Anyway, new version with different damage types for flamer and cryolator incoming. Vanilla uses energy damage for both, instead of fire and cryo damage like in 76.
On top of that, I'll probably add fire and cryo type damage to molotovs, cryo granades, cryo mines, robot flamethrower thingy hands, and so on... So in case u have a mod that does that, you won't need it anymore.
So turns out fire and cryo damage is actually completely busted in Fallout 4, it becomes way too OP because there are no basic resistances like 76, idk why it took me this long to notice it. (And btw this mod's objective is to be as balanced and lore-friendly as possible with 76 as the base, so no OP anything).
So current version is likely the final version, I don't think there's any other adjustment that needs to be done.
Soo... forgot I added a legendary effect to the Silver Submachine gun of the Silver Shroud set, increased damage against humans. I leave it there tho, pretty weird that unique gun didn't have any special effect.
Changed minigun to deal 20 points of damage across the board.
The vertibird miniguns had different damages because... idk i guess Bethesda wanted you to have the advantage at all times so they buff you in vertibird while NPCs get ultra nerfed. Not anymore thanks to this mod.
The Fallout wiki entry for the minigun in Fallout 76 states that it has a base damage of 20 (for the level 35 version of the gun), and a base damage of 24 (for the level 45 version).
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Anyway, new version with different damage types for flamer and cryolator incoming. Vanilla uses energy damage for both, instead of fire and cryo damage like in 76.
So turns out fire and cryo damage is actually completely busted in Fallout 4, it becomes way too OP because there are no basic resistances like 76, idk why it took me this long to notice it. (And btw this mod's objective is to be as balanced and lore-friendly as possible with 76 as the base, so no OP anything).On top of that, I'll probably add fire and cryo type damage to molotovs, cryo granades, cryo mines, robot flamethrower thingy hands, and so on... So in case u have a mod that does that, you won't need it anymore.
So current version is likely the final version, I don't think there's any other adjustment that needs to be done.
I leave it there tho, pretty weird that unique gun didn't have any special effect.
No future plans at the moment, I can't think of another weapon that felt extremely weak to others honestly.
The vertibird miniguns had different damages because... idk i guess Bethesda wanted you to have the advantage at all times so they buff you in vertibird while NPCs get ultra nerfed. Not anymore thanks to this mod.