The gun can be used to launch icebergs. If timed correctly, you can send them flying at monsters or other submarines. You can also use the Vortex Ring Cannon to launch your own submarine if the gun is directly up against a surface, including creatures.
The guns are overpowered, but you can always not use them if you don't like them. Personally I think the best stuff in the EK series is the utility stuff, the arc welders and laser bore in particular being valuable and super fun, respectively
@@cameronmackinnon5923 personally i believe the submarine weapons to be decently balanced, most of the stronger weapons to be a bit resource intensive in terms of ammunition not counting installation costs. in particular the medium SSL happens to be rather expensive and time consuming in terms of ammo, and theres also the utility ammo it adds such as the cargo depth charges that you can use as underwatter supply drops and other ones such as the flare rounds to provide visibility to divers
From my personal experience: Medium SSL trades ammo capacity and ammo economy for raw stopping power Small SSL trades ammo capacity and economy for volume of fire Micro SSL trades raw stopping power and economy for high volume of fire Light chaingun trades raw stopping power for cheaper setup costs and versatility (while rotary variant trades reactivity [due to spoolup] for more firerate) Autocannon trades firerate for versatility and ammo economy (I highly recommend the Proximity Flak Rounds) Vortex Ring Cannon trades volume of fire and reactivity for stopping power and ammo economy (it doesn’t need ammo)
I may want to add something, comparing the EK mod's heavy turrets with the vanilla ones may not be a fair comparison as the EK heavy turrets are different from then and also require a different hardpoint, otherwise it's a great comparison video, keep em coming!
Good to know the exact range for the Fusion Railgun shells and the Heavy Nuclear Railgun shells And the fact that the Heavy Railgun Flechette shell one shot the latcher, I knew they were good at close range but not that good.
Fun fact : the Fusion shell can also 1 shot kill Typhon if you can shoot in right in it's mouth (modded version of charybds but stronger, faster and ressilient also known to be the lag boss due to it's teleport like swimming). Also : can't wait for Sspark's gunery mod both the weapon and turret one, it have pretty interesting weapon.
I know its kind of late, but it'd be cool to get a comparison & features coverage of the really zany ammo types in "regular" EK Armory... I was reminded of it since you covered the homing railgun shell (technically a part of that mod, not 'Gunnery' - since gunnery only includes ammo for it's own turrets not vanilla)
not to mention the oft overlooked: "Acoustic-Kinetic Pulse" which is basically just a discharge coil analogue that predates the Vortex Ring Cannon by almost a year.
How accurate is the autocannon when manned by bots? Since it seems like a pretty okay gun compared to the rest and easier/economical to recycle the ammo boxes compared to the SSL turrets. Also thanks for the vid, this was rather interesting.
It’s more accurate than the vanilla chaingun, that’s for sure. It has pretty decent accuracy when manned by either bot or player, and I like the auto cannon’s power.
Im using the EK mods updated for 1.x, do you have anything on how the incendiary shell works? I tought it was going to burn underwater but I after firing it into some monsters it just exploded
I have the pack installed with all 4 EK but when it comes to guns I can only see small turrets I can still see the heavy railgun ammo but the guns aren't available in the upgrades
How do you get AI to sit still in Submarine Editor to test these weapons? Whenever I spawn in something like a Latcher, it just drifts off from the sea current with its AI Disabled.
Disable AI console command, I forget exactly what its called which is also why the 'homing shell' doesn't move in that first clip since it gets frozen as well as the enemies.
Vortex ring is fantastic for killing swarms but the massive aoe means it can end up killing divers just as easily.
Well, railgun shells are also quite good at killing divers.
Убить целый рой ползунов и бонусом выползшего собрать руду механика?
Так, а минусы будут?
The gun can be used to launch icebergs. If timed correctly, you can send them flying at monsters or other submarines. You can also use the Vortex Ring Cannon to launch your own submarine if the gun is directly up against a surface, including creatures.
It sure is perfect for taking out swarms of small enemies
Interesting. I did not know that there was an updated version of EK mods.
very informative and helpful video as always
While the EK family of Mods may not be my favorite, the guns it adds are quite interesting, albeit overpowered.
Great video as always.
Not op when you add monsters :)
The guns are overpowered, but you can always not use them if you don't like them. Personally I think the best stuff in the EK series is the utility stuff, the arc welders and laser bore in particular being valuable and super fun, respectively
@@cameronmackinnon5923 personally i believe the submarine weapons to be decently balanced, most of the stronger weapons to be a bit resource intensive in terms of ammunition not counting installation costs. in particular the medium SSL happens to be rather expensive and time consuming in terms of ammo, and theres also the utility ammo it adds such as the cargo depth charges that you can use as underwatter supply drops and other ones such as the flare rounds to provide visibility to divers
@@cameronmackinnon5923 i wouldnt say they op some of the small guns are ass against bigger threats
Honestly from what ive seen most op items are vanila
I would love an ek dockyard feature showcase cause it adds so much stuff that isn't in the description of the mod
From my personal experience:
Medium SSL trades ammo capacity and ammo economy for raw stopping power
Small SSL trades ammo capacity and economy for volume of fire
Micro SSL trades raw stopping power and economy for high volume of fire
Light chaingun trades raw stopping power for cheaper setup costs and versatility (while rotary variant trades reactivity [due to spoolup] for more firerate)
Autocannon trades firerate for versatility and ammo economy (I highly recommend the Proximity Flak Rounds)
Vortex Ring Cannon trades volume of fire and reactivity for stopping power and ammo economy (it doesn’t need ammo)
Bots spend entire stores of ammo in a single trip if they are ordered to use ANY of these turrets except the auto cannons.
That and auto cannons make golden hammerheads turn and flee so I just have every light hard point as an autocannon.
Наконец-то кто-то занялся сравнением пушек из EK, жаль конечно что автор пока не обновляет свои моды(
you are the best barotrauma youtuber! love your content)
thanks)
I may want to add something, comparing the EK mod's heavy turrets with the vanilla ones may not be a fair comparison as the EK heavy turrets are different from then and also require a different hardpoint, otherwise it's a great comparison video, keep em coming!
2:12 Cloaker: This might sting a little!
Good to know the exact range for the Fusion Railgun shells and the Heavy Nuclear Railgun shells
And the fact that the Heavy Railgun Flechette shell one shot the latcher, I knew they were good at close range but not that good.
the heavy railgun has muscle milk in it's ammo and materials making it up, that's why I love it
EK is cool and all but some of these kill times are a meme
thank you for uploading this, its next to impossible to get solid information on some content in mods.
you're welcome
The highfleet nuke sound still gives me anxiety.
*THERMAL SIGNATURE DETECTED*
*THERMAL SIGNATURE DETECTED*
*VISUAL CONTACT*
*THERMAL SIGNATURE DETECTED*
you better have enough interceptors and s300s
Fun fact : the Fusion shell can also 1 shot kill Typhon if you can shoot in right in it's mouth (modded version of charybds but stronger, faster and ressilient also known to be the lag boss due to it's teleport like swimming).
Also : can't wait for Sspark's gunery mod both the weapon and turret one, it have pretty interesting weapon.
never knew EK had turrets too, thanks desu!
The power of the sun, at the press of a button...
babe, wake up. initialdesu just dropped another banger comparison video.
Fusion bombs: The perfect tool to get rid of alot of annoying stronk things
My friend and I were just wanting to start a modded campaign and were thinking of adding the EK Bundle. Thank you for making these!
perfect comparison
Ah yes, balance
I know its kind of late, but it'd be cool to get a comparison & features coverage of the really zany ammo types in "regular" EK Armory... I was reminded of it since you covered the homing railgun shell (technically a part of that mod, not 'Gunnery' - since gunnery only includes ammo for it's own turrets not vanilla)
not to mention the oft overlooked: "Acoustic-Kinetic Pulse" which is basically just a discharge coil analogue that predates the Vortex Ring Cannon by almost a year.
Thanks for this video.
Nuclear fusion shell my beloved
Amazing video. Rly interesting one too.
Vortex Ring is literally just a BRAAPcannon
Medium ssl turret is balanced,
You will burn through all your shells in 6 seconds.
"Now, we are all sons of bitches"
-Kenneth Bainbridge
Is my boy rocking that malachite?
How about a magic trick? Gonna make these health bars disappear aaaaaand poof...they're gone...
The fusion shell is basically DEFCON 1 levels of shit is fucked and gotta unfuck it.
How accurate is the autocannon when manned by bots? Since it seems like a pretty okay gun compared to the rest and easier/economical to recycle the ammo boxes compared to the SSL turrets.
Also thanks for the vid, this was rather interesting.
It’s more accurate than the vanilla chaingun, that’s for sure.
It has pretty decent accuracy when manned by either bot or player, and I like the auto cannon’s power.
Pretty sure you cannot use the heavy weapons in vanilla subs, since they don't show up on purchase list
Im using the EK mods updated for 1.x, do you have anything on how the incendiary shell works? I tought it was going to burn underwater but I after firing it into some monsters it just exploded
I have the pack installed with all 4 EK but when it comes to guns I can only see small turrets
I can still see the heavy railgun ammo but the guns aren't available in the upgrades
try to use this verison: steamcommunity.com/sharedfiles/filedetails/?id=2954237072
Does you sub have the right hard point for the heavy guns from the mod? They have there own hard point
@@Antony-jk7rf yeah i eventually found that out. I'm in a barotrauma hiatus for now due to the performance drops
hi, I want ask, Does this mod work correct on barotrauma Version 1.5 ?
How do you get AI to sit still in Submarine Editor to test these weapons? Whenever I spawn in something like a Latcher, it just drifts off from the sea current with its AI Disabled.
Set your sub to maintain position in autopilot
Disable AI console command, I forget exactly what its called
which is also why the 'homing shell' doesn't move in that first clip since it gets frozen as well as the enemies.
EK is too unbalanced, that's why i stray from it, but damn these guns are cool
人類真的是很會製造武器,不是嗎?
是的,他們很擅長