Barotrauma

Barotrauma

Baroverhaul - Classic
Violet 🐕  [kehittäjä] 3.6.2024 klo 1.36
Balancing Suggestions
There are a lot of new talents and items in this mod, and while I tried my best to make sure things were on par with vanilla items and talents, vanilla balance is also pretty questionable, with some talents being insanely strong and some never picked because of how bad they are. It's hard to balance everything perfectly when I'm a one-person operation, so any and all feedback on specific or overall balance suggestions is greatly appreciated. I'll make changes if there's a consensus that anything needs changing.
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I'd like to suggest nerfing the phaser, It's a really powerful instant stun weapon when directly compared to the other vanilla stunning item that requires fulgurium, the fulgurium stun darts.
Violet 🐕  [kehittäjä] 12.6.2024 klo 13.47 
@General_JOE That's a good point. I thought it might be too weak personally because the stun doesn't last terribly long unless you keep shooting, and it's costly to make the ammo. I was partially comparing it to like the arc emitter to which is a really powerful stun and I thought it was a bit of a less cost-effective option. I can nerf it though if it is overperforming.
Violet 🐕  [kehittäjä] 12.6.2024 klo 13.48 
When I do abandoned outpost missions with my partner and they bring the arc emitter, it always feels so easy to incapacitate everyone and takes prisoners
I'm playing a campaign with your mod so I'll likely have a lot of feedback lol. The only other thing we've experienced so far is that the talent "Do you feel lucky?" might be a bit OP. With the buff, a clown used a suspicious revolver to literally oneshot the captain. Just seems a bit much for a gun that has functionally infinite ammo.
I've since realized that with the talent it appears to do the same damage as a normal revolver? Still, it's a gun that has infinite ammo. Also, you should think about it in the context of clowns using it to mess around (i.e. the one that shot our captain)
Violet 🐕  [kehittäjä] 12.6.2024 klo 21.25 
Thank you for your feedback. Often times when I make things they start out too weak and then testers either think it needs a buff or I worry nobody will use it and it will be pointless if it's too weak so it's a fine line to make it interesting, useful, or fun. I appreciate the feedback very much. I will make some adjustments to the talent. As for the revolver, it does the same damage as the revolver by default and, has a 1/12 chance to shoot a real bullet. My intention was for it to be semi-viable as a weapon for a clown who loves to gamble, but it may be better as a novelty item and not something that may be OP.
Violet 🐕  [kehittäjä] 12.6.2024 klo 21.26 
When testing it my friend was trying to use two suspicious revolvers and tackle a bandit outpost in Dynamic Europa and it didn't go well so I thought it was fine and just a fun item, but the one-shot potential may be too much.
I think it having the same damage as a revolver is fine if it actually consumed ammo on a successful shot
I think my opinion on this may be a bit skewed though after watching our clown get lucky both times he decided to shoot the captain in the head
Zera 14.6.2024 klo 9.15 
In vanilla the Implacable talent was buffed so it can activate one time per round, regardles if you respawned
The medical doctor talent that spawns a medical book for EVERY mission completed is super OP. Our doctor managed to get 100 medical like one campaign session in
Violet 🐕  [kehittäjä] 17.6.2024 klo 21.33 
@General_JOE I could replace it with something that gives fewer skills, but I added it (and the mechanic equivalent, "Manual Labor") because they added back a talent that awarded books to Security
AngeL 21.6.2024 klo 21.02 
Would be great to have the ability to make the grenade launcher for security, Since it's really difficult to find a high quality one. Also maybe a talent that grants a 20% to 25% chance of crafting double 40mm.
Violet 🐕  [kehittäjä] 22.6.2024 klo 4.25 
@AngeL that's a good idea, I hadn't considered, but I made the Machine Pistol craftable, I feel like the grenade launcher being craftable isn't too OP. I will probably implement it soon. I'm going to make some slight changes to Security's tree in the upcoming patch so I need to decide what I'm changing first.
I think the alien restoration device would be much more balanced if we didn't have the ability to craft alien power cells. It basically is a get out of jail free card for any hurt person and I feel like it is a bit problematic. Think it would be ok if you were only able to get its ammo from ruins and not from crafting. The laser rifle the assistant gets from the storm trooper tree has the ability to kill an endworm with one full ammo box essentially getting a portable pulsar laser. Can also clear out a full mud raptor nest. Maybe reduce mag size. The scrap cannon is super powerful with the associated perk and can one shot body armor and ballistic helmet npcs with one iron or scrap. And the gauss rifle can do the same with one electromagnetic shell costing a steel and a copper. I really love the mod, but some of the aspects just seem a little overturned. Thank you for all your effort and time you put into the mod, I really love it.
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