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pucque

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About this mod

This is a non-exhaustive tweak of the overall weapon balance to my personal liking.

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Version 1.2.
It felt really weird seeing how many weapons that are just outright useless, with a few weapons having absurd DPS compared to the rest of the arsenal. The core design aim is to smooth out the arsenal to make more types of guns more appealing. This may not take to account when the guns actually spawn by level, but when improved mod tools are available this will be further reworked to make all guns available earlier, among other things.
It goes without saying that this is not compatible with other weapon tweak mods, particularly those that touch object modifications, "Damage Modifiers", and quality modifiers.
The "base" attributes for weapons which would be normally difficult to adjust were tweaked using the Quality Level 1 object "mod" and default recievers.

This description was generated from a text file, so the description doesn't follow proper formatting on this site. Apologies if this perturbs you.

List of changes made in 1.2 (ammo capacity themed update):
-Experimental: Lawgiver's base damage is now 100 (whoa! actual early game challenge!), using the only available reciever to modify the damage since I know that particular mod isn't applied multiple times. For fear of the bugs surrounding Lawgiver's quality modifiers, the damage scaling has been only slightly changed. To compensate, the rate of fire has been reduced from 150 RPM to 135 RPM. It is now the highest DPS early game weapon in terms of burst damage, but you only have six shots.
--Post-tweak, Lawgiver still normally scales slower than Hard Target, but it can rarely spawn with doubled or tripled quality modifiers (still haven't found what causes that bug...), exceeding the damage of an Advanced Hard Target.
-The "Small Magazine" mod was unusably small for most guns for the (incredibly tiny) benefit it gives. I decided to reduce the magazine size penalty in most cases and add a critical damage bonus which has synergy with the non-auto critical perk. Some magazines may be visually smaller than what the capacity implies. Just pretend the bullets are packed more efficiently.
--Drum Beat's Small Magazine now has an ammo capacity of 25 and increases critical damage by 50%.
--AA-99's Small Magazine now has the default ammo capacity and increases critical damage by 50%.
--Orion's Small Battery now has an ammo capacity of 25 and increases critical damage by 50%.
--Equinox's Small Battery now has an ammo capacity of 17 and increases critical damage by 50%.
--VSS's Small Magazine is reduced from 12 to 10, but now increases critical damage by 100%.
--AKM's Small Magazine is unchanged, but now increases critical damage by 650%. Not that you'll see this very often, since you can't increase the critical hit chance of automatic weapons. A funny weapon mod if you like gambling, possibly even funnier if it has the Extended Mag legendary. Enemies have a higher base critical hit chance than you, so in the rare case someone with one of these has a small magazine, enjoy the random actual challenge.
-Hard Target now has the correct ammo capacity of 7. Large Magazine now has an ammo capacity of 12.
-Beowulf now has the correct ammo capacity of 50.
-AA-99 now has an ammo capacity of 30. Large Magazine now has an ammo capacity of 50, to make it competitive with Beowulf.
-Tombstone now has an ammo capacity of 24. Large Magazine now has an ammo capacity of 45, to make it competitive with Beowulf.
-Magshear now has an ammo capacity of 100. The shot pattern will be completely cycled over exactly 4 times. Damage per magazine should now be competitive with higher-tier assault rifles/SMGs.
--The shot pattern for Magshear and Magstorm unfortunately start at the second position so the very last shot fired will be at the beginning of the shot pattern. Classic Bethesda jank.
-Magstorm now has an ammo capacity of 360. The shot pattern will be completely cycled over exactly 5 times. It had an absurdly low magazine size for a machine gun firing 6.5mm (not .50!!!!) ferromagnetic pellets and the ammo capacity didn't even align with the shot pattern given to the weapon, this should make it a perfectly cromulent heavy machine gun powerful enough to take down level 100 Starborn.
--By the way, did you know Magsniper originally used .50 MI and Magshear/Magstorm used 6.5mm MI before an incredibly fucking inexplicable caliber reshuffling???
-Microgun now has an ammo capacity of 500, allowing you to actually take advantage of the smaller sustained-fire COF (assuming what you're firing at survives that long post-tweak...). Small Magazine now has an ammo capacity of 350, but does not have the critical damage bonuses added to other weapons with the same mod.
--The modified ammo capacities save for Tombstone may not be accounted for with the "Extended Mag" legendary due to being unable to edit base weapon stats.
-Slight change in scaling to the two 1911 pistols (OE Pistol, XM-2311) to make them more numerically correct.
-Gut Buster damage multiplier reverted, as it only multiplied the base damage in testing. Instead, they add a bonus of 15 (Kraken) or 20 (Maelstrom) damage. When official mod tools come out, the modification will be hopefully be configured more gracefully.

[See the readme file for changes made in older versions.]

Misc. notes:
-Yes, I know explosive weapons that aren't a Hornet's Nest Coachman still suck. Waiting on mod tools to improve before digging into the guts of those.
-Arc Welder and Auto-Riveter still also suck, mostly because they're not implemented in the quality system (changing that will require me to edit things I may not exactly want to change yet given the current state of editing tools.) Will fix in a future version maybe when I come back to the game with "proper" mod tools available.
-Burst fire is rarely seen in dropped loot, so it should be functionally superior to full auto if a bit harder to use, as a reward for getting to the reciever perk rank.
-I have other plans for what to do with all non-auto fire modes, but they'll have to wait for more comprehensive and well-supported mod tools.
-I did not change the aim/recoil model for the guns, as the weapon bloom is pretty absurd for an FPS already.
-I'm not fully comfortable with changing Magshot, Magshear, and Magstorm rates of fire due to how the weapons function and their fixed spread, but they will be changed (and for the latter two, the damage even higher!) pending more comprblahblah.
-Drum Beat is probably a bit overtuned for how quickly you find upper tier variants, but the overall design intention for the arsenal is that the "lower level" weapons should only be merely less efficient than their higher level competitors so getting an Advanced Drum Beat won't be such a booby prize compared to a Calibrated/Refined AA-99.