Barotrauma 潜渊症

Barotrauma 潜渊症

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RRR Armaments
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35.232 MB
2024 年 9 月 9 日 上午 6:57
9 月 17 日 上午 7:39
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RRR Armaments

描述
Development halted until I regain interest in the game



Mod load order:

(Any EHA patches and RRRA addons)
RRR Armaments
Enhanced Armaments Fuel for the Fire Expansion
Enhanced Armaments
Baroverhaul/Baroverhaul Classic (If you're using it)

Please try to load these as far up in your mod load order as you can, putting any mods that override vanilla weapons will mess with this mods balance and some statistics may become inaccurate and/or broken

What does this mod do?

Adds compatibility for baroverhaul/baroverhaul classic talents to make sure EHA weapons properly benefit from talent damage buffs (No, vanilla EHA doesn't have a patch for damage bonuses for most of their guns)
Removes underbarrel grenade launchers in favor of hotkey reloading and higher damage weapons intead of sidegrades with UBGLs.
TL;DR restored content, faction-exclusive guns, rebalanced weapons & endgame, basic weapon stats included in description of most guns, helmet lights and night vision goggles, equipment upgrades, a couple of new guns.

Restored and new content

A good deal of cut content was restored (or implemented from scratch if it never made the cut)

Faction Specific Equipment

Coalition exclusive veteran's rifle has returned! Along with 3 additional coalition guns & 1 separatist multi-caliber LMG


For global darkness enjoyers

Almost all mid-tier+ helmets now have their own battery slots to power their helmet lights along with night vision goggles and an nvg helmet.

Equipment Upgrades

You can now upgrade your diving suits and a couple EA items here (more upgrade variants on the way, leave a suggestion if you'd like!)

Sidearm Expansion

Some guns have been converted from being 2-handed into 1-handed and can now be used either as a sidearm for neurotrauma or be dual wielded as primary weapons.
Some of the new one-handed firearms include: Deagle, Service revolver, Aftermarket Service Revolver, Renegade SMG, Renegade Heavy SMG and some others i probably forgot about

Need a light?

A lot of firearms that were missing flashlights were given either a flashlight slot or a taclight so no more complaining about fielding a flashlightless precision rifle in a mudraptor cave :]

Make more informed decisions

Almost* all weapons and projectiles from EHA now have some additional stats in their descriptions to help you understand more about the guns themselves before buying/fabricating them.

Magazine crafting and recycling changes

Many magazine types have had their recycling recipes made more sensible mathematically (no more wasting more powder to recycle than fabricate) or cheaper in general.
Holding onto empty mags is very important if you want to waste less materials!

9mm magazines also had their damage reduced by around 20% but their fabrication cost is also down around 30% so theyre now by far the most available and cheapest option to field in the early game.

New propellant type

High quality gunpowder is now required to make most high performance cartridges (think high-end durasteel cartridges, .50 BMG, assault revolver cartridges etc.).
High quality gunpowder can be crafted at the fabricator or refined at a chemical refinery by using ignis latex and flash powder.

And that's about it, send me any bug reports you might have.
244 条留言
booper02 10 月 3 日 下午 10:38 
considering theres now an official patch for it, and that it seems more appropriate to be left to personal taste, should the helmets for the protectorate and marauder helmets be left as they normally are, and instead just let that patch fill that role
BaskinTimi 9 月 17 日 下午 1:59 
also this is technically the main EArmaments mod issue but Coalition combat fatiuges give more materials when you deconscruct compared to Coalition Fragmantetion suit,
The funny part is that Combat fatigues are literally one of the crafting items for Frag suit xD
so a down tier item gives more tools on deconscruct than the high tier item which is funny asf
Destroyer1104  [作者] 9 月 17 日 上午 7:40 
Should be fixed in newest update
BaskinTimi 9 月 17 日 上午 6:27 
You seem to have changed the elite weapon spawns but Infiltrator covert assault rifle is still not on the shop :D,I even visited a military outpost and gun trader had every other weapon except the Infiltrator covert assault rifle
(Like vanguard oppressor assault rifle,Infiltrator oppressor battle rifle,all the vanguard and infitrator armor sets etc.)
It makes me sad because i am craving for that weapon
BaskinTimi 9 月 7 日 下午 3:33 
Basically Infiltrator Covert assault rifle is not available at all on shops,literally not visible,but its magazines are buyable,and also the Coalition counterpart of it(The veteran SMG) is buyable too with magazines
Destroyer1104  [作者] 9 月 7 日 下午 3:04 
They can be crafted by anyone instead of being a talent locked recipe
ALICE 9 月 7 日 下午 3:02 
In the original game, the security officer class has a perk for crafting shotgun shells, but when you enable this mod, does it disappear or can it be crafted somewhere separately? Sorry for my bad English
Destroyer1104  [作者] 9 月 7 日 下午 2:19 
Could you please elaborate a bit more on the issue you're having? I won't be able to work on it until the end of the week so if I could get a bit more info by then that'd be great
BaskinTimi 9 月 7 日 上午 5:49 
There is a bug or you forgot to include the covert infiltrator assault rifle for the Seperatist traders
Meanwhile their magazines are buyable and their counterpart,The coalition veteran SMG and their magazines are is basically available all the time
filya 8 月 16 日 上午 4:07 
thank you