Barotrauma

Barotrauma

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THG Armory - 'Vanilla' Turret pack
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15 Sep, 2023 @ 9:37pm
19 Sep, 2023 @ 10:08am
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THG Armory - 'Vanilla' Turret pack

In 1 collection by caninmyham
THG Armory Collection
9 items
Description
I thoroughly enjoy the selection of turrets which vanilla has already, but found myself wanting in a few different regards. I've always been disappointed by the limit axis utility of depth charges, and found it odd that the coilgun gets the love of a double heavy-mounting, yet most all other guns are excluded.

This mod aims to rectify that.

Currently, this mod adds four different vanilla-styled and vanilla-balanced turrets: the Dual Chaingun, the Pulse Macrolaser, the Depth Charge Mortar, and the Rupture Gun.

They do not alter existing weapons, ammunition or their functionality in any way- this mod simply adds new additional content.

Depth Charge Mortar
The name says it all. This massive, large-slot alternative to the Railgun is fantastic for destroying hordes of creatures, thanks to the massive blast radius of it's fired depth charges. Though immensely powerful, it has numerous faults when compared to the railgun, such as a vastly shorter effective range owing to it's lower projectile velocity and less damage against single targets. However, it is also uniquely capable of launching decoy charges, allowing it to draw hordes of monsters far, far away...

Utilizes a custom two-shot depth charge loader.

Pulse Macrolaser
Essentially a massive dual-mounted pulse laser, the Pulse Macrolaser is - as one would expect - capable of laying down approximately twice the fire power of a standard pulse laser. It's only downsides when compared to it's smaller brother are it's higher cost, notably increased power consumption, and occupation of a large weapon hardpoint alongside it's relatively high ammunition consumption owing to it's increased rate of fire.

Utilizes standard pulse laser loader.

Dual Chaingun
Once again, a gun with a fairly obvious purpose. Laying out slightly more than twice the firepower of a single chaingun mounting, with increased ammo consumption to match - and even worse accuracy. It's slow to charge up, but once it starts firing it is capable of laying down an absolutely withering wall of lead, capable of completely massacreing swarms of soft targets and brute forcing it's way through the shells of hard ones through raw volume of fire.

Utilizes standard Chaingun loader.

Rupture Gun
A compact, simplistic ballistic gun - by all means a poor choice compared to other options for general use in all regards aside from it's economic viability, owing to it's usage of cheap iron munitions, cheap price and it's ease of use by even unskilled crewmen when compared to alternative weapons in it's weight range. Where the Rupture gun truly shines, however, is when utilized on the interiors of submarines, where it's minimal-penetration munitions are capable of shredding apart encroaching boarders while leaving the hull of your submarine fully intact.

Utilizes a custom rupture gun loader.

AMMUNITION:

Overclocked Pulse Laser Fuel
Charged with thorium-based diodes, these pulse laser fuel cells last notably longer than standard pulse munitions and, as a result of their increased ampage, have a considerably more impactful stunning effect. Raw damage output is roughly the same however, owing to limitations placed upon the diodes in order to prevent from damaging otherwise standard pulse laser circuitry. Holds 66 shots.

Destabilized Pulse Laser Fuel
Made with supercharged uranium-fulgurium composite capacitors, these charges have less capacity due to a massively increased output, giving them a notably increased explosive effect on impact. Though the less concentrated blast deals less direct burn damage, it has a notably irradiating aftereffect. Holds 22 shots.

Explosive Chaingun Ammo
Explosive micromunitions for the chaingun, offering larger area of effects and compound impact plus explosive damage in exchange for a notable reduction in box ammo capacity and a increase in price. Not as effective as shredder rounds against heavy armor, but devastating against soft of lightly armored targets. Holds 250 shots.

Rupture Gun Bolts
Standard cast-iron munitions for the Rupture Gun, highly frangible rounds which inflict relatively minor damage-per-shot with virtually no armor penetration, but which cause massive hemorraging upon impact with soft targets. Optimized primarily for use in the confines of a submarine, rather than for use against outside targets. Holds 200 shots.

Rupture Gun 'Spreader' Bolts
Lead-based buckshot munitions for the rupture gun, coming in considerably smaller boxes. Fires large spreads of penetrationless projectiles which deal individually less damage, but when used in close quarters are capable of decimating unarmored opponenets. Highly optimal for interior use as a result. Holds 100 shots.

Rupture Gun 'Penetrator' Bolts
Steel-core, aluminium jacketed rounds for the rupture gun which go against it's principle use as an interior gun. While no longer optimized for interior use owing to their increased hull destructive capabilities, they make for the best available choice if one is planning to use the ever-affordable Rupture guns as exterior defensive weapons, being roughly on par with standard coilgun munitions. Holds 150 shots.

Proximity Depth Charge Shells
Come in all variants (Nuclear, Standard, and both variants of decoy), but require both mechanical and weapons skill to make. Require a shell of their respective subtype and a motion detector to fabricate, or can be purchased for a rather high cost compared to standard. Has a one-second arming time, then a quarter second activation time within a five-meter radius to ensure reliable detonation within hordes of enemies without requiring a direct hit.
74 Comments
ALE199 2 Jul @ 3:35pm 
ALERT FOR EVERYONE
THESE MODS WEREN'T UPDATED IN A WHILE AS SUCH THEY PROBABLY DON'T WORK TOO WELL, INCLUDING THE MANY BUGS THAT WEREN'T FIXED SINCE THE LAST GAME UPDATE, I HIGHLY SUGGEST NO ONE TO USE IT UNTILL THG COMES BACK.
Lexington 14 May @ 11:08am 
more note, Depth Charge Turret seem to be buggy on the Depth Charge Ammo Loader.

changing Turret to something else will only change the turret but Depth Charge Ammo Loader is remained, result in can't put ammo for the new gun.

Im not sure how I fixed it but I changed the turret back to Depth Charge and then changed to something else again, now loader is changed normally
(From Depth Charge > Flak then loader bugged > keep changing and no improvement > gave up and change back to Depth Charge > have slightly hope maybe it work this time and change to Railgun > got Railgun loader and Gun :lilimok: )
Lexington 11 May @ 11:56am 
note :
Barotrauma version v1.4.6.0 or after Blood in the Water update, making nuclear depth charge normal and cheap (by Nuclear option Talent) separated.

this cause you to unable to use Cheap Nuclear Depth Charge in recipes from this mod
shoolgate 1 May @ 1:48pm 
Guiding monster shells effects are not obvious
I didn't see any relevant turrets at the merchant's place,only Rupture Gun,Please immediately check if your MOD has expired
your mod is NOT work
Starempire42 5 Apr @ 5:20pm 
Depth charge loader is bugged can you fix it??
AfkForCoffee 28 Feb @ 4:13am 
:steamthumbsdown: Heavy weapons, at least double chaingun, does not have the extended view range as normal game heavy weapons (Railgun, Flak, Double Coilgun) have. :steamthumbsdown:
Cam 28 Feb @ 2:40am 
why is the double chaingun missing half it's barrels
Warden 10 Feb @ 9:33pm 
would it be possible to restore the loader when we swapped out the motar launcher?