I may have missed something skimming through the comments but does the minigun variant make is to that minigun (and gatling-lasers) benefit from both the commando perk and heavy gunner perk or only the commando perk ?
Edit: I tested it, and in case someone in the future comes by with the same question, the minigun variant of the mod does indeed make it so that miniguns and gatling-lasers benefit from both the commando and Heavy Gunners perks. Which, luckily for me, is what I hoped for.
Fantastic! I was talking with someone in a fallout chat about how his complaints about automatic weapons were unfounded, and suggested making a mod that does exactly what this does. Glad you beat me to it!
Thanks man. I like the idea of a machine gun using character, but thought auto felt a tad weak in game. I will try out your lite version and see how it goes. Cheers.
Is this mod compatible with mods that change the Gatling Laser to used fusion cells instead of fusion cores? I love my GL, but I don't want to have to use my precious fusion cores to fire it.
Thanks for this. When I first looked at the perks of the game, I actually thought "ok, so automatic rifles take commando AND rifleman, automatic 1h take gunslinger and commando... wait what? 200% increase... man they must suck until maxed!"... I always found it weird that there's just ONE skill to any weapon. 5 points.
I'll give this a bit more playtime, see if the automatics feel better now.
Imo the rifleman perks and commando should be swapped aka rifleman should have the extra stagger chance and commando should have the 30% armor ignore since it needs it alot more.
Not really needed... I've been playing a Commando character on Survival and it's very strong. On paper, 3x critical hit sneak attacks in VATS are tough to match by any other specialization. And in practice, automatic is often much more controllable than semi-auto. Don't believe me? Try the Combat Rifle in full auto. You give up a lot of damage per shot, sure, but it's 1000% more shootable.
The one thing I want is full auto versions of the caliber changing receivers. Why are they all semi auto only? argh.
Well of course, sneak crits break EVERYTHING in half. This mod is for folks who just want some straightforwards shoot-mans without dire specialization.
It's not just sneak attacks, Commando has great critical damage in general. Why shouldn't the game be balanced around VATS? Without it, FO4 would be a very bland shooter.
Agree, this isn't really needed. End game automatic weaps are very, very strong even without sneak and VATS. Just stand in one place and shoot away. The Assault Rifle stun locks and shreds through everything. I dislike the Combat Rifle because of the recoil.
Source: I have a character that uses only automatic weapons and nothing else, playing on a modded Super Survival mode (100% enemies are legendary), currently done with the main quests. I also have a sniper only character using Gauss Rifles, and a melee only character.
For clarity, my auto-weapons char was specifically build to not ever use VATS. This means no Per, Luck or any VATS related perk. I just stand and shoot away in my mix-match of sentinel armors and a chest armor that has 100% stagger reduction.
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Edit: I tested it, and in case someone in the future comes by with the same question, the minigun variant of the mod does indeed make it so that miniguns and gatling-lasers benefit from both the commando and Heavy Gunners perks.
Which, luckily for me, is what I hoped for.
Please point that out. Great mod, endorsed!.
I'll give this a bit more playtime, see if the automatics feel better now.
The one thing I want is full auto versions of the caliber changing receivers. Why are they all semi auto only? argh.
Source: I have a character that uses only automatic weapons and nothing else, playing on a modded Super Survival mode (100% enemies are legendary), currently done with the main quests. I also have a sniper only character using Gauss Rifles, and a melee only character.