Mod «THG Armory - 'Vanilla' Weapon Pack» for Barotrauma

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THG Armory - 'Vanilla' Weapon Pack

I've personally been largely disappointed by the weapons mods available on workshop, for their various inclusions of random overhaul elements, or attempts to entirely overhaul the balance of weapons in vanilla as a whole. I've wanted more vanilla styled and balanced weapons, but have found myself largely wanting. This is my attempt to rectify that.

The THG Armory - 'Vanilla' Weapon pack adds 13 new weapons as well as two new magazines for .45 weapons and Assault Rifles, each styled and - approximately - balanced to Vanilla standards, while attempting to expand the availability of weapons overall without radical overhauls to existing vanilla assets. THG Armory keeps alterations to the base game content at an ABSOLUTE MINIMUM- it simply aims to add new stuff, almost all of which can be crafted with either appropriate skills but no talents required, or purchased for an appropriate sum at appropriate outpost vendors.

THE RUNDOWN:


Autopistol -
Utilizes Compact .45 Magazines & .45 +P+ Magazines (THG Armory - 'Vanilla' Ammo Pack), and is capable of mounting a flashlight. It is slower, overall, at killing compared to the Machine Pistol and SMG due to it's low ROF, but it is more damage effecient, and requires relatively low skill to handle.

Vintage Autopistol -
A slightly more powerful but even more sluggish alternative tot he Autopistol. Can't be crafted but can use all SMG mag types.

Multical Derringer -
Capable of chambering almost any loose round, the Multical Derringer is a cheap, widely available single-shot firearm that works in a pinch, but falters compared to any dedicated or dual-caliber weapon platform.

Medusa Revolver -
A five-shot revolver capable of chambering either .38 revolver rounds, or Shotgun Shells of any type.

Bulldog Revolver -
A stubby, four-shot revolver capable of chambering either Handcannon or Rifle rounds of any type.

Rhino Rifle -
A dual-barreled, over-under rifle that, uniquely, is capable of chambering a single handcannon round in it's lower barrel, and a single shotgun shell in its upper.

Rifle Carbine -
A compact, semi-automatic 6mm Rifle which sacrifices the renown accuracy of larger bolt-action designs in favor of a greater rate of fire.

Assault Carbine -
A short-barreled, stockless variation of the Assault Rifle which, ironically, is legal under Coalition law due to it's technical classification as a machine pistol and thus, is much more available, though still often not on civilian markets.

Sportsman Rifle -
A "Civilian Legal" pattern of semi-automatic Assault Rifle designed largely to circumvent Coalition law prohibiting their sale and use, this rifle is considerably slower firing as a result and is most often sold only with ten-round magazines, but it is an incredibly capable weapon against most Europan and Terran threats alike nonetheless. I

Personal Defense Weapon -
A mid-size .45 bullpup submachine gun with an unconventional layout, and a blistering rate of fire. It isn't quite as damage effecient as a traditional submachine gun owing to its open bolt design, but it can kill a soft target in mere moments in a CQC scenario, if the operator is wililng to simply let loose their magazine's contents.

Vintage SMG -
An archaic, slower-firing and relatively heavier submachine gun, relatively more accurate and a bit more powerful thanks to its solid steel construction and low rate of fire, lending toward slightly improved ease of use, though it struggles to dispatch targets as quickly as more modern alternatives in the extremely confined spaces of a submarine. Can't be crafted, only bought at a notable upmark due to their relative rarity.

Obrez -
A chopped-down rifle, meant to be more easily concealed in a jacket or large pocket and utilized largely in very-close-quarters scenarios.

Rail Rifle -
Portable railgun. Yes, full ass railgun shells. To fire, it uses the entire charge of a battery (giving a standard fulgarium battery two shots) and a rail, which must be loaded directly into the gun on the ground. It will very likely obliterate virtually anything stupid enough to be in front of it, short of a Moloch. It is very expensive, and can only be crafted or purchased at research stations at high difficulties.

Compact .45 Magazine -
Holds 16 standard .45 rounds. Usable in any weapon that uses .45 SMG magazines, though it is necessary for the Autopistol as it is incapable of using any larger magazines. Owing to their lower capacity, they are more widely available and cheaper to afford, as well as slightly cheaper to craft, and are capable of being stacked up to 3 to make up for their low individual capacity.

CONTENT UPDATE 1:
Wheelgun -
An old-school, single-action revolver. It is slightly less powerful and accurate than a standard .38 owing to the loose fitting of the cylinder and barrel and poor optimization for aquatic use, but it is capable of firing nigh-on as fast as you can hold the trigger and fan the hammer.

Levergun -
A lever-action .38 rifle, a bit too bulky to be carried casually like a revolver. Packs considerably more punch owing to its longer barrel, but a bit slow to fire without proper skill.

CONTENT UPDATE 2:
Blunderbuss, Flintlock
Archaic, powder-primed weapons utilizing magnesium, phosphorus or flashpowder to fire. Inaccurate, but cheap and easy to obtain.

Handbomb
A old-school style impact bomb, fuse primed so it doesn't go off in water. Not super powerful, but cheap and easy to make.

Micromachinegun
A very fast MG, firing defense bot rounds. Inaccurate, but with a blistering rate of fire, and cheap ammo to boot.

 

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