great idea, laser rifles was underperforming either way this might make them somewhat usable, but the picture you're showing says the dmg went from 93 to 193.. thats not 50%.
Maybe make a version that does 20% standard and 33% amplified, and make it for plasma and institute rifles aswell. Would be making a game fixing mod in my eyes.
Would this be considered overpowered compared to a regular combat shotgun or plasma scattergun, seeing as you find Fusion Cells in abundance? I do know that the Rifleman's 30% armour piercing doesn't affect energy damage, so perhaps it's not as gamebreaking as I imagine?
I've done regular testing and in some parts it does feel overpowerd but other parts feels just right, even though the damage count seems to say a lot, it does lie alittle bit as the damage is spread throughout the beams.
Damage drops over distance, and whether you hit them with all beams or not.
I could make a slighter weaker version if it's too much for some people.
Hmm. Well, I found this mod after wanting to make a shotgun-based character (I was so happy when I found out you could make laser rifles into shotguns! ), but found the damage and beam-amount very lackluster. But 200+ energy damage also seems a bit too good, especially with the ammo capacity you're given (not that it matters with Quick Hands, but still.)
Maybe you could make a 15/30 version for those of us that feel 25/50 is too much?
No matter what, this mod is a blessing for shotgun builds.
I would download that. I felt like nearly doubling the damage was a bit overkill, it should roughly match the combat shotgun for damage. It would be cool if you could give the plasma scattergun a buff too, it's useless right now.
A random thought. To make things interesting and diverse, you could do this thing: you know how institute tries to optimise pre-war design of laser, increasing its firerate and reducing recoil? You could go further with this approach. If standart pre-war splitters would just disperse beam in large array to maximise damage at closer distances, Institute could go with different approach, utilising close-mid range effectiveness via reduced dispersion of laser at cost of raw damage. Basicaly, you can make that institute beam splitters will start with 8 beams and 7/15% damage increase and a bit narrower spread than one of AER-9, and fine tuned giving them a fairly narrow spread and 4 beams, with 15/30% damage amp.
I do see where you're going with it and it sounds interesting, I might consider doing something alot different than just enhancing the Beam splitters but I still have to get my self acquainted with the ingame values.
That would be awesome. I really wanted to get the 6 crank and put the splitter on there to effectively have a wide-bore laser cannon type weapon, but the damage just didn't cut it.
Beam splitters were always just weak and pointless, my shotgun did base 4 times more damage, no mods.
But then again beam splitters have much larger ammo capacity, so maybe that's the balance.
But ammo capacity was overrated by the developers, because they nerfed the damage on them so much, because in the real game, the ammo capacity does nothing for you.
gonna try it, i dont get what they did to the beam splitter tbh...i have never used one, theres no point to using one, even though the idea is actually cool and i like shotguns. Why such a measly damage increase by default ? it has to be a mistake or something.
looks interesting. I always felt that the splitter was kind of lacking usefulness, maybe it will be a better option with this mod over a plasma shotgun.
17 comments
Maybe make a version that does 20% standard and 33% amplified, and make it for plasma and institute rifles aswell. Would be making a game fixing mod in my eyes.
Good work
Damage drops over distance, and whether you hit them with all beams or not.
I could make a slighter weaker version if it's too much for some people.
Maybe you could make a 15/30 version for those of us that feel 25/50 is too much?
No matter what, this mod is a blessing for shotgun builds.
Basicaly, you can make that institute beam splitters will start with 8 beams and 7/15% damage increase and a bit narrower spread than one of AER-9, and fine tuned giving them a fairly narrow spread and 4 beams, with 15/30% damage amp.
But then again beam splitters have much larger ammo capacity, so maybe that's the balance.
But ammo capacity was overrated by the developers, because they nerfed the damage on them so much, because in the real game, the ammo capacity does nothing for you.