Barotrauma
Iron Coffin Exosuit
48 comentarios
Havel L. Krik 31 OCT a las 23:38 
For the safety toggle, could I request that the inputs be reversed so that when the box says "safety on," it is on?
Doom 31 OCT a las 18:41 
That is fair reasoing, however bare in mind most of the enemies one faces are creatures rather than humans and by the time one gets the suit they likely have an hmg and exo suit already.
Maybe to balance the two make them different in some way? Separatist one can breathe if there's oxygen in the hull but the coalition always needs air from a tank, maybe make the coalition one slower, so on and so on.

In conclussion.. what If I asked please? :steamhappy:

If you don't have plans to make it free to build again or a coalition version that's absolutely fine though, just loved the suit but it's a shame that it's locked behind separatists
Patriots1007  [autor] 30 OCT a las 13:13 
Never! Stay away from my suit!

In all reality, I don't see this as being balanced. The reason why I have this as a separatist suit is because a separatist playthrough involves MUCH more human combat, since a majority of outposts you visit are not friendly, therefore you need to have an edge in combat in order to compensate for your lack of allies.

If this were to be usable by the coalition, it would be a bit overkill since you only need to fight enemy humans every mission or three even in late game. Which would make fighting the separatists a joke, considering how much time you have to prepare in between skirmishes. And not a haha funny honkmother kind. Just way too easy.
Doom 29 OCT a las 12:33 
Can't believe I have to side with the separatist scum to use the suit :steamsad:
Coalition version when? :captainsmooth:
Patriots1007  [autor] 17 SEP a las 10:55 
As of now, the prior statement is no longer true. The suit now requires a blueprint to craft, obtainable through Separatist reputation.
Patriots1007  [autor] 9 SEP a las 14:29 
Implacable, as said in the mod description.
MrMeatSweats 8 SEP a las 6:05 
This may be dumb but how do i get recipe?
Patriots1007  [autor] 26 AGO a las 18:13 
I intend to keep the suit mech-shaped for now, I may consider it in the future tho.
Bonekell 26 AGO a las 17:42 
Ever thought of using the SGT. Shorty's exo suit retexture? I think it might go perfectly with this mod if you get his permission
Patriots1007  [autor] 25 AGO a las 22:46 
Next up on the list of convenient items I'm adding to this mod: A multitool for the exo, able to function as a welder, cutter and flamer all in one! It's already done, I'll just post when I get a minute.
Howwll 25 AGO a las 2:14 
Works like a charm Thank you c:
Howwll 25 AGO a las 1:33 
Ty i'll check it out after work <3
Patriots1007  [autor] 24 AGO a las 17:28 
Thanks for letting me know, apparently I don't know how to check my own syntax before posting. Patch out in five minutes.
Howwll 24 AGO a las 16:37 
Anyway after i modified these lines the mod will apply and launch without problems but if i close the game and restart it, the game understands that the HASH is different because i modified the xml file so i can't apply it again. Hope i am not the only one that has this problem, cause the mod is really cool and i'm using it a lot :winter2019happydog:
Howwll 24 AGO a las 16:36 
Downloaded the new update today, and the game would not apply the mod cause in the file "Enhanced Armaments rockets.xml" the line "description=" is duplicated and the game doesn't like this thing, for example at line 3 you can find { indentifier="scp_rpg7" description="" } and then at the end of the line After { scale="0.53" } you find again { description="A heavy duty rocket launcher, often carried by someone in an Exosuit."}, i modified the xml removed the last one and put the description in the one after the { indentifier="scp_rpg7"} done it for some others too because there where more duplicates at line 137 and 184 if i remember correctly,
Patriots1007  [autor] 23 AGO a las 11:03 
Folks, I think I'm gonna throw a modified version of the enhanced armaments rocket launcher into this mod to make it so the suit has an alternate form of artillery, hopefully it serves more as a crowd clearing/destruction weapon compared to the machine gun's single target DPS? We'll see what happens, maybe it'll just end up being a 40mm grenade compatibility with the main gun.
Patriots1007  [autor] 20 AGO a las 7:41 
I mean if you wanted a dreadnought I could add an effect where the user can't take it off until the person wearing it is dead, and just repost that?
Delta29 20 AGO a las 5:48 
nah this more like a Dreadnought from 40k
BONaPArTe 20 AGO a las 2:19 
EARTH IS SILENT.
BIOMASS IS FUEL.
EUROPA IS FULL.
Havel L. Krik 18 AGO a las 5:03 
Sh*t, I thought it could be "fooled" into keeping a solid bar.
Patriots1007  [autor] 18 AGO a las 5:01 
It would be unneccesarily fast and create excess lag. The more checks per second, the more of an impact it may have on performance.
Havel L. Krik 18 AGO a las 5:00 
What would happen if you set the interval to 0.01?
Havel L. Krik 18 AGO a las 4:40 
Sweet & thank you.
Patriots1007  [autor] 18 AGO a las 4:16 
Patched.
Patriots1007  [autor] 18 AGO a las 4:13 
Ah, I see your issue now. Under normal circumstances that wouldn't seen to be a huge issue, but I can definitely just cut the interval down so it doesn't really have this issue. One moment.
Havel L. Krik 18 AGO a las 4:09 
I was using a mod that allows all classes to use any talent, plus re-adding old talents that were removed, but the vanilla talents are: Swole, Example of Health... gosh, there's not a lot of vanilla health increases.
Patriots1007  [autor] 18 AGO a las 3:59 
I'll check it out for myself in a minute. Could you tell me what you used to increase your health in the meantime?
Havel L. Krik 18 AGO a las 3:56 
Wait, no.
The Affliction is not affecting my Health, my Health is affecting the Affliction when viewed from the Health UI. So if anything, getting your Health decreased would (should) increase the length of the status bar, or reduce the rate at which it drains then refreshes.
But with all that said, if this is a visual error, and the effect is working as intended, then we're good.
Havel L. Krik 18 AGO a las 3:50 
Hmmm... I wouldn't know a vanilla way to get your HP reduced (maybe a tainted gene).
Patriots1007  [autor] 18 AGO a las 3:47 
I don't think the affliction should effect your health. The only thing the Life Support affliction does is make it so you don't lose consciousness when you go below 0 health. So if whatever you used decreased your minimum health as a result, then that may be the answer.
Havel L. Krik 18 AGO a las 3:39 
Well darn, I had a feeling that would be the case.
As for the diminishing effect, I just increased my health and that reduced the length of the status bar to almost being non-existent.
I don't know if it affects the affliction. It just didn't look right to me.
Patriots1007  [autor] 18 AGO a las 3:26 
Sadly, no. It wouldn't be possible, because the only way to get it to stop fluctuating would be to remove it's strengthchange value, meaning it would stay once the suit is removed.

As for the diminishing effect, can you specify what exactly you're using the suit with/for? The affliction just stops you from going down when below 0 health. If you have more health the affliction becomes less important, which sorta makes sense?
Havel L. Krik 18 AGO a las 3:04 
I wouldn't necessarily want the status to be hidden, but if possible, could it be made to be non-fluctuating and non-diminishing when Vitality is increased?
I like that there's a status effect is shown when wearing the suit.
As for the Abyss Monsters, I agree.
Patriots1007  [autor] 18 AGO a las 1:47 
The reason why the suit survives abyss creatures so effectively, in my belief is the damageprobability system. Like the vanilla exosuit, the Iron Coffin has a 50% chance to not take bite wounds whenever it receives damage. This means that the exact same feat is possible for a diver wearing a normal exosuit.
And I actually did end up trying with both the latcher and endworm as well! They will both kill you rather quickly compared to the Charybdis.
The charybdis has a slow wind up, usually charging for each attack. You're only facing one 50/50 to not take damage here.

The latcher stops and starts consistently biting you until you die, making it the most dangerous enemy to face out of everything here.The Endworm is in a middle ground, being basically impossible to kill and giving you extremely high bleed with each attack.
Patriots1007  [autor] 18 AGO a las 1:41 
Hey Havel, thanks for the notes. Life support currently functions the exact same way as the Recoil Stabilized Affliction, which is hidden by default as it isn't needed. I added a description and made it visible to add some flair, but I understand if seeing the life support gauge constantly filling and emptying is annoying. Depending on what the populace says, I'd be open to hiding it.
Havel L. Krik 18 AGO a las 0:39 
Quick report, the Life Support infinitely loses and regains strength. Also, having high vitality seems to be reducing the strength of Life Support.
Havel L. Krik 18 AGO a las 0:11 
I pressed the 'drop held item' (Z bind) to drop my riot shield and I dropped the suit. Nothing round ending.

For the fight against the Charybdis fight, the default Exo-suit is also sufficient protection. I think the devs did something to that monster because all it does is thrash you about. I would try against the Latcher or Endworm as a proper test of Abyssal Protection. I might try it.
Patriots1007  [autor] 17 AGO a las 21:03 
also, if I remember I plan on adding descriptions to the new melee weapons tomorrow, so expect at least one or two more updates. I may tweak the damage probability stat for bite wounds, because in testing I was able to successfully 1v1 a charybdis in open water, succeeding the 50/50 to take no damage 5 times out of the six times it grabbed me. I wouldn't say its a strategy since I was effectively gambling, but you absolutely shouldn't be able to survive a fight against an abyss creature, even with a suit as strong as the one I built.
Patriots1007  [autor] 17 AGO a las 21:00 
yeah, I'd assume it works that way for the same reason I can't put smallitem into the containable tags. You're technically also holding the suit in your hands, so it tries to function like a storage container. so yeah, drop held item would drop the suit
Patriots1007  [autor] 17 AGO a las 20:59 
oh god, I wonder how you found that out
Havel L. Krik 17 AGO a las 20:15 
PSA: If you have the 'drop held item' key bound, you will drop your suit on the ground.
Patriots1007  [autor] 17 AGO a las 19:12 
I'd like to publically ask the chat for feedback: Should there be a blood pack alternative recipe to biofuel? So that way both forms of blood can be used?
Patriots1007  [autor] 17 AGO a las 17:20 
A little cheaty tip for those who don't care about being cheesy, you can hold a rifle scope in your other hand to increase camera range, and use the commando talent to become very accurate :)
Glitch Lord 17 AGO a las 6:07 
G U T T E R M A N
Havel L. Krik 17 AGO a las 2:37 
Oh, I need to try this.
MuteBeaver 16 AGO a las 18:10 
The only right suit for the Enforcers on The Rat King!
Tem黄 15 AGO a las 21:29 
yes i just need this to shot my friends' head
DiverHell 14 AGO a las 4:04 
♥♥♥♥♥♥♥♥♥ of the rat king we need this