Nerak1 Posted April 5, 2013 Share Posted April 5, 2013 (edited) I've noticed that hand guns in FNV tend to be just as, if not more powerful than long guns that use the same calibers. This makes absolutely no sense either from a realism, or balance stand point. The hunting rifle for example is weaker than the .44 revolver despite the .308 round producing 3.5 times the kinetic energy of a .44 Magnum in real life. I suggest a mod that doubles, or triples the damage of rifles, and carbines so they're more powerful than the pistols in the game. I know it's possible to edit the damage value of weapons in GECK, but that's very time consuming, and you have to do it every time you add a new weapon mod. A damage multiplier makes more sense. Edited April 5, 2013 by Nerak1 Link to comment Share on other sites More sharing options...
SpockST Posted April 5, 2013 Share Posted April 5, 2013 Actually, the only difference between a rifle and a pistol using the exact same ammo is the accuracy over longer ranges. Link to comment Share on other sites More sharing options...
Nerak1 Posted April 5, 2013 Author Share Posted April 5, 2013 Actually, the only difference between a rifle and a pistol using the exact same ammo is the accuracy over longer ranges.Generally speaking a longer barrel means a higher muzzle velocity which translates to more kinetic energy. Also rifle calibers are generally more powerful than pistol calibers. A .308 has over 3,500J of energy at the muzzle while a .44 Magnum has just over 1,000J. A 5.56x45mm NATO has about 1,300J so even it's more powerful than the .44 Magnum in real life. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted April 5, 2013 Share Posted April 5, 2013 Sure, it'd be pretty easy actually to make a mod that does this. Take a look at my The 00 Commando Redone for how to modify a specific list of items. There are other lists that hold rifles and such, or you can search them all for weapons that fit an animation type (see my vending machine mod for how to search through all the lists). Then it's just a simple matter of writing a formula that applies generally across every gun to provide a roughly realistic bump to stats without making the weapon OP. Keeping in mind that bumping damage means the gun wears out faster, so you'll need to account for that as well. Link to comment Share on other sites More sharing options...
ThreeUnicornsInATrenchcoat Posted April 6, 2013 Share Posted April 6, 2013 Another thing to take into account is sectional density. In general, the wider the bullet, the more damage it will do to flesh. Take a look at this for details: http://www.chuckhawks.com/sd.htm Link to comment Share on other sites More sharing options...
Roviakin71 Posted April 11, 2013 Share Posted April 11, 2013 I think there should be a rebalance to weapon damage. I think rifles because they fire high velocity rounds they would have easier time in penetrating armour and cover than rounds fired by pistols and submachine guns. Link to comment Share on other sites More sharing options...
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