Barotrauma

Barotrauma

EK Turret Vanilla Rework
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Update: 26 Sep @ 4:29am

small balance pass and adjustment tweaks

hybrid launcher sprite much darker in line with rotary cannon and chaingun sprites art style

Update: 25 Sep @ 1:10pm

Autocannon ammo now automatically ejects the enbloc clip on empty!

Railgun Half Shell fixes like vanilla railgun shells

Bots do not put empty magazines back in gun loaders!

New weapon Hybrid Launcher a combination coilgun, SSL and Autocannon in the heavy slot. A slightly outdated early Europan weapon using a Gauss armature to slingshot oxygen powered micro torpedo ammo like a low power/velocity railgun from standardized 20 round boxes which drop out like autocannon boxes.

Kinetic hits a large amount of soft targets but struggles against structure

Penetrator is a much improved and more costly round with enhanced damage and better performance against structure/submarines

Breaker tandem reactive warhead blows open armor on impact then scatters a mass of shrapnel inside the hull/wound

Capcitor charged by the gauss armature and possible due to the low velcoity these hot rounds scythe through creatures with a heavy electrical charge, thermal damage and light emp effect. They shatter into a shock effect on solid structure with a small emp pop.

Update: 21 Sep @ 3:05am

fixed issue where bots could grab shells out of the half shells hidden inventory leaving a potentially empty half shells container that won't fire correctly.

Update: 17 Sep @ 2:48pm

Railgun half shell changes to go with vaniller

Flak Halfshells slightly buffed, still really good but more on par with the new half shell/railgun shell changes.

Should no longer burst early, odd code issue was causing this, they should also impact detonate properly if target is extremely close before the shell arms instead of 0.4 after firing regardless

Update: 14 Jul @ 4:29pm

hotfix, for damage fall off on half flak shells and larger radius of SSL 20mm explosive rounds.

Update: 14 Jul @ 1:55pm

Legacy code on loaders appears to have broken or been incorrectly functioning for the SSL Double Loader and Ammo boxes.

Effectively it was pulling ammo from one box per shot but causing condition to deplete at an incorrect rate getting roughly 32 shots per box when its supposed to be 90 for standard and piercing but only 54 for the high explosive

SSL Small and Heavy loader back to a single box.

Update: 9 Jul @ 4:44pm

Fixed issue with Light Cannon/Swivel Gun piercing ammo.

Vortex Cannon should be much more effective as a heavy slot weapon with its standard and new new fulg ammo box.

Slight tweaks to some of the weapon damage due to poor performance or other issues.

Due to confusion all guns have been once again renamed and sorted better.

Light Cannon and Rotary Cannon use Light Cannon ammo, formerly Swivel gun and Rotary Gun, yarrr

Large Autocannon denotes it is a Large slot weapon

Small SSL and Large SSL denote slot size.

The small slot heavy/large SSL is now SSL Torpedo Launcher and all of its rounds have been renamed SSL ROUNDTYPE Torpedo to denote that they are for this weapon.

If Light Cannon and Autocannon are too confusing I dunno what to tell you.

Update: 2 Jul @ 8:08am

small fixes for the vortex cannon and slight adjustments

Update: 14 Jun @ 8:11am

small adjustments across the weapon types

Vortex Cannon should be more responsive against smaller targets and continues its high soft target damage.

New Plasma Pulse ammo for vortex cannon injects fulgurium into the vortex chamber causing a momentarily longer plasma reaction and much higher tempature before being expelled similar to a solar storm. Radiation and damaging EMP and the heat shock causes more damage to subs. Deadly to husks but less intense ripping damage than the standard ammo due to more of the vortex being emitted as radiation.

Update: 5 Jun @ 1:39pm