They currently both do the same base damage, but overcharged has higher dt reduction. You should be doing an additional three damage per shot with overcharged, assuming you are not either doing less damage then the target has dt, or you are fully penetrating dt thanks to things like additional perks.
Ya, my sort of intent was to keep the ammo relatively close to vanilla so that it doesn't make projectiles obsolete and so that the mod doesn't make custom energy weapons overpowered.
I use Project Nevada which allows you to adjust how much skill level affects damage, it's a really good way to adjust damage when starting. I've been using my mod and everything is blending well together. As Maledwarfwarrior mentioned, I wanted to keep the intentions of the Developers intact with how energy weapons work better on armored targets and projectiles on unarmored.
All energy ammo has DT reduction, Maxcharge especially. The intent of the ammo isn't to increase the damage of energy weapons but to make energy weapons more functional in a general sense. The issue I have with vanilla energy weapon damage is that the weapons just suck against unarmored targets without weapon modifications.
It's all a balancing act, but this does give me an idea. I'm going to look into adding a burning effect on low DT targets which may add a unique way to balance the different weapon types without sanitizing gameplay. EDIT: Seems like this would have to be done specifically on the weapon itself rather than the ammo, which is a shame.
I'm also big on immersive gameplay, I'd like to keep the sci-fi aspect as intact as possible with energy weapons which is why I have no interest in making energy weapons like projectiles.
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I use Project Nevada which allows you to adjust how much skill level affects damage, it's a really good way to adjust damage when starting. I've been using my mod and everything is blending well together. As Maledwarfwarrior mentioned, I wanted to keep the intentions of the Developers intact with how energy weapons work better on armored targets and projectiles on unarmored.
All energy ammo has DT reduction, Maxcharge especially. The intent of the ammo isn't to increase the damage of energy weapons but to make energy weapons more functional in a general sense. The issue I have with vanilla energy weapon damage is that the weapons just suck against unarmored targets without weapon modifications.
It's all a balancing act, but this does give me an idea. I'm going to look into adding a burning effect on low DT targets which may add a unique way to balance the different weapon types without sanitizing gameplay. EDIT: Seems like this would have to be done specifically on the weapon itself rather than the ammo, which is a shame.