I like mods that scale damage, but I've noticed that the GRA laser pistol (as a for-instance) isn't receiving the same benefits from the scaling recalculation as the vanilla pistol. Is this an oversight on your part or something weird in my modlist?
Can anyone post here the complete list of stats for each weapon affected by this mod, like author of "better energy weapons" did with his just to comapre how much each weapon is different?...
Lovely mod, although it's a shame it isn't compatible with other mods that add energy weapons (in Project Nevada the Recharger Pistol does twice as much damage as the Recharger Rifle, the Watts Laser Pistol does half of the damage of an ordinary one). However, it seems that I can't quite uninstall the mod. I mean, I've disabled the mod and everything, but, the stats don't return to their original values. There doesn't appear to be a fix here either. This is vexing, to say the least.
Q-35 has pretty good damage , AER14 prototype has very high dps , Holorifle fully upgraded is just broken OP , YCS/186 1 shots most enemies , LAER is a typical glass cannon (tons of damage , crappy durability) etc
Also thats what overcharged cells are for they skyrocket weapons dps (with cost of durability ofc)
You're right, pretty good damage; not exceptional damage like it is supposed to be according to the lore. And do you always go to mod authors pages' to disagree with them? I don't mean to come across aggressive, just curious as to why you're trying to make cases for all unique weapons when my mod is directed towards all energy weapons in their entirety. And my calling them junk was for dramatic effect and hyperbole haha
Multipass rifle isnt a unique version and yet its still powerful , Plasma Defender also isnt a unique and its very powerful for a energy handgun, Laser RCW is on par with Assault Carbine
Only energy weapons that are meh are Laser rifle/pistol Plasma rifle/pistol .. rest are fine
You should try Fallout 2. Energy weapons where god tier super weapons that few people possessed. They where the only thing other than an Anti-tank missile or super rare Gauss rifle that could punch through power armor or tank armor (tanks where in Fallout tactics). They are jokes in New Vegas. A plasma rifle would beat an Anti-material rifle in Fallout 2 for example.
The word "laser" that we use today is already short for "light amplification through stimulated emission of radiation" -- it's not like they're radiation rifles or some such... they're laser weapons. But I'll assume that was hyperbole too. ;-)
The advantage of a laser is really its accuracy, as damage output should be *lower* than slug-throwing weapons! In short, existing FNV weapons are actually quite balanced already, in my opinon, with the exception of their spread. In short, spread tweak: good, damage tweak: not as good. =)
for some reason your beautiful mod crashes my game as soon as i try to pick a ENERGY weapon in my inventory but if i shut the mod down and set energy weapons to hot keys then it works(until i want to visit some merchent then it crashes again)... it could be conflicts....
after shutting down and turning on all the mods i had installed (31),after trying all (suspicious) combinations(50-70), after 3 hours spent... IT WAS... (my favorite weapon pack mod)Classic Fallout Weapons >MODS->its mods make it crash when i mod vanilla weapon with non vanilla mod... (vanilla mods work) so could you please tweak your mod a bit to erase this conflict i would mean a world to me! also i left my endorsement because your mod is awesome anyway!
23 comments
Says so in the description.
Q-35 has pretty good damage , AER14 prototype has very high dps , Holorifle fully upgraded is just broken OP , YCS/186 1 shots most enemies , LAER is a typical glass cannon (tons of damage , crappy durability) etc
Also thats what overcharged cells are for they skyrocket weapons dps (with cost of durability ofc)
Only energy weapons that are meh are Laser rifle/pistol Plasma rifle/pistol .. rest are fine
The advantage of a laser is really its accuracy, as damage output should be *lower* than slug-throwing weapons! In short, existing FNV weapons are actually quite balanced already, in my opinon, with the exception of their spread. In short, spread tweak: good, damage tweak: not as good. =)