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Why are modded guns so OP?


ThatKidWhoDoesStuff

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Bad answer. All he's asking is they properly fit with the rest of the game. No crime there. Folks think what they made is cool ( and are usually right) and want people to use them so they overpower them is my guess.

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Something like modern firearms tries to be 'realistic' as far as damage goes. There are a couple mods out there in the world that 'buff' vanilla firearms up to pretty much the same specs..... and it works that way for EVERYONE, NPC's included... so, in the early game, getting shot HURTS. But, you can also kill faster, without having to burn thru three magazines to kill one raider.

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Bad answer how? I shoot an npc with a high caliber sniper and it doesn't even flinch. If I get shot, I can just shrug it off. Yea, no - weapons do proper damage.

 

And anyway, xEdit is a thing. You don't need to ask why a gun does x damage, just change it to whatever you want.

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I don't use a lot of modded weapons, but I like it when authors include damage modifiers for quick & easy tailoring to taste. Love that feature on the McMillan CS5, iirc you can tune it to do anywhere from 25% to double damage (and yet, when that mod first came out, the comments thread was still full of bogus "this is OP!" stuff.)

 

That said, familiarity with FO4Edit is a freakin' boon when it comes to mod-added weapons. Personally, although I have changed the base weapon sometimes, I usually prefer to fiddle with the weapon mods and how they affect damage, recoil, range etc. Just finished overhauling a mod weapon that had perk requirements for its various modifications that didn't make sense to me. Almost everything was either no requirement at all or Gun Nut 4, with very little in between. Ended up changing the requirements on about 3/4 of the available mods and it took all of 15 or 20 minutes.

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I don't use a lot of modded weapons, but I like it when authors include damage modifiers for quick & easy tailoring to taste. Love that feature on the McMillan CS5, iirc you can tune it to do anywhere from 25% to double damage (and yet, when that mod first came out, the comments thread was still full of bogus "this is OP!" stuff.)

 

That said, familiarity with FO4Edit is a freakin' boon when it comes to mod-added weapons. Personally, although I have changed the base weapon sometimes, I usually prefer to fiddle with the weapon mods and how they affect damage, recoil, range etc. Just finished overhauling a mod weapon that had perk requirements for its various modifications that didn't make sense to me. Almost everything was either no requirement at all or Gun Nut 4, with very little in between. Ended up changing the requirements on about 3/4 of the available mods and it took all of 15 or 20 minutes.

Hm! Interesting. I didn't expect so many nice responses so quickly, I didn't even bother checking until today! :)

What are your favorite lore-friendly well balanced weapon mods?

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Hm! Interesting. I didn't expect so many nice responses so quickly, I didn't even bother checking until today! :smile:

What are your favorite lore-friendly well balanced weapon mods?

 

Currently only using the Scar-LK assault rifle (a quite old version) and the McMillan CS5 sniper rifle. When I get further into the game, I'll likely start using the XM73 Gauss by Tumbajama and Quad Rioter's Accelerator and Projectile. Love all of those guns.

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