I explicitly avoided getting the nerf but for some reason the laser musket is still clocked at a DPS of 18. I checked my mod list and I didn't download the optional mod so I don't know what happened.
Its not that I think you have the right idea in balancing it. After all, the laser musket canonically doesn't use ammunition its just Bethesda needed to balance it. Its just that the lack of damage makes my settlers really underpowered. (I don't use mods that give the minuteman powerful armor, I like to keep them very canonical) and with the Laser musket's high DPS at least they are a glass cannon as opposed to just a bullet sponge with no way to defend themselves.
Ah wait I just realized useful crank only affects me... yea im a bit silly.
Edit edit: For some reason the AVB conversion was dependent on this mod so when I turned it off the laser musket skin also turned off for no discernable reason. I was able to circumvent this by simply getting a damage modifier mod for the gun which simply increases the damage despite what this mod does.
ay sorry i might have not been able to convey my words properly, this is on me both files have 18 dmg, but the optional is just the damage and crank without the skin, i made the optional as a way to still have the balance i though was right at the time + keep the image Dak and Pig went for with their mod
Gotta ask, why change the damage to 18 when the original laser musket is 30? I know Preston starts off with a weak variant of a musket that's at 18 but he's the only one.
TLDR: its how i feel it should have been balanced considering the unlimited ammo aspect
"YEAH GIVE ME LONG LET ME READ" you play on survival? unlimited ammo on a 30 dmg weapon that can get instigating and six crank is a 180 base dmg, 360dmg instigating per shot without any dmg perks, 720 with rifleman a hunting rifle, wich consumes ammo, if modded to use .50 will have a base dmg of 64 (128 with max rifleman), thats 256 with instigating thats like a lil over 35%
18 dmg still is a 216dmg with rifleman and a 432dmg with instigating wich is 168% more than the hunting rifle
now i let you guess wich ammo weighs more even on vanilla that uses cells... yeah you use multiples per shot but thats exacly what this patch removes + 2 EC is a 60 base dmg shot while 1 .50 wich weighs almost 3 times is only 68 base dmg on a hunting rifle tbh i left it a lil too strong i think
i have no idea, but when i made this the ammo used was linked to the reciever on the weapon so only the recievers in this mod work aside from that, i never had this issue
Haha sorry about that xD I actually have dyslexia and english is not my first language, I learned it by playing Skyrim and watching youtube - subbed anime, basically no school edit: I believe its fixed, thanks, let me know if I missed anything
Hoping to test today, but just a quick post to say thanks for this! Had the original useful crank mod prior to downloading the musket replacer and have been sad since then that useful crank didn't affect them the same. If I don't respond here, assume it's working perfectly!
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Its not that I think you have the right idea in balancing it. After all, the laser musket canonically doesn't use ammunition its just Bethesda needed to balance it. Its just that the lack of damage makes my settlers really underpowered. (I don't use mods that give the minuteman powerful armor, I like to keep them very canonical) and with the Laser musket's high DPS at least they are a glass cannon as opposed to just a bullet sponge with no way to defend themselves.
Ah wait I just realized useful crank only affects me... yea im a bit silly.
Edit edit: For some reason the AVB conversion was dependent on this mod so when I turned it off the laser musket skin also turned off for no discernable reason. I was able to circumvent this by simply getting a damage modifier mod for the gun which simply increases the damage despite what this mod does.
sorry i might have not been able to convey my words properly, this is on me
both files have 18 dmg, but the optional is just the damage and crank without the skin, i made the optional as a way to still have the balance i though was right at the time + keep the image Dak and Pig went for with their mod
"YEAH GIVE ME LONG LET ME READ"
you play on survival?
unlimited ammo on a 30 dmg weapon that can get instigating and six crank is a 180 base dmg, 360dmg instigating per shot without any dmg perks, 720 with rifleman
a hunting rifle, wich consumes ammo, if modded to use .50 will have a base dmg of 64 (128 with max rifleman), thats 256 with instigating
thats like a lil over 35%
18 dmg still is a 216dmg with rifleman and a 432dmg with instigating wich is 168% more than the hunting rifle
now i let you guess wich ammo weighs more even on vanilla that uses cells... yeah you use multiples per shot but thats exacly what this patch removes + 2 EC is a 60 base dmg shot while 1 .50 wich weighs almost 3 times is only 68 base dmg on a hunting rifle
tbh i left it a lil too strong i think
aside from that, i never had this issue
I actually have dyslexia and english is not my first language, I learned it by playing Skyrim and watching youtube - subbed anime, basically no school
edit: I believe its fixed, thanks, let me know if I missed anything