Barotrauma

Barotrauma

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Mechanic Talent Rework
   
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1 Mar @ 2:58am
22 Jun @ 3:41am
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Mechanic Talent Rework

Description
The fifth of the talent reworks of mine, almost done now. This one obviously being for Mechanic, honestly not as many changes this time around, rather minor ones for the most part with some balancing, more talent options to choose from where it was single before and some redesigns here and there to add more flavor.

Huge shoutout to Battle Engineer for archiving the old talents in "Old Talents" as it made Tinkering hell of a lot easier to bring back without scouring source code to try and reassemble it.

Reworked Talents:

Generic Basic Talents:(Buffed one of the most lackluster talents I think this game had as well as buffs to few others and added repair based talent as an early game option as well as a "sister talent" to the Engineer's Brain Over Brawn.)
[1]It's A Wonderful Life: While the ship is over 75% flooded, gain 25% Hull Repair Speed. After repairing a device, if you repair 2 more devices within 45 seconds, gain 50% Repair Speed for 2 minutes.
[1]Ballast Denizen: Hold your breath 300% longer. While inside the submarine, swim 10% faster. Oxygen Tanks you fabricate are of 1 higher quality.
[1]Engine Engineer: Unchanged.
[1]Machine Maniac: Unchanged.
[1]Safety First: While above 90% health, passively heal damage.
Unlock Recipe: Safety Harness.
[1]Salvage Crew: Unchanged.
[2]Ironman: Whenever you open a container in a wreck for the first time, you have a 15% chance of finding additional Iron. Whenever you deconstruct Iron Ore, you have a 15% chance to gain double the output.
Unlock Recipe: Iron Helmet, Makeshift Armor.
[2]Might Makes Right: Gain 5% more health and 50% more melee damage, lose -10 in all skills permanently.
[2]Modular Repairs: Unchanged.
[2]Oiled Machinery: Unchanged.
[2]Pump N Dump: Unchanged.
[2]Retrofit: Unlock Hull Upgrades as if your submarine is one tier higher. Does not stack with multiple of the same talent.
Tools you fabricate are of 1 higher quality.

Scrapper Tree:(Just a little buff to Miner which is now an optional talent, while Scrap Savant has been made the first talent in the tree as well as changed to now have a unique gimmick for gaining random items.)
[1]Scrap Savant: Can find up to 3 Scrap Piles inside Wrecks, which can be dismantled by hand to obtain scrap and other materials.
[2]Mass Production: Unchanged.
[2]Residual Waste: Unchanged.
[3]Miner: Whenever you deconstruct an ore, you have a 20% chance to gain double the output. Detach ores 100% faster with cutters.
Stackable materials can have +1 items per stack in your inventory.
[3]Tool Maintenance: Unchanged.
[4]Iron Storm.: Unchanged.

Handyman Tree:(This talent tree has been renamed from machanist purely because of the removal of Robotics pretty much, added a new option for a upgraded welding tool and brings back Tinker tinkering, as in THE tinkering from old, changed to be less powerful overall but still, TINKERING IS BACK, and as such I've renamed the faker Tinkerer to Durable to avoid confusion.)
[1]Hull Fixer: Unchanged.
[2]Durable: You can repair mechanical devices 40% past their normal maximum condition. (This is just a renamed talent to avoid confusion)
[2]Quickfixer: Unchanged.
[3]Let It Drain: Build portable pumps and install them where you need them. You can only install a maximum of 2 of this item on your submarine.
Unlock Recipe: Portable Pump.
Gain an additional Repair Speed.
[3]Patchwork: Unlock Recipe: Heavy Welder.
Gain an additional 10% Hull Repair Speed.
[4]Tinkerer: You can use a wrench to tinker with devices.
You can tinker with a pump, increasing its pumping rate by 200%.
You can tinker with a engine, increasing its torque by 75%.
You can tinker with a loader, increasing the connected turret's firing rate and damage by 10%, while lowering its power usage by 10%.
You can tinker with a fabricator or a deconstructor, increasing their operating rate by 125%.
You can tinker with fabricators and deconstructors indefinitely.
The device is only affected for as long as you keep tinkering it.
You can tinker for 15 seconds. After you have tinkered with a device, you cannot tinker for 25 seconds.

Brawler Tree:(Revamped a bit to replace the meme level bad talent as well as give a bit more variety in how you choose to pummel things.)
[1]I Am That Guy: Inflict 20% more Blunt Force Trauma damage with melee weapons. Gain a bonus of 20 to Bonus Weapons Skill.
[2]Heavy Lifting: Aiming with a melee weapon increases damage on the next swing by up to 50% over 3 seconds.
Gain an additional 5% Maximum Health.
[2]Quick Jabs: Melee attack speed is increased by 30%.
Gain an additional 5% Movement Speed.
[3]Didn't Hear No Bell: While below 30% health, you gain the following:
+20% Physical Damage Resistance.
+20% Melee Damage Dealt.
[3]Mudraptor Wrestler: Unchanged.
[4]MECHanic: While in open sea and wearing an Exosuit, gain an additional 5% Physical Damage Resistance.
Unlock Recipe: Exosuit. (Exosuit has been minorly nerfed, I wanted to focus more on it being a hulking overkill suit is still very cumbersome, but right now it's just as fast as regular diving suits so I decreased it's speed to still keep its insane protection it's known for, but have it sacrifice something in return for all that protection.)


Combined Version
Assistant Talent Rework
Security Talent Rework
Engineer Talent Rework
Captain Talent Rework
Medic Talent Rework


Overrides:
- Mechanic Talent Trees List.
- Many Mechanic Talents directly: ballastdenizen, safetyfirst, ironman, retrofit, scrapsavant, miner, letitdrain, tinkerer, heavylifting, powerarmor.
- Exosuit. (Reduces its movement speed to give it a trade off for its insane protection and large storage capacity.)
8 Comments
LeCrazyy  [author] 1 Apr @ 4:10am 
Cant say I know how it works backend on that, probably applies a custom affliction that checks if they are robotic
Делаю ГРЯЗЬ 1 Apr @ 3:38am 
It would be great if this mod was compatible with NT cybernetic. To be able to fix cyber limbs with a heavy welding machine
LeCrazyy  [author] 30 Mar @ 11:46am 
Unfortunately I cant account for every mod out there, and it feels insanely op in vanilla. The speed reduction was the compromise instead of reducing its protection basically. It would be very easy for someone to make a patch to return that speed though by just making an override of exosuit with vanilla code and placing it above this mod.
Wonderful.
The only change I do not concur with is the Exosuit speed reduction. In vanilla mode, yes, it great, but combined with mods that add tonnes of combat equipment, Exosuit starts to fade out.
IMHO, I would just leave the speed as is.
LeCrazyy  [author] 1 Mar @ 5:54am 
Its that simple really, something something goo
RustedRegime 1 Mar @ 5:16am 
To think all this goo came from me missing one singular letter when i was making a comment one time.

Kinda evil. kinda fucked up.
LeCrazyy  [author] 1 Mar @ 5:08am 
Thank you for the goo review.
RustedRegime 1 Mar @ 5:07am 
You already know it

Goo.