55pm

Changed:

- Painkillers are no longer a slow-release morphine, instead build up to a +50 vitality, giving temporary health to help manage existing injuries or resist new ones. Recipe and Spawn rates were also adjusted.

- Acid and Incendium grenades stack sizes reduced, parenting off of stun grenades.

Update: Apr 6 @ 9:54am

Changed:

- Higher Grade and Caliber munitions require Nitroglycerin as a propellant, like Oppressor, Anti-Material, and Durasteel.
(Disclaimer: Doesn't make them unstable.)

- Veteran's Double Barrel Shotgun holdpos adjusted.

- Some sprite fixes and changes.

Update: Apr 3 @ 1:36pm

Changed:

- AR and SMG magazine stack sizes have been readjusted, with the former having less, and latter having more. You can now have a pouch with more SMG mags than AR, as it would make the most sense.

Update: Apr 1 @ 1:37pm

Changes:

- Fixes to some diving suits not having deep tissue resistance

- Basic CBRN suits having lower burn and combat-based resistances

- Marksman-grade weapons now benefit from the Rifleman perk.

Update: Mar 31 @ 2:32pm

More ammo economy changes!

Changed:

- Most specialty ammunition doesn't require the normal in crafting, instead having a decent cost makeup.

- Revolver Rounds from Surplus to Light Hand Cannon are a little less expensive, and fabricate in larger volumes.

Fixed:

- You cannot use gauge sets for magazine manufacturing anymore. If you used this bug without notifying me of it, you are greedy and selfish.

Update: Mar 30 @ 9:39am

Fixes:

- Some weapons had improper or missing hints