Very happy to have found this, I've been looking for some like WRO with fewer around changes/tweaks tweaks for other weapon mod compatibility :) Currently testing along side Realistic Ammo mag & Manuel reload simple :)
Just wanted to say thank you! I've been using this mod in my FROST playthrough, and it fits so well with the theme. In the REAL world, an automatic certainly does not do less damage per shot, and FROST is all about brutal realism, to a fault. And yeah, my character is more powerful, but when you get shot at with an automatic laser rifle or assault rifle... it's REALLY dangerous now. Not that FROST wasn't already ridiculously dangerous.
Im glad you enjoy this mod so much, it always irked me as well that the only way Beth could think to balance the game was to make semi autos stupid slow, and full autos stupid weak. Thats why I asked rad666a to make this mod back when I knew nothing about modding. Thanks to him, we have this mod and I have the knowledge to maintain it.
I play with a damage rebalance mod as well so that enemies do considerably more damage to me than normal, but they still arent bullet sponges.
Also, I suggest Minigun Rebalance. It is a mod that adds receiver options to the minigun, an option that should have been part of the vanilla game.
If you have any other mods that modify the vanilla weapons receivers that might be a conflict. Also if you have points in rifleman or commando, if might make it appear as if the damage values aren't the same.
As a retired professional soldier, the first THREE (3!) round of a soldier's individual weapon on full auto tend to be (more or less) on target. After the third round, subsequent rounds tend to be high (and wide right of the target). Hollywood, of course, would have us believe otherwise.
Most modern individual weapons (less most military pistols) have a burst fire mode that triggers a 3-round burst (a very few use a 5-round burst) to help prevent infantrymen from becoming anti-drone/aircraft gunners after the 3rd round of full auto fire.
Spray-and-pray is both inaccurate and wasteful of ammo. (Said tongue-in-cheek)
"to help prevent infantrymen from becoming anti-drone/aircraft gunners"
Hah, good one. I can't say I've served before, but I at least have some experience with weaponry and recoil (specifically lack of) always made most FPS' unrealistic.
To incorporate this, I think that adding a much more hefty amount of recoil and thusly making it harder to accurately shoot successively would be a good way to balance the increased damage in this mod.
Agreed. *If* it fits the mod authors intention an optional stronger recoil for automatic weapons would be much appreciated.
Bonus points for exponential spread increase with each shot. It would still be effective (and fun) to hold the trigger on close range, but impossible to spray down enemies on higher range. Best of both worlds, if you ask me.
I have not tried tweaking recoil, but if you compare the semi-auto receiver stats and animation to that of the auto receivers, you will see the automatic receivers have a lot more sway, get off target after 2-3 rounds almost immediately on anything that is not up close, and suffer other stat penalties that.
check to see what perks you have. all that was done was the "AttackDamage" value for the auto receivers was changed to be identical to semi auto counterpart. if you have a rank in commando or rifleman, the values will be off. i encountered this problem when making the screenshots.
Personally I think now the SMG is a little too powerful. Yeah it should be really deadly, but it is an early game weapon. (I'd probably have made the base damage 20) , but hey, I'll take any upgrade.
It really was a poorly implemented weapon. .45 ammo doesn't start becoming common till enemies start carrying combat rifles regularly. - Sure there are triggermen, but how often do you fight them after saving valentine? So you lack the ammo to use it early game, and by the time the ammo becomes common enough that it might be usable, it does too little damage and there are better alternatives out there (Aka the combat rifle)
By upgrading it's firepower though, maintaining ammo is just much easier. So thanks!
that was part of the reason it was given a base damage bump to be more on par with the combat rifle. they both use 45 ammo and both wont get much use early game since ammo will be scarce. the combat rifle has better accuracy while the smg holds more rounds, but they both shoot the same bullet
I updated your mod for the new weapons added by the DLCs as well as made it compatible with AWKCR. With your permission, I would like to upload this to the nexus.
40 comments
Currently testing along side Realistic Ammo mag & Manuel reload simple :)
I play with a damage rebalance mod as well so that enemies do considerably more damage to me than normal, but they still arent bullet sponges.
Also, I suggest Minigun Rebalance. It is a mod that adds receiver options to the minigun, an option that should have been part of the vanilla game.
Most modern individual weapons (less most military pistols) have a burst fire mode that triggers a 3-round burst (a very few use a 5-round burst) to help prevent infantrymen from becoming anti-drone/aircraft gunners after the 3rd round of full auto fire.
Spray-and-pray is both inaccurate and wasteful of ammo. (Said tongue-in-cheek)
Nice mod, by the way. Thanks.
Hah, good one.
I can't say I've served before, but I at least have some experience with weaponry and recoil (specifically lack of) always made most FPS' unrealistic.
To incorporate this, I think that adding a much more hefty amount of recoil and thusly making it harder to accurately shoot successively would be a good way to balance the increased damage in this mod.
Bonus points for exponential spread increase with each shot. It would still be effective (and fun) to hold the trigger on close range, but impossible to spray down enemies on higher range. Best of both worlds, if you ask me.
I looked through the ESP to see how this works and you'd figure it should be equal since the damage modifier on the weapon mod is removed.
Is there a damage modifier applied elsewhere based on keywords that's causing the damage to still be lower?
It really was a poorly implemented weapon. .45 ammo doesn't start becoming common till enemies start carrying combat rifles regularly. - Sure there are triggermen, but how often do you fight them after saving valentine?
So you lack the ammo to use it early game, and by the time the ammo becomes common enough that it might be usable, it does too little damage and there are better alternatives out there (Aka the combat rifle)
By upgrading it's firepower though, maintaining ammo is just much easier. So thanks!