—✦—[ ☠ ]—✦—
CORSAIR FIREARMS
—✦—[ ☠ ]—✦—
THE LOOT
⚓ The weapon families have been fully reworked. Every weapon now carries its own identity, feel, and purpose.
Pistols
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
STARTER PISTOL - (FLOW)
Clip 1 · Fastest reload in the family · Lightest recoil · Flattest trajectory · No upgrade path
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
RELIABLE - (MID-TIER / CONTROL)
Clip 3 · Balanced handling · Reference point for the family · Base is the dependable floor · Advanced tightens everything - less scatter, faster recovery, more bite
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
RUSTY - (THE CANNON) ☠
Clip 1 · Single shot · Heavy bullet arc · Brutal recoil, slow recovery · Punishing reload downtime - a brutal heavy hitter
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
DRAKESDOOM - (BURST / COMMITMENT) ☠
Clip 2×2 · Double barrel · Short effective range · Wide scatter · Drawing it is a statement of intent
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
CORRUPTED - (CURSED / SUSTAIN)
Clip 4 · Lifesteal on every hit · No upgrade path · No lineage - a found weapon, not a crafted one · Accepts worse handling in exchange for staying in the fight
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
⚓ Recoil: Fully differentiated across all weapons. Rusty kicks hard and recovers slowly. Blank snaps back fast.
⚓ Scatter: Each weapon has its own spread profile. Rusty is precise when standing still. DrakesDoom punishes range. Blank forgives mistakes.
⚓ Projectile Physics: Speed and gravity are no longer shared. Rusty has a real bullet arc. Blank is flat and snappy. DrakesDoom drops fast.
⚓ Damage Ladder: Blank 360 · Reliable 620/720 · Corrupted 580 · DrakesDoom 480/560 per barrel · Rusty 1800.
⚓ Critical Hits: CritDamageMult diversified from 1.3 on Blank to 2.2 on Rusty.
⚓ Corrupted Lifesteal: Tuned to preserve the original healing feel despite the damage increase.
—✦—[ ☠ ]—✦—
Muskets
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
STARTER MUSKET - (ENTRY)
Clip 1 · Fastest reload in the family · Forgiving first step into the single-shot loop · Solid range without punishing misses · No upgrade path
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
RELIABLE - (MID-TIER / CONTROL)
Clip 1 · Balanced all-rounder · Reference point for the family · Dependable accuracy at every range · Advanced tightens spread, speeds handling, rewards precision
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
INFANTRY - (MOBILE / PRESSURE) ☠
Clip 2 · Only musket with two shots before reload · Standing and moving accuracy nearly equal · Built for aggressive close-mid pushes · Advanced sharpens recovery and consistency
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
SNIPER - (LONG RANGE / EXECUTION) ☠
Clip 1 · Highest damage in the family · Fastest projectile and flattest arc · Slow deliberate handling · One perfect crit is the identity
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
⚓ Recoil: Fully differentiated across all muskets. Starter is manageable, Infantry kicks in bursts, Sniper hits hardest.
⚓ Scatter: Reliable became the benchmark. Infantry keeps accuracy while moving. Sniper is razor precise when planted but punishes movement.
⚓ Projectile Physics: Sniper owns range with 12000-12500 speed and near-flat gravity.
⚓ Reload Identity: Starter 10s · Reliable 13s · Sniper 17s · Infantry 18s.
⚓ Damage Ladder: Starter 600 · Reliable 900 · Infantry 780 · Sniper 1400.
⚓ Critical Hits: Crit multipliers diversified from 1.4 on Starter to 2.2 on Sniper Advanced.
—✦—[ ☠ ]—✦—
Blunderbuss
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
STARTER BLUNDERBUSS - (ENTRY)
Clip 1 · Fastest reload in the family · Wide forgiving spray · Best starter for close-range rhythm · No upgrade path
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
RELIABLE - (CONTROL / BREACHER)
Clip 1 · Tightest spread in the family · Knockdown on hit · Reference point for close-range stopping power · Advanced narrows the chaos even further
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
DRAGONBREATH - (BURST / AREA DENIAL) ☠
Clip 1 · Heavy recoil · Shortest effective range · Base ignites targets · Advanced upgrades into explosive punishment · Drawing it means someone is getting deleted
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
⚓ Recoil: Family fully differentiated. Starter is manageable, Reliable controlled, Dragonbreath kicks like a monster.
⚓ Scatter: Starter remains widest and forgiving. Reliable is disciplined. Dragonbreath is dangerous but inconsistent past close range.
⚓ Projectile Physics: Speed and gravity no longer shared. Pellets drop more as power increases.
⚓ Reload Identity: Starter 11s · Reliable 14s · Dragonbreath 17s.
⚓ Damage Ladder: Starter 700 · Reliable 950 · Dragonbreath 650 + fire damage.
⚓ Critical Hits: Multipliers diversified from 1.4 on Starter to 1.7 on Dragonbreath Advanced.
—✦—[ ☠ ]—✦—
⚠ Captain's Warning
-
—✦—[ ☠ ]—✦—
ARTICLES OF THE CODE
[ Support & Important Notes ]
⚓ Works properly with Early Access
⚓ No known conflicts with other mods.
⚓ Having trouble? Leave a comment or submit a bug report.
⚓ Check comments first and try the mod alone to narrow issues down.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
⚓ Make Port - Installation
Single: Copy files into Windrose\R5\Content\Paks
Multiplayer: Copy files into Windrose\R5\Builds\WindowsServer\R5\Content\Paks
☠ Walk the Plank - Uninstall
Single: Remove files from Windrose\R5\Content\Paks
Multiplayer: Remove files from Windrose\R5\Builds\WindowsServer\R5\Content\Paks
—✦—[ ☠ ]—✦—
⚓ THE CAPTAIN'S FLEET ⚓
If you enjoy the mod, consider showing your support - it's always appreciated.
—✦—[ ☠ ]—✦—
⚓ FAIR WINDS & GOOD HUNTIN' ⚓


