Barotrauma

Barotrauma

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Shock Ranger Armor
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2.329 MB
8 Sep, 2024 @ 5:31pm
15 Feb @ 2:41pm
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Shock Ranger Armor

Description
The product of decades of research and development by some of the greatest weapons engineers and whiteboard visionaries, comes the Shock Ranger Corps armor set, now available in select military surplus vendors across Europa.

This mod has been in the works for a few weeks, but due to popular demand, I decided to polish it up in a decent state to be published to the workshop! It should be compatible with any mods (except those that change character models since the sprites aren't made for that) because there are no overrides.

Standard Hard Shell

The standard Hard Shell suit and its helmet is the base model for all of the class-specific armors. It sports great protection, but lacks much of the utility that comes with specialization.

Archon

The Archon suit is the Captain variety of the Shock Ranger armors, with a similarly high level of durability and a substantial boost to helm skill, alongside a weapon holster. +15 Helm

Gunner

The Gunner suit is the specialized armor set for Security Officers. The armor and its special hardcase comes with ammo storage and a large weapon holster at the expense of general storage, +15 Weapons

Field Engineer

The Field Engineer suit offers greater utility than most other models, with two slots for tools and a fuel rod pouch, which may prove useful for beacon station maintenance or general submarine use. +15 Electrical

Artificer

The Artificer suit is similar to the Field Engineer suit but provides significantly greater protection against ballast flora burns and sports a welding fuel pouch for on-the-go refueling. +15 Mechanical

Corpsman

The Corpsman suit is a specialized combat medic suit with increased medical storage and a hardcase with a syringe gun holster. It can also share oxygen by grabbing a teammate, which can be useful when recovering a buddy who ran out of oxygen.

Cadet

to-be-added

Kearsarge

A precursor to the Gunner BDU with a clunkier but more armored design, compromising mobility and storage for ballistic protection.

Apostle

to-be-added

Joker

to-be-added

Basilisk Exosuit

An extremely resistant powered exosuit which chugs fuel but provides excellent combat protection.

As always, please post any bug reports or general feedback in the comments. I hope you enjoy my mod! :D
140 Comments
Jack Kellar 2 Oct @ 7:25am 
All of these are pressure resistant right?

Maybe a patch for Immersive Diving Gear is something to look into?
ZOLOMAXXING 30 Sep @ 5:16pm 
Might be my modpack if anything really, so there are overrides for nuclear emission
snark  [author] 30 Sep @ 12:03pm 
that's pretty weird, i don't really know. it was working when i last tested it, i'll take a look when i get my modding tools setup (new OS)
ZOLOMAXXING 26 Sep @ 5:47pm 
Error when doing nuclear stuff from this mod.
Error in StatusEffect config - item prefab with the identifier "nuclearfallouremitter" not found.
how do i fix that, overrides?
snark  [author] 19 Sep @ 7:21pm 
@LolzosGr i used it with all of those so it should be fine. it doesn't conflict with any other mods as far as i know since it uses all vanilla damage and resistance values
snark  [author] 19 Sep @ 7:21pm 
@樱落雾都 i'll look into that fix
snark  [author] 19 Sep @ 7:20pm 
@LoneUnit damn it, i swear i did the necessary fiddling to keep AI from doing that. i'll look into fixing this at some point, i recently swapped operating systems so i'd have to set back up my modding environment
LoizosGr 27 Aug @ 5:27am 
Is this mod compatible with neurotrauma, enhanced armaments, guns enhanced and animated arms? Will they appear on vendors as intended and will the oxygen quirk of the medical armor work? And if it is should i put it above barotramatic and neuro and dynamic Europa?
GFRL | Reff | LORD 27 Aug @ 3:16am 
база
樱落雾都 2 Aug @ 1:49am 
AI Behavior Issue with the Shock Ranger Corps Armor Set
Great work on the Shock Ranger Corps armor set — the design is excellent! However, there's a problem with how the AI interacts with it.
Currently, the AI treats the armor suit as a diving suit, so they insert oxygen tanks into the suit. But the armor suit doesn't consume oxygen, and the helmet isn't recognized as a valid container for oxygen tanks either. As a result, bots eventually run out of oxygen and suffocate.
To fix this, I recommend either:
Making the armor suit itself consume oxygen like a diving suit,
or
Configuring the helmet to function like a diving mask, so the AI can place oxygen tanks in it.
This would make the armor set more AI-friendly and prevent accidental deaths during bot-controlled missions.
looking forward to updates!