Barotrauma

Barotrauma

Enhanced Armaments Fuel for the Fire Expansion
382 Comments
Dilopho-Mos! 3 hours ago 
Precision rifles should make a comeback now that scopes have been incorporated into the game imo.
SGT. Shorty  [author] 30 Oct @ 2:09pm 
The Precision Rifle class was outright removed a while back, due to redundancy. Rifles like the Bolt-Action or Semi-Auto filled in the role.
Sato🎖 30 Oct @ 4:44am 
where remington model 700 8.6x70 ?
SGT. Shorty  [author] 17 Oct @ 11:35pm 
There's the Formal Complaint, if you want to be real funny.
litl 17 Oct @ 7:50pm 
Theres no way to prevent that? It just kinda sucks having to use my back slot for a big GL if I ever want to use the breaching charges.
SGT. Shorty  [author] 17 Oct @ 4:52pm 
The balancing reason was to reduce the capability of "Pirate-loading" them, as in loading your hotbar with launchers to fire them without needing to reload them during the fight.
SGT. Shorty  [author] 17 Oct @ 4:50pm 
The Compact Grenade Launchers were removed for balancing reasons.
litl 17 Oct @ 4:36pm 
What happened to the small grenade launchers? Can't find them here or in EHA.
|_| Clyax 4 Oct @ 11:36pm 
Is there a list somewhere about all the different damage values the weapons of this mod have?
SGT. Shorty  [author] 19 Sep @ 11:54am 
That's due to the Syringe Gun being overridden by EHA to prevent it from shooting autoinjectors, this will be fixed to just make (new) autoinjectors refuse to be shot by syringe guns.

They must've changed their code regarding syringe guns, as the Syringe Shotgun hasn't had a change.
Deathblade 19 Sep @ 6:52am 
The syringe shotgun along with the vanilla syringe gun wont shoot anyone know the problem?
Why are we still here 31 Aug @ 3:06pm 
Oh ♥♥♥♥, can't believe I didn't check that, thanks mate
Deathblade 31 Aug @ 6:25am 
@Why are we still here im pretty sure you craft the chemical refinery in the medical fabricator
TonyStonk 30 Aug @ 4:39am 
what you mean by less content in the vid?
Why are we still here 29 Aug @ 8:39pm 
Where do you find the chemical refinery? Can you not craft it and do you need to buy it?
SGT. Shorty  [author] 16 Aug @ 8:57pm 
Outposts in particular, with EHA there's a patch, but you may miss out on some of FFE's content if DE is mounted over it.

But if you want to pick an evil, DE's the choice for the Override. Put it above FFE & EHA, if you have the patch for EHA, put it over DE.
bdrakey1 16 Aug @ 4:48pm 
what part of this mod isnt compatible with de? should this be loaded above or below de?
Khr`ukotatel`nyj Zel`uk 16 Aug @ 6:44am 
I see. Thanks for clearing that up.
SGT. Shorty  [author] 16 Aug @ 6:23am 
It needs one, but I have no clue how to properly make one.
Khr`ukotatel`nyj Zel`uk 16 Aug @ 3:22am 
Is there plans for a Dynamic Europa compat. patch, or does it work fine with it by default?
Deathblade 15 Aug @ 7:15pm 
how do you treat devils blood?
SGT. Shorty  [author] 13 Aug @ 11:56am 
The Sedative Gas Grenade served the same purpose as the Stun Grenade, so it got turned into a Europabrew one.
[EXPENDABLES] 0 13 Aug @ 9:40am 
How do you get the sedative gas grenade? cant find a recipe or buy it
Amaris 11 Aug @ 12:37am 
Are the Black Ops weapons able to be spawned with quality modifiers (e.g. Masterwork) or are they like the Vintage weapons that are not spawned with them?
SGT. Shorty  [author] 8 Aug @ 11:22am 
Initial Cost and Rarity doesn't always justify power, as that just means there's a small hump before the entire campaign becomes easy, as the Mechanic ascends beyond mortality.

I had an "Exosuit but stronger" InDev as a test a while back, and the best shot I got of balancing it is removing it's ability to seal to pressure, and inability to hold air on it's own.

In the end, it was dictated that it would just be straight OP if someone had Husk genes.
i have an idea
should probably put in suggestions but i am too lazy to
add separate parts for each exosuit limb that all cost near endgame materials
like arms, torso, legs, head
once its finished it'll kinda be a exosuit but its slower and stronger
and to add the shoulder rifle you would have to put the exosuit in the fabricator and i guess another weapon idk
SGT. Shorty  [author] 8 Aug @ 9:48am 
The Exosuit is already very powerful, to make it any more so would be a bit of a balancing disaster.
Deathblade 8 Aug @ 12:09am 
true but a man can dream
that would be great but i don't think eha devs will add that
Deathblade 7 Aug @ 6:36pm 
Would be possible in the future for EHA or FFE to include both a new/changed exosuit an HEAVY weapons perhaps a large shoulder fired rifle? idk i just feel like itd be really cool especially if paired with the exosuit retexture mod
Starempire42 20 Jul @ 12:18pm 
Combat regalia is busted broken (It heals anything instantly for some reason) probably a bug or just needs nerfs
him
SirScoot 15 Jul @ 6:30pm 
Shorty I just wanted to thank you for giving me the ability to throw hands, the gauntlets alone are what makes my day playing baro now. Keep up the amazing Work
Antarine 12 Jul @ 7:22pm 
Hi there, it appears that having symbiosis breaks the occult combat regalia as the suit loses its rapid regen in favor of symbiosis, can you take a look at this?
SGT. Shorty  [author] 10 Jul @ 1:16pm 
@Antarine

What?

Are you talking about the Coalition Precision Marksman Rifle?
That takes Rifle Cartridges.
are you awake
Antarine 9 Jul @ 9:57pm 
What does the coalition precision assault rifle take? I tried 7.62 and 5.56 and it doesn't work
SGT. Shorty  [author] 5 Jul @ 1:58pm 
I would say it'd be alright, but would be a little crowded.
Kouhakux6 4 Jul @ 3:35pm 
if i were to put this mod into a campaign thats already running with EHA, DE and Halo Universe (among a few small others) would there be any problems?
SGT. Shorty  [author] 3 Jul @ 7:21pm 
It's cells require similar resources to the Pulse Laser.
randomeman2468 3 Jul @ 7:20pm 
mid/endgame ammo? got the gun in cold cavern
SGT. Shorty  [author] 3 Jul @ 7:15pm 
Blaster Cells
randomeman2468 3 Jul @ 7:14pm 
whats the ammo for things like the blaster carbine
SGT. Shorty  [author] 3 Jul @ 10:30am 
No, there isn’t.
SpoonMan 3 Jul @ 10:26am 
Is there a list of item IDs anywhere?
raymond2500 28 Jun @ 7:42am 
thanks dawg, i was wondering for the EMP vs Burn dmg buff.
SGT. Shorty  [author] 28 Jun @ 6:41am 
Burn, it’s a man portable pulse laser
raymond2500 27 Jun @ 10:37pm 
hey, what kind of dmg is the blaster and its variants? burn or EMP?