While incredibly restricted, they do have some fleshing out with the basic damage, frames, some with trigger, but their bread and butter is primarily the around ammunition types, such as the Missile-Launcher.

> Minigun - Somewhat a joke in vanilla, held back by poor damage by poor ammunition. Now it compensates by being able to fire either the 5mm or the 50-BMG rounds. It also have new attachments category such as the basic Frame and Damage, and the Motor. 

 > Flamer - Also somewhat a joke, it's major limiting factor is range which is properly addressed. It also comes with an option for an Incinerator barrel, shooting fireballs at a distance. nozzles have to be forgone for the barrels because of how projectiles are handled within the game.

 > Missile Launcher - While powerful in itself, weight is it's limiting factor and is thusly addressed -- now lighter, but upgradable means it still gains weight but powerful as a result. The barrels instead reduces damage, providing use with the single-barrel launcher for damage efficiency, and it can either use a Fire-Control to use Smart rounds, or a Pneumatic launcher to lob missiles for extra damage. The Missile-Launcher uses Ammo-Switching extensively.

 > Fat Man - A powerful weapon with little attachments, it's true power lies with the ammunition type with a variety to choose from -- Low-Yield for economical use, Bunker-Buster to clear buildings out, rocket-powered variants for improved accuracy. Can be equipped with a Fire-Control System, retrofitted with as a MIRV launcher that allows launching of common grenades -- or the time-tested basic Launcher. MIRV has been simplified to simply shoot multiple explosives at once to avoid the unfortunate bug of feet-spawning nukes.

 > Junk Jet - The Junk Jet has faster projectile speed, and has some new attachments: the basic Trigger, Frame, and Damage, in addition of a new Gamma Module that adds bonus radiation damage. The trigger allows the Junk Jet to function as a basic semi-auto launcher, a charging junk mortar, or a junk Minigun -- yes, you read that right, spool-up followed by rapid fire. 

 > Broadsider - Basic adjustment of ammunition fired. Through Ammo-Switching, players can change ammo on the fly. It no longer has a three-shot magazine, but a single shot can be charged with three rounds.
 
 > Harpoon Gun - Deals bonus damage to mirelurks by default, and has basic fleshing out of damage and frames, but has integration of Ammo-Switching. It has additional ammunitions; Thunderpoon that which explodes and leaves a standard harpoon in it's place, and a Shock Harpoon that will seriously cripple robots.

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The6thMessenger

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