-Reduced ROF to 86, which is about 516 RPM -Increased recoil -Changed name to "Heavy Machine Gun" -Changed perk requirements for the compensator to Gun Nut 2
For those who were confused (like me), and want to use this mod with the LegendaryAssault Rifle Reanimated mod, load this mod after the reanimation mod. Works without problems for me!
Also, thank you undercarriage for this great mod. Makes sense and make me happy. :)
EDIT: Now that I've had a chance to play with this weapon, I find myself unable to recommend it for one simple reason: the recoil.
Even with max heavy-gunner, a tricked out weapon and even ranks of steady aim, the recoil on this thing makes it unusable. Aiming down sights is worse in some ways. .50 cal ammunition is rare and expensive, and the recoil on this weapon makes it so that you miss most of your shots, piddling away that precious, precious ammo. You don't find enough of it to maintain the supply you need to keep this weapon fed. One of the perks of the vanilla assault rifle is the buttery smooth recoil, and this mod removes that perk.
You could argue that the additional recoil makes the weapon realistic, but even Escape From Tarkov, one of the most realistic mil-sim games out there only makes things as realistic as playable and this weapon is, thanks to the added recoil, unplayable. And frankly, my character uses power armor - recoil shouldn't be an issue.
Apologies to undercarriage who put in a lot of work for this mod; I recognize and applaud his efforts, but unfortunately his mod needs some rebalancing. Thank you for your time.
This is a great idea but... It isn´t working for me. My previous assault rifle changed to heavy category, but still got the 5.56 receiver, and the rest of guns I found in the world are the same. Maybe Im doing something wrong. Tryed to scrap my gun, then save, install the mod and find a new one, but didn´t worked either. If somebody knows about a conflict, please tell me!
Please don't rename your mod with every version, not only does it throw up error messages and mess with any eventual third party patches, it can also if you decide to add entirely new items like the suggested unique machinegun potentially break the save; if the character had the new unique and the the name of the ESP changes then the weapon's FormID changes, this removes it from the inventory and can potentially permanently break any container the item is put into, causing an instant CTD when you look at that container, and if said container happens to be your main workshop...
Yeah, sorry. I didn't know that. I may do it one more time just to get the version number out of it before I try any more serious changes. I'm new to this.
This might be outside the scope of what you're doing, but would you consider adding new firing sounds to make it sound more like other .50 cal weapons?
Nice upgrade, fits in nicely with mods like Minigun Weapon Rework, no complaints. A suggestion could be for putting a unique version of the weapon in the game (especially as with unlike virtually every other weapon type with most of them having several there's no actual named unique of the "assault rifle" for a mod like Unique Uniques to upgrade to a proper unique), probably in the hands of some enemies like Captain Wes (Gunner leader in Gunner's Plaza who is supposed to lead the faction in the game) or Fist (official leader of the Super Mutants) with either a stock unique effect (Wounding is great for a gun like this, as is obviously explosive), or alternately with unique mods on the weapon with a higher fire rate reciever for example.
yes to xbox. I use the same mod you've been using and I agree that this is an improvement. Good idea and thanks for putting this together. I hope I'm able to use this at some point.
16 comments
Changelog:
-Reduced ROF to 86, which is about 516 RPM
-Increased recoil
-Changed name to "Heavy Machine Gun"
-Changed perk requirements for the compensator to Gun Nut 2
Also, thank you undercarriage for this great mod. Makes sense and make me happy. :)
EDIT: Now that I've had a chance to play with this weapon, I find myself unable to recommend it for one simple reason: the recoil.
Even with max heavy-gunner, a tricked out weapon and even ranks of steady aim, the recoil on this thing makes it unusable. Aiming down sights is worse in some ways. .50 cal ammunition is rare and expensive, and the recoil on this weapon makes it so that you miss most of your shots, piddling away that precious, precious ammo. You don't find enough of it to maintain the supply you need to keep this weapon fed. One of the perks of the vanilla assault rifle is the buttery smooth recoil, and this mod removes that perk.
You could argue that the additional recoil makes the weapon realistic, but even Escape From Tarkov, one of the most realistic mil-sim games out there only makes things as realistic as playable and this weapon is, thanks to the added recoil, unplayable. And frankly, my character uses power armor - recoil shouldn't be an issue.
Apologies to undercarriage who put in a lot of work for this mod; I recognize and applaud his efforts, but unfortunately his mod needs some rebalancing. Thank you for your time.
check out this hot rod of mine, an automatic anti-materiel rifle at the palm of your hand! Only 699 caps, limited editions only!
Dislocating your shoulder has never been this immersive!