Fallout 4

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WarMocK

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WarMocK

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About this mod

You think the 50 cal is too weak in Fallout 4? You're missing a heavy automatic hitter that can actually DAMAGE a somewhat tougher opponent instead of just tickling it? Need a cheap alternative to the Gauss rifle because you keep on running out of 2mm EC rounds? If any of the above is the case I have some good news for you. :)

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Without a doubt the 50 cal ammo is among the worst of the bunch you can get. Too heavy in survival mode, too expensive for its damage, and it has no matching automatic weapon despite there being one planned by Bethesda at the beginning of Fallout 4's development cycle in the first place. This small mod tries to fix those issues by buffing both the 50 cal hunting rifle and the 50 cal pipe bolt-action rifle by a fair amount, closing the gap between the 308 combat rifle, the 44 magnum revolver, and the Gauss rifle as well as introducing a new automatic weapon, the OMG-50 light support machinegun.
Based upon some calculations and considerations about the official weapons provided by Bethesda up to Nuka-World, the OMG-50 offers the highest damage output of all automatic weapons. This is balanced out by the scarcity of the 50 cal ammunition, as the leveled lists remained untouched. The other two weapons now fill out the gap on the non-auto weapon spectrum, keeping both the pipe bolt-action pistol/rifle and the hunting rifle relevant for a longer time.
As with the update on the Nuka-World edition I also upgraded the hunting rifle even further! Its base damage has now been buffed a little bit, the 38 receiver version got quite a boost to make it at least useful for dispatching ghouls and raiders, and it also got a new receiver for the otherwise all but orphaned 5.56mm ammunition from the assault rifle.
Update with version 1.2.0: Added a new skeleton grip which turns the hunting rifle into a hunting "pistol". The weapon is no longer affected by Rifleman or Sniper, but by Gunslinger. Reduces the AP cost in VATS by 35 % but also increases the recoil. You'll also see a [Varmint] tag on it once the hunting rifle has been chambered for 5.56 mm ammo. Sound familiar? ;)
Update with version 1.2.1: added a skeleton stock for the hunting rifle, which reduces weight and AP costs in VATS at the expense of no additional bash damage and little improvement on recoil control. Basically it's just very useful for VATS but not much else.
Update with version 1.3.0: Now you also have a snub-nosed version of the hunting rifle and a tactical pistol stock available. In case you wanna save AP costs and you can go without some range.


-= The stats =-
There are two versions of this mod available (pick only one in the download section!!!). The first one is balanced around the vanilla game, the second one takes the newer weapons from both Far Harbor and Nuka-World into account.

Vanilla game version:

OMG-50:
Base damage: 64
Rate of fire: 90

50 cal hunting rifle:
Base damage: 96

50 cal pipe bolt-action pistol/rifle:
Base damage: 80

Nuka-World version:

OMG-50:
Base damage: 72
Rate of fire: 90

50 cal hunting rifle:
Base damage: 128

50 cal pipe bolt-action pistol/rifle:
Base damage: 96

.308 receiver hunting rifle:
Base damage: 42


5.56mm receiver hunting rifle:
Base damage: 36



.38 receiver hunting rifle:
Base damage: 31


All three 50 cal weapons also have a very high chance to stagger a target on a hit, further migitating the high ammo cost and relatively low availability.

-= Bugs & Issues =-

None are know so far from my testing, however keep in mind that this mod alters the stats of two vanilla weapons. This means that it will conflict with any other weapon mod doing the same.
Also, in version 1.1.0 the OMG-50 can only be spawned into game via console commands. The reason is because this mod is more for testing purposes and less for everyday use. If demands are high enough and/or I have idea for a simple yet immersive way to add the OMG-50 into the game I'll add it to this mod.

UPDATE: As of version 1.1.0 of the Nuka-World edition of this mod, you can now get the machinegun in Fort Strong. Just head to the General's office and look in the cabinet right to the entrance door, it's sitting on the upper shelf.

As of version 1.2.0, the only issue known so far is that the foregrip section of the skeleton grip looks a bit off. This is because of the hand position of the standard hunting rifle animation, which I cannot change unfortunately. Oh well, at least it's looking good in 3rd person ... :-P

-= The theory behind the scenes =-

Okay, so what's the deal with this OMG-50 anyway? Why don't we have a machinegun in Fallout 4? And most importantly: where does this silly name come from? Well, can't say that I have the right answer, but after a bit of numbercrunching I realized that there was a good reason why we got no machinegun and why Bethesda used the machinegun mesh for the assault rifle (which originally was supposed to be the chinese assault rifle btw, you can still find the mesh for it in the mesh ba2 as meshes/weapons/assaultrifle/assaultrifleproto.nif): the machinegun would have been a redundant, overpowered, unsustainable gamebreaker which would have ruined the ammo economy.
Sounds complicated? Fortunately, it isn't. If it had been implemented into vanilla Fallout 4, the OMG-50 (offensive machinegun 50 cal, which is still written on the silencer of the assault rifle, hence the name for this mod ^^) would have had to compete with the gatling laser. And no matter how you slice it, the gatling laser would always win. If the 50 cal ammo would have been about as cheap as the 38 ammo to justify its damage output being at least near the gatling laser's level, it would have made all other ammo types completely obsolete, and even then the fusion cores still provide more shots per bottlecap (with both Nuclear Physicist maxed out and the nuclear bobblehead, a fully charged fusioncore provides over 1100 shots at a cost of as low as 250 bottlecaps!!!). On the flipside, the OMG-50 would have had totally overpowered damage stats in order to make up for the expensive ammo (my version already has double the damage output of the gatling laser with overcharged capacitor and charging barrels!). Can you imagine a machinegun doing 100+ base damage at a RoF of 90 with ammunition which only costs 5 caps per pop? Believe it or not, that's the range we would need to end up if we tried to bring the damage of the OMG-50 in line with the other automatic weapons, as this is what you'll get if you compare the damage output with the OMG-50's other contender, the powerful automatic handmade rifle, which has 42 damage at a RoF of 90 and ammo which costs only close to 2 caps. And at this damage the OMG-50 would make all the other heavy weapons completely obsolete without even trying - including the Fat Man...