Just for anyone's information: this is not entirely compatible with Extended Weapon Mods, it will remove the UMP receiver for submachine guns. If you don't care about that one, you don't need a patch and this should be loaded after Extended Weapon Mods.
Otherwise, you will need to make an override patch with FO4edit.
I think Bethesda likes to give us a false sense of freedom. The character in the trailer has a semi-automatic rifle and a laser rifle. It doesn't help the fact that the .50 variant of the hunting rifle is the most powerful ballistic weapon in the game. In a way, they were trying to force us to play a Rifleman instead of a Commando, albeit Commando is far more useful in this game due to the floks of enemies like Gunners, Raiders and Ghouls, that dish out serious damage even with pea shooters. You put an Advanced automatic reciever on the Overseer's Guardian and that thing is even more overpowered but the regular automatic variation of the combat rifle is very unreliable due to the ridiculous recoil and lack of an automatic advanced reciever. I'd rather sacrifice minor points of damage to have far more control with the automatic assault rifle. Seriously, Bethesda needs a masterclass on ballistics because armour piercing bullets are feared even by people driving armored vehicles and the recoils... seriously. Everything to force us to play their favorite way.
I was wondering if you could make a version of this that is compatible with the Pipe Weapons Overhaul mod? Either by removing the pipe weapon receivers or switching them to the receivers slot that the mod adds. I love both mods but right now I have to use the PWO receivers since the slot that these are normally in control the gun caliber in that mod and they don't overlap well.
Just would like to note that adding piercing to the higher end variants actually makes them much more powerful than the basic semi-auto receivers. So what you call a crafting mod in terms of damage is essentially a cheat mod by making the automatic weapons more powerful than the semi-auto ones and throwing everything out of balance. The total damage out vs. damage per shot is the reason they stopped below the higher damage semi-auto receivers.
Yes and no. The optional Increased Automatics Damage makes automatic guns superior in pretty much every situation. But that's why it's optional.
Without the Vanilla Damage version, however, things look a bit different.
Looking at the numbers, Powerful Automatic Receivers (which always do more damage than Hardened Piercing Auto Receivers; even against extremely armored foes) have three distinct advantages over Advanced Receivers: -Higher Fire Rate (usually 80-90%) -Higher Damage Per Second (usually 15-20%, assuming maximum fire of the semi-auto gun) -Higher Crit Damage (about 30-115% due to firing in bursts)
Advanced Receivers meanwhile have: -Higher Alpha Damage (around 40-50%) -Higher Ammo Efficiency (Damage per bullet used, therefore as above) -Less Damage lost vs. armored enemies (depends on enemy Damage Resistance) -Higher Controllability (lower rate of fire means less Recoil and less Spread Increase in the same time frame) -Very Slight Range Increase
However, once Rifleman 5 and Commando 5 come into play (which, if you're going for Gun Nut 4 for the receivers, you're highly likely to pick up), the DPS advantage goes down to around 5% (Damage calculation is a little odd in FO4) whilst the both the Alpha Damage and Ammo Efficiency of the Advanced Receiver increase (about 13.9% each) and a (useful, but not entirely reliable) 8% chance to cripple a limb on hit is added. And the Powerful Automatic Receiver gains a (again, useful but for my taste not reliable) 6% chance to Stagger on hit and a 20% Reduction in Hipfire Spread. Useful at short range mostly.
If we now look at these numbers (including the rank 5 perks) again but compare Advanced Piercing Auto Receivers with Advanced Receivers, the numbers look quite different. Advanced Piercing Auto Receivers now have: -Higher Fire Rate (around 100-115%) -Higher Damage Per Second (around 40-50%) -Higher Crit Damage (70-170%) -Chance to Stagger on Hit (6%; procs more often in the same time frame due to higher rate of fire) -Lower Highfire Spread (20%)
Advanced Receivers meanwhile: -Higher Alpha Damage (around 10-18%) -Higher Ammo Efficiency (again, 10-18%) -Less Damage lost vs. armored enemies (depends on enemy Damage Resistance) -Higher Controllability (even more so due to even higher Rates of Fire with Advanced Auto Receivers) -Chance to Cripple Limb on Hit (8%) -Very Slight Range Increase
As far as I can tell, these numbers appear rather balanced, really.
Automatics now are the clearly superior choice when up close (Hipfire spread, DPS increase) whilst simultaneously being able to benefit more from certain legendary effects (e.g. wounding or explosive) due to higher rate of fire. If you can keep both recoil and spread under control, it'll even be workable at longer ranges. However, at medium to long range, Semi-automatics are still preferrable due to higher sneak attack damage and damage per hit but can still be made to work very well at close range. Furthermore, you'll be wasting less bullets because each shot does more damage and you're not spraying a target down. And if you can't bring the full automatic fire rate to bear, the advantages of the semi-automatic Advanced Receiver only grow. The Limb Crippling Chance, in my opinion, is a fairly even match for the Stagger Chance meanwhile.
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If you don't care about that one, you don't need a patch and this should be loaded after Extended Weapon Mods.
Otherwise, you will need to make an override patch with FO4edit.
Without the Vanilla Damage version, however, things look a bit different.
Looking at the numbers, Powerful Automatic Receivers (which always do more damage than Hardened Piercing Auto Receivers; even against extremely armored foes) have three distinct advantages over Advanced Receivers:
-Higher Fire Rate (usually 80-90%)
-Higher Damage Per Second (usually 15-20%, assuming maximum fire of the semi-auto gun)
-Higher Crit Damage (about 30-115% due to firing in bursts)
Advanced Receivers meanwhile have:
-Higher Alpha Damage (around 40-50%)
-Higher Ammo Efficiency (Damage per bullet used, therefore as above)
-Less Damage lost vs. armored enemies (depends on enemy Damage Resistance)
-Higher Controllability (lower rate of fire means less Recoil and less Spread Increase in the same time frame)
-Very Slight Range Increase
However, once Rifleman 5 and Commando 5 come into play (which, if you're going for Gun Nut 4 for the receivers, you're highly likely to pick up), the DPS advantage goes down to around 5% (Damage calculation is a little odd in FO4) whilst the both the Alpha Damage and Ammo Efficiency of the Advanced Receiver increase (about 13.9% each) and a (useful, but not entirely reliable) 8% chance to cripple a limb on hit is added.
And the Powerful Automatic Receiver gains a (again, useful but for my taste not reliable) 6% chance to Stagger on hit and a 20% Reduction in Hipfire Spread. Useful at short range mostly.
If we now look at these numbers (including the rank 5 perks) again but compare Advanced Piercing Auto Receivers with Advanced Receivers, the numbers look quite different. Advanced Piercing Auto Receivers now have:
-Higher Fire Rate (around 100-115%)
-Higher Damage Per Second (around 40-50%)
-Higher Crit Damage (70-170%)
-Chance to Stagger on Hit (6%; procs more often in the same time frame due to higher rate of fire)
-Lower Highfire Spread (20%)
Advanced Receivers meanwhile:
-Higher Alpha Damage (around 10-18%)
-Higher Ammo Efficiency (again, 10-18%)
-Less Damage lost vs. armored enemies (depends on enemy Damage Resistance)
-Higher Controllability (even more so due to even higher Rates of Fire with Advanced Auto Receivers)
-Chance to Cripple Limb on Hit (8%)
-Very Slight Range Increase
As far as I can tell, these numbers appear rather balanced, really.
Automatics now are the clearly superior choice when up close (Hipfire spread, DPS increase) whilst simultaneously being able to benefit more from certain legendary effects (e.g. wounding or explosive) due to higher rate of fire. If you can keep both recoil and spread under control, it'll even be workable at longer ranges.
However, at medium to long range, Semi-automatics are still preferrable due to higher sneak attack damage and damage per hit but can still be made to work very well at close range. Furthermore, you'll be wasting less bullets because each shot does more damage and you're not spraying a target down. And if you can't bring the full automatic fire rate to bear, the advantages of the semi-automatic Advanced Receiver only grow. The Limb Crippling Chance, in my opinion, is a fairly even match for the Stagger Chance meanwhile.