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Easily reinstalled
Sidenote, the autocannon ammunition boxes are used to 0%, but that's still above the complete lack of durability that say, a vanilla pulse laser box can get to. So, I noticed my bots will reload the same 0% box into the loader repeatedly.
Curious if anyone else is seeing this
Railgun half shells updated to vanilla changes.
SSL Torpedos buffed to be better and more on par with railgun changes, big shrapnel here.
Autocannons and new Hybrid Launcher dump magazines from loader on empty.
Some changes and fixes to Autocannon and SSL rounds.
New Weapon Hybrid Launcher an amalgam of several different early Europan weapon technologies combined into one argueably dated platform. Fire from 20 round standarized boxes like an autocannon. Uses a gauss armature to magnetically accelerate a oxygen powered micro torpedo at low velocity, however these heavy projectiles do a lot of damage as they plow through enemies like a low velocity rail gun, standard kinetic rounds however are not as effective against structure though they produce large amounts of spalling.
Thanks again, update is live.
I wish I could provide more details but I can't even replicate it consistently... the only method I found was to go into sub editor (any sub with a railgun); removing any other available ammo from the loader and racks; spawn in or craft 2 or 3 halfshell clips (no more); drop them in the floor; order a bot to load ammo and then you should be unable to fire these "fake" clips
Possibly a plasma shock bubble that leans in on the collapsing intense bubble to cause a more heated electromagnetic pulse that has mild shorting out near the hull for pirate subs but also hits machines harder with machine specific internal damage and the burn bypasses armor on most creatures and especially husks.
Current implementation of the turrets so far as I've used in my current run is really good. It would also be nice to see 1 alternative ammo option for the Vortex cannon if at all possible. Maybe a much more resource costly energy cell with more limited ammo/charges but that produces a larger concussive blast with more damage to armored targets? Or somehow creates an inverse cavitation bubble that sucks enemies to the center and mangles them.
Heavy SSL rockets 15% more damage and slightly more buoyant for flatter shooting.
Its DP is that unlike traditional HE shells is that via its dart tip it is able to partially penetrate and do damage to armored targets rather than the lighter damage of flak or other small explosive rounds
I wanted to share some thoughts on the munitions types:
APHE: This is a round with explosive content that detonates after penetration. It's designed to penetrate an armored target and damage people and systems inside by exploding while within the target.
HEDP: High-Explosive Dual-Purpose rounds are a bit different. They have an explosive component that can kill unarmored targets and also shoot out a jet of copper to penetrate armor. They function similarly to HEAT rounds with fragmentation liners. HEAT rounds have a cone-shaped copper liner focused into a kinetic energy beam for penetration. They don't rely on speed, making them effective even in slower projectiles like rockets and grenades. In the mod, the HEDP SSL rounds have APHE capabilities, which they should not typically have.
I hope this feedback is helpful. Thank you again for all your hard work!
Added Rare wreck ammo HEFC Light Gun ammo it can hit 2 targets and explodes but it has a short impact fuse after any impact and a small HE bursting charge, does roughly 50% more damage per shot than standard piercing ammo though slightly less armor penetration on the main impact hits. good performance against all targets.
The gun fires 3 shots to the normal coils 4 using the same amount of energy per second. However it has 17% more damage which with a normal coilgun is 10 per hit with 2000 damage per box of ammo, the aftermarket coilgun instead does a respectable 11.7 a hit for 2340 total damage but it does 35.1 damage per second vs 40 of a standard, though its higher velocity makes it easier to hit.
Its pretty close for more damage in the log run though that 5 extra DPS does add up. I am considering moving the needle from 3 shots to 2.5 shots a second making the damage per second gap more stark possibly upping the capacitor as well so it really earns that extra damage at a lower rate
Aftermarket coilgun has been pegged to 33.5% more power use with the 3 shots per seconds vs 4 per second of the normal coilgun so it uses roughly the same amount of power at a slower fire rate, with the shots doing a bit more damage and much high velocity.
Got this error while in the sub editor... anything to worry about?
So going forward there is going to be some new rare wreck ammo and first out the gate is the new dissolver acid round for the Large SSL, this experimental 100m rocket was considered too dangerous to produce and now the only place they are found is in abandoned ammo caches, each contains a viscous slowly dissolving gel that corrodes armor and slows enemies moving through the resultant cloud.
Each of the standard vanilla turrets will be getting at least one rare ammo type that you can either utilize or sell at the next station for a decent amount.
Speaking of the 'Large SSL' and it's ammo, I think it would be cool if you could load some additional propellant into the rockets to get them some extra speed. A nice little treat for those who went the extra mile to make a salt or potassium farm on their sub.
This mod was designed purely to get classic EK_Gunnery style turrets back into modern Barotrauma by trying to make them closer to the vanilla turrets and utilize the split between small and big slots that did not exist when EK_Gunnery was last updated. As well normalized sight ranges and far less ammo types.