Fallout New Vegas
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spookyjohnathan

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  1. spookyjohnathan
    spookyjohnathan
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    Using this mod I'm dropping Jackel Gang members in leather armor in front of the police station with 2 or 3 shots. I'm still killing enemies in wanderer outfits in 1 shot, occasionally 2. This is what I was aiming for, to balance the experience of realistic health/damage mods with a more complete spectrum of ammo choices. It's working for me, but it still seems this isn't a solution for users who keep vanilla health/damage stats. Even still, it's important to note that a .410 shotshell is -not- a very powerful round. It would be the equivilant of a 36 or 38 guage shotshell - not by any means a "combat" round, but it has it's uses, especially when coupled with the high rate of fire of That Gun. It's not going to stop an NCR Ranger dead in his tracks, but it'll clear out a den of nightstalkers quick.

    Edit: Another point that deserves to be made is that the .410 shotshell in this mod uses 4 buckshot instead of seven. I think in reality a 2.75 inch shotshell will hold 3 standard buckshot(?) but what the hell, That Gun looks like it could hold a 3 inch shell.
  2. naqel
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    A DT multiplier also won't work, since DT is applied to each projectile separately. Having the round fire 7 projectiles already acts as DT*7 stack a further DT*3 on the round, and a basic Wanderer Outfir with a DT of 2 suddently stops 42 points of damage...

    The whole reason the idea raised my concerns is because vanilla shotguns trade a massive DT increase for their massive damage against unarmored targets.

    Making the round a trade of massive DT increase AND massive damage reduction for a measly AoE is simply broken. I mean, there are mods with useless features, but most of them don't have their useless component as "The Feature".
  3. spookyjohnathan
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    @ Gawl40 - That's a groovy idea. Alternative version coming soon (now) with props to Gawl40!

    @ jeffhikari - More w00t for more terminal gun nuttery!
  4. spookyjohnathan
    spookyjohnathan
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    @ naqel - I should specify that I'm using, and this mod was intended for realistic damage/health mods. My goal with the new ammo was to make a shotgun shell that actually took a few shots to kill someone realistically, trading the damage of the .44 mag for the wider spread and increased aoe of a shotshell. I may release a version for users who prefer vanilla damage/health stats in the future.
  5. Gawl40
    Gawl40
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    It should be Target DT x 3.00 (Same as Hollow Points) rather than less damage.
  6. jeffhikari
    jeffhikari
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    Just a little more gun-nuttery here, As far as I've seen, the primary difference between .223 and 5.56 NATO rounds is the amount of powder used. .223 is a civilian rifle round, and rifles designed to fire .223 usually can't handle the pressures created by a 5.56 round. Now, the .223 pistol here, being a revolver, probably would be just fine.

    Generally the .223 should deal less damage while degrading a weapon less.
  7. naqel
    naqel
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    Dosen't damage reduction combined with a multi-projectile round make it useless?
    I mean, the damage is by default split between the projectiles, not multiplied by their number...
  8. secretmantra
    secretmantra
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    Nice ideas for this gun--downloaded and will try it out tonight. TY!
  9. spookyjohnathan
    spookyjohnathan
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    My "2" key has never once changed ammo types. It's s'posed to, but it dosn't. But that's my own glitchy game...as for your question, yes, everything's pretty much implemented seamlessly. It behaves just like any other ammo alternative. It even uses buckshot projectile.
  10. Detman101
    Detman101
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    So when we are playing and using the "That gun"...
    we would hit the "2" key to switch between the ammo types...and it will go to the 410 shotshell for sure?

    Dm