I believe this would be even better if one of the barrels could still be used for semi auto like a new sniper barrel mod that uses the textures of the long barrel so texture mods still work on the institute rifle or perhaps just make one of the currant barrels semi auto but high per shot damage. And don't forget to take away the recoil and shaking because that takes away from the beauty of the beam being fired. thank you if you have read this
lasers don't recoil to begin with.... why there is recoil on energy weapons in this game is beyond me....i would do it myself if i could find the recoil data in xedit.
This mod is very cool exept that there are just too many issues to want to keep this enabled for my game
Fighting against these lasers when you go to kill kellogg is so damn hard that ive never died so many times in fort hagen, i died 11 times at level 19 damn
The laser has a lot of issues actually hitting enemies when i use it, i was finishing up an institute playthrough and during the final battle, i was unable to hit any of the vertibirds at all with it.
i made a furious one and it didnt work how i thought it would, i have a mod that shows me damage numbers and it showed me that it did 20 a couple times then went up in damage.
yeah once again the biggest contender in not wanting to use it is going up against a ton of synths with the gun, it is just not fun, definately would need a change to make it fairer for all parties, like a smaller clip size so sustaining the beam is shorter, or just less damage or just make it so there is spread on the beam, just like 2 synths required me to use everything i had to fight them, sniper then switching to melee when they get near to stunlock them. having to resort to using that method to beat them has got to show you how hard it is to fight against something like this.
My final suggestion: Make the beam a modification to the gun that requires a high perk of gun nut, and make it so its pretty high on the leveled list so that you are properly prepared to fight it, and maybe since its a mod, you can make a garenteed version with a legendary on it, maybe on an important synth like one of the 2 in the institute reactor room, or if that is too lategame, put it on the Synth leader in one of the dungeons with synth in it i.e makhra fishpacking near the nakano residence because thats a place people go to for its high scrap yield of aluminum
Wow this is could be huge, I've never seen an actual beam weapon added to the game before- And you rarely see beam weapons in 3D 1st/3rd person games in general.
So how'd you do it, was it hard, or any reason why we don't see many beam weapons?
I hesitate to DL with the last comment being about CTDs, but this is a great foundation for a laser overhaul. Adding a new weapon modification to all laser weapons like the automatic attachments. A cool visual for the Gatling laser would be having multiple adjacent lasers that rotate like a laser drill.Or a unique weapon that causes the laser beam effect to appear from above as though being targeted from space (Augments could allow you to change the area of effect/width of the beam for a proper orbital strike?)
Edit: Reading the comments I just noticed the Archimedes which I've overlooked as just being an orbital strike weapon with more of an explosion than an actual laser. Though I do notice it seems to have a more obvious "lag" or "stutter" when moving the beam does than this seems to, based on the videos in both descriptions.
I've been trying to ditch the recoil for one of the beam mods (i believe quantum stablizer) but for whatever reason there is recoil in first person taht cannot be removed when firing the weapon that is not present in third person. If anyone knows how to remove the first person view kick I would be very greatful.
22 comments
thank you if you have read this
AlienBlaster_AM
AssaultronLaser_AM
EyebotAimModel
GatlingLaser_AM
GaussRifle_AM
LaserGunContinuousAM
LaserGun_AM
LaserMusket_AM
PlasmaGun_AM
DLC01AssaultronHeadCharging_AM
DLC01LightningLobber_AM
Fighting against these lasers when you go to kill kellogg is so damn hard that ive never died so many times in fort hagen, i died 11 times at level 19 damn
The laser has a lot of issues actually hitting enemies when i use it, i was finishing up an institute playthrough and during the final battle, i was unable to hit any of the vertibirds at all with it.
i made a furious one and it didnt work how i thought it would, i have a mod that shows me damage numbers and it showed me that it did 20 a couple times then went up in damage.
yeah once again the biggest contender in not wanting to use it is going up against a ton of synths with the gun, it is just not fun, definately would need a change to make it fairer for all parties, like a smaller clip size so sustaining the beam is shorter, or just less damage or just make it so there is spread on the beam, just like 2 synths required me to use everything i had to fight them, sniper then switching to melee when they get near to stunlock them.
having to resort to using that method to beat them has got to show you how hard it is to fight against something like this.
My final suggestion: Make the beam a modification to the gun that requires a high perk of gun nut, and make it so its pretty high on the leveled list so that you are properly prepared to fight it, and maybe since its a mod, you can make a garenteed version with a legendary on it, maybe on an important synth like one of the 2 in the institute reactor room, or if that is too lategame, put it on the Synth leader in one of the dungeons with synth in it i.e makhra fishpacking near the nakano residence because thats a place people go to for its high scrap yield of aluminum
So how'd you do it, was it hard, or any reason why we don't see many beam weapons?
I hesitate to DL with the last comment being about CTDs, but this is a great foundation for a laser overhaul. Adding a new weapon modification to all laser weapons like the automatic attachments. A cool visual for the Gatling laser would be having multiple adjacent lasers that rotate like a laser drill.Or a unique weapon that causes the laser beam effect to appear from above as though being targeted from space (Augments could allow you to change the area of effect/width of the beam for a proper orbital strike?)
Edit: Reading the comments I just noticed the Archimedes which I've overlooked as just being an orbital strike weapon with more of an explosion than an actual laser. Though I do notice it seems to have a more obvious "lag" or "stutter" when moving the beam does than this seems to, based on the videos in both descriptions.
and also get rid of the weird recoil
perhaps im missing something..