About this mod
Applies a set of buffs to the Red Glare to make it reasonably strong instead of crazy underpowered - but roughly balanced with other end-game weapons like Mercy or the Minigun. This mod is part of my Underpowered Weapon Buffs mod which buffs not just the Red Glare but other underpowered weapons too.
- Requirements
- Permissions and credits
- Donations
Red Glare: Increased magazine size from 13 to 33, decreased value from 15000 to 4000
The Red Glare could sustain fire for about 2-3 seconds, far less than other automatic weapons such as Mercy (6 seconds) or the Grenade Machinegun (10 seconds), and was coupled with a reload time lengthier than any other Explosives weapon, making it have terrible DPS after reload. Increasing its magazine size allows sustained fire for about 7 seconds and acceptable DPS after reload. Decreasing value allows repairs to be made slightly cheaper, although after modding the weapon may still be prohibitively expensive to repair with caps and that cannot be changed without also affecting the commissary terminal price of its mods. Please see also changes to Rocket variants for the full impact on Red Glare's usability. After all changes, the Red Glare should be a respectable Explosives 100 weapon best at single-target damage and very usable, while still retaining key downsides of being heavy, expensive, high recoil, having relatively little area of effect damage, and being relatively hard to keep fed.
Rocket: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 40 to 50, decreased value from 25 to 20, production recipe changed from 1 Cherry Bomb + 1 Conductor + 1 Primer .50MG to 25 Rifle Powder + 1 Scrap Metal + 1 Primer .50MG, conversion recipe changed from 1 Missile = 2 Rockets to 1 Missile = 3 Rockets, breakdown recipe changed to match new production recipe
The Red Glare relies on a mixture of direct hit damage and splash damage for its overall output making it suffer twice as much against armor, and coupled with its nature as a high fire rate low damage weapon, it struggles especially against higher DT targets. Increasing explosion damage allows it to match 25mm grenades, although the area of effect is still lower. As a slightly weaker munition compared to the 25mm, the value has been decreased to make them more affordable albeit still more expensive than 25mm and even 40mm. Production was not worthwhile between Cherry Bombs being surprisingly rare and Conductors being very heavy and now uses more common ingredients. The conversion recipe was not worthwhile when one Missile had far more potential than two Rockets, changing it to three Rockets is about more in line with how useful they are. Converting one Missile (50 caps) yields slightly more in Rocket caps value (60) but it should not be too significant.
Rocket, High Explosive: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 40 to 65, removed direct hit damage increase, decreased value from 150 to 50, production recipe changed from 2 Cherry Bomb + 1 Conductor + 2 Primer .50MG to 50 Rifle Powder + 1 Scrap Metal + 2 Primer .50MG
The Rocket, High Explosive was quite odd with 40% increased area of effect and 35% increased direct hit damage but no increased explosion damage, whereas all other High Explosive variants such as for 25mm and Missiles had increased explosion damage. This change brings the Rocket, High Explosive in line with other explosive munitions. The price has also been adjusted to be still expensive and more than double the regular munition price but not more expensive by an order of magnitude, in line with other High Explosive variant munitions. The production recipe has been changed in line with the change to regular Rockets.
Rocket, Incendiary: Added a -15 DT effect (this affects only the direct hit damage), increased explosion damage from 30 to 37, decreased value from 150 to 50, production recipe changed from 2 Flamer Fuel + 1 Conductor + 2 Primer .50MG to 2 Flamer Fuel + 1 Scrap Metal + 2 Primer .50MG
The Rocket, Incendiary has had its explosion damage increased to match the increase in Rocket explosion damage and is still 25% weaker. The price has been decreased and production recipe has been changed to be in line with changes to the Rocket and Rocket, High Explosive.
NOTES
There is a bug in vanilla New Vegas that causes some creatures to randomly become immune to explosives - this is fixed with YUP.
There is also another bug where projectiles that explode upon impact do not apply their direct hit damage properly - this is fixed with JIP LN NVSE Plugin.