Barotrauma
Enhanced Armaments Fuel for the Fire Expansion
383 Yorum
SGT. Shorty  [yaratıcı] 7 saat önce 
The Precision Rifle family was originally added to FFE, instead of removed, due to popular use, but later removed due to redundancy, since it shared many qualities with the Bolt-Action Rifle.
Dilopho-Mos! 12 saat önce 
Precision rifles should make a comeback now that scopes have been incorporated into the game imo.
SGT. Shorty  [yaratıcı] 30 Eki @ 14:09 
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 Eki @ 4:44 
where remington model 700 8.6x70 ?
SGT. Shorty  [yaratıcı] 17 Eki @ 23:35 
There's the Formal Complaint, if you want to be real funny.
litl 17 Eki @ 19:50 
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  [yaratıcı] 17 Eki @ 16:52 
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  [yaratıcı] 17 Eki @ 16:50 
The Compact Grenade Launchers were removed for balancing reasons.
litl 17 Eki @ 16:36 
What happened to the small grenade launchers? Can't find them here or in EHA.
|_| Clyax 4 Eki @ 23:36 
Is there a list somewhere about all the different damage values the weapons of this mod have?
SGT. Shorty  [yaratıcı] 19 Eyl @ 11:54 
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 Eyl @ 6:52 
The syringe shotgun along with the vanilla syringe gun wont shoot anyone know the problem?
Why are we still here 31 Ağu @ 15:06 
Oh ♥♥♥♥, can't believe I didn't check that, thanks mate
Deathblade 31 Ağu @ 6:25 
@Why are we still here im pretty sure you craft the chemical refinery in the medical fabricator
TonyStonk 30 Ağu @ 4:39 
what you mean by less content in the vid?
Why are we still here 29 Ağu @ 20:39 
Where do you find the chemical refinery? Can you not craft it and do you need to buy it?
SGT. Shorty  [yaratıcı] 16 Ağu @ 20:57 
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 Ağu @ 16:48 
what part of this mod isnt compatible with de? should this be loaded above or below de?
Khr`ukotatel`nyj Zel`uk 16 Ağu @ 6:44 
I see. Thanks for clearing that up.
SGT. Shorty  [yaratıcı] 16 Ağu @ 6:23 
It needs one, but I have no clue how to properly make one.
Khr`ukotatel`nyj Zel`uk 16 Ağu @ 3:22 
Is there plans for a Dynamic Europa compat. patch, or does it work fine with it by default?
Deathblade 15 Ağu @ 19:15 
how do you treat devils blood?
SGT. Shorty  [yaratıcı] 13 Ağu @ 11:56 
The Sedative Gas Grenade served the same purpose as the Stun Grenade, so it got turned into a Europabrew one.
[EXPENDABLES] 0 13 Ağu @ 9:40 
How do you get the sedative gas grenade? cant find a recipe or buy it
Amaris 11 Ağu @ 0:37 
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  [yaratıcı] 8 Ağu @ 11:22 
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  [yaratıcı] 8 Ağu @ 9:48 
The Exosuit is already very powerful, to make it any more so would be a bit of a balancing disaster.
Deathblade 8 Ağu @ 0:09 
true but a man can dream
that would be great but i don't think eha devs will add that
Deathblade 7 Ağu @ 18:36 
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 Tem @ 12:18 
Combat regalia is busted broken (It heals anything instantly for some reason) probably a bug or just needs nerfs
SirScoot 15 Tem @ 18:30 
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 Tem @ 19:22 
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  [yaratıcı] 10 Tem @ 13:16 
@Antarine

What?

Are you talking about the Coalition Precision Marksman Rifle?
That takes Rifle Cartridges.
are you awake
Antarine 9 Tem @ 21:57 
What does the coalition precision assault rifle take? I tried 7.62 and 5.56 and it doesn't work
SGT. Shorty  [yaratıcı] 5 Tem @ 13:58 
I would say it'd be alright, but would be a little crowded.
Kouhakux6 4 Tem @ 15:35 
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  [yaratıcı] 3 Tem @ 19:21 
It's cells require similar resources to the Pulse Laser.
randomeman2468 3 Tem @ 19:20 
mid/endgame ammo? got the gun in cold cavern
SGT. Shorty  [yaratıcı] 3 Tem @ 19:15 
Blaster Cells
randomeman2468 3 Tem @ 19:14 
whats the ammo for things like the blaster carbine
SGT. Shorty  [yaratıcı] 3 Tem @ 10:30 
No, there isn’t.
SpoonMan 3 Tem @ 10:26 
Is there a list of item IDs anywhere?
raymond2500 28 Haz @ 7:42 
thanks dawg, i was wondering for the EMP vs Burn dmg buff.
SGT. Shorty  [yaratıcı] 28 Haz @ 6:41 
Burn, it’s a man portable pulse laser