ShinKungFuMan Posted January 30, 2017 Share Posted January 30, 2017 (edited) If you're going to buff the Lever Action Rifle, make sure to adjust the Advanced Receiver for it. For some reason it and the Radium rifle give +125% damage IIRC, instead of the usual +75%. So increasing the base damage of it means an even bigger boost if that's left alone. Honestly a lot of the weapons are in a pretty bad place when it comes to damage, especially damage vs ammunition cost. The in-game 10mm pistol is a joke, pipe weapons aren't worth the time, and the Submachine Gun gets hit a second time on its receivers due to some clear copy-paste oversights. I've been using New Vegas as a guide for damage scaling (many of the weapons seem in part based off its handling of damage when it comes to ranged weapons) and running tests it's working out pretty well thus far. Weapons that didn't appear in that game can be scaled against them with a bit of work too (the Pipe Pistol for example can be scaled against the 9mm pistol, while it's automatic counterpart scales against the SMG version in terms of how the receivers dampen damage). Edited January 30, 2017 by Kung Fu Man Link to comment Share on other sites More sharing options...
azerty852 Posted January 30, 2017 Author Share Posted January 30, 2017 Ah, the age old dilemma of Game Balance.Optional ESP giving a slight buff to player character health to compensate? On the whole, though, people playing with gun mods *generally* also use armor mods, which would most likely make up for any difficulty increases. Edit: And some of us wouldn't mind a difficulty bump (without all the Flavor Of The Moment Survival mode junk).Or another mod to buff lifegiver and whatever is the free armor perk. Link to comment Share on other sites More sharing options...
Perraine Posted January 30, 2017 Share Posted January 30, 2017 The Syringer is the one that stands out to me.It's a fairly unique weapon, with a great concept, but once you get over about lvl 20 it's virtually useless. I tested it, and it took 73 of the bleed out darts to kill 1 mongrel dog! That's just pathetic, considering the cost of ammo, and the fact it fires only one projectile and has an ammo capacity of 1. Virtually all of the darts should be 100% effective against humans (no 'legendary xxx was not affected by xxx dart' message) and at least 50-75% effective against larger creatures, such as super mutants or death claws. And almost all of the darts need a serious buff to the damage/duration/efficacy of their effects! ... The other one would be the Assaultron Blade added by Automatron. That should be the ultimate melee bladed weapon, but it's pretty ordinary and is beaten out by several other bladed weapons in the game (that 'fang' knife for instance) It needs several more mod options, plus a boost to damage/speed at the very least Link to comment Share on other sites More sharing options...
azerty852 Posted January 30, 2017 Author Share Posted January 30, 2017 Theorycrafting is done. Wish me luck for implementing tomorrow. Link to comment Share on other sites More sharing options...
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