About this mod
Buffs Institute lasers so they have some merit compared to laser guns, but not too much.
- Requirements
- Permissions and credits
- Changelogs
This is my take to desperately create some use for the Institute Laser Guns. Now with automatic receivers, Institute Lasers will always little bit stronger than Laser Guns. It is still weaker than Laser Gun in semi-auto, but still much better than the Vanilla state.
The reasons for this scope are:
- Institute lasers' fire rate is higher than the laser guns' in semi-auto, but both become the same with auto barrels. I tried to give some characteristics based on vanilla stats instead of being trapped in the "More advanced thus better in every way" concept.
- Damage multipliers of Institute lasers' maximized & overcharged capacitors are higher than Laser Guns to compensate for the low base damage. Just increasing the weapon's base damage will result in further balancing issues.
List of all changes
Numbers without extra description are damage numbers.
- Standard Capacitor: -6 to +1. Yes, 15 isn't (technically) institute laser's base damage. Its low-tier capacitors have a -6 dmg penalty.
- Boosted Capacitor: +5 to +6
- Automatic Barrel: -7 to -2. -3 ammo capacity penalty is removed.
- Improved Automatic Barrel: -5 to +1. -3 ammo capacity penalty is removed.
You might think some of the changes are unnecessary and negligible. However after testing out every possible combination, I concluded that this is the way to minimize edits.
Recommendation
- Get Off My Face: No more bulky Institute Laser that blocks the entire half of your screen!
- Energy Weapon Calculation Fix: Fixes bug that makes energy damage less effective than normal damage.
Compatibility
RobCo Patcher version is available for better compatibility.
- Institute Weapons Debulked: Patch available.
- Weapon Mod Fixes: All related fixes have been forwarded. Load before my mod.
Can't post a lot of photos due to the nature of this mod, so here's a damage chart (*Based on Vanilla Laser Guns.)
