Lasers were balanced to be more "exact," so increased damage and very low recoil, but they have severe damage drop-off when fired outside their intended range.
I have a realism suggestion. It certainly makes perfect sense for ballistic weapons damage to not be decreased by rate of fire. However for energy weapons, I think it actually does make sense for higher rates of fire to do less damage. Energy weapons would presumably work by charging a capacitor, and higher rates of fire would allow for less time to charge these capacitors, and therefore have a lower power output. This could also be a balancing point to the lack of recoil for energy weapons.
I think I kept that behavior the same as it was in vanilla, I'll have to double check. Yeah, energy weapons are interesting in that regard where damage can be adjusted while still being believable.
I kept recoil for energy weapons mostly vanilla for a few reasons: 1. All other weapons have much higher recoil, so their lower recoil is more obvious. 2. They visually recoil with their firing animations. It'd look weird if the gun visually jumps around while the crosshair does not move. 3. Accounting for trigger pull. You can debate how crisp or clunky the trigger is on a fictional weapon platform. Especially given that some manufacturers only produce non-ballistic weapons.
But yeah, thanks for the input. If you have any more ideas or feedback regarding energy weapons, feel free to share.
The handling and recoil is perfect, but I'm having some balancing issues, the melee weapons need to be x3 to compete with guns, and the guns need to be halved. I'm trying to edit the values with sf1xedit but having a hard time. Even adjusting the in game options the bullet damage is just a little too high. We also need the crosshair for 3rd person back. Also a veteran and LE and love to shoot.
Nice meeting another vet. When were you in? 2015-2019 for me.
Melee weapons still going through an experimenting with what works, it's not where I want. Melee is really basic in this game and its hard to make each weapon feel different. At the same time, I don't want it to be like other shooters where the player just runs up and kills with one melee hit.
Missing crosshairs is a bug with the creation kit from what I've been told. Other modders are having similar issue.
Still active, play starfield during deployment in between the bullshit. Your mod is a big help. Melee weapons revised is a great template: https://www.nexusmods.com/starfield/mods/9403
It has a good balance between light and heavy weapons, but from playtesting slow weapons like the axe need to be about 450, fast weapons like knives need to be about 300. I'd do it but i gotta upgrade ram to run creation kit.. Most enemies die between 1-3 lawgiver shots (300)
Hey achronos, I absolutely love the idea of a lotta what's in your mod! One request though, would you please consider a version that doesn't increase the zooms on the scopes? Thanks so much either way!
Update: Got to try this is a little and I absolutely LOVE your recoil changes! What a needed mod. Instantly an essential mod for me going forward. Thanks so much!
So far the whole modding community says the files should be esm instead of esp. More stable? But yeah, can't wait to use this. I have been looking something for especially for the too arcadey fast ADS.
It's up now. Let me know if you have any issues! And yeah, I liked that that they added the damage options, but it still needed more tweaks imo, which is where this mod comes in.
All mods being shared with the community should be using ESM format plugins. ESPs are intended to be "work in progress" files for use with Creation Kit.
I recommend opening the .esp in the CK and go to File -> Convert Active File to... -> Choose either Small Master or Full Master (not much is known about Medium Masters at the moment). Also, I think the file quarantining is an issue with Nexus because I've seen other files quarantined, but the summary from VirusTotal shows all clear. I can't tell if it's random but it doesn't seem to happen too often at least. Looking forward to trying this out later!
Somehow this deletes my crosshair. At least when aiming with Dot in third person. I'm, using patched and updated versions of StarUI HUD and BetterHud 0.2.2 Sneak Peak version fyi. But those work fine. Only have crosshair (dot version) enabled when aiming in third person.
This sounds awesome! There’s nothing better than mag dumping someone just to realize you barely took half their health 😂 definitely gonna try this tonight!
I don’t know if it all interests you, but I think something like this for the ship weapons would be great.
21 comments
- Weapons are randomly missing crosshairs. Currently looking for a fix.
Disclaimers:I hope you guys enjoy the mod!
Lasers were balanced to be more "exact," so increased damage and very low recoil, but they have severe damage drop-off when fired outside their intended range.
I kept recoil for energy weapons mostly vanilla for a few reasons:
1. All other weapons have much higher recoil, so their lower recoil is more obvious.
2. They visually recoil with their firing animations. It'd look weird if the gun visually jumps around while the crosshair does not move.
3. Accounting for trigger pull. You can debate how crisp or clunky the trigger is on a fictional weapon platform. Especially given that some manufacturers only produce non-ballistic weapons.
But yeah, thanks for the input. If you have any more ideas or feedback regarding energy weapons, feel free to share.
Melee weapons still going through an experimenting with what works, it's not where I want. Melee is really basic in this game and its hard to make each weapon feel different. At the same time, I don't want it to be like other shooters where the player just runs up and kills with one melee hit.
Missing crosshairs is a bug with the creation kit from what I've been told. Other modders are having similar issue.
It has a good balance between light and heavy weapons, but from playtesting slow weapons like the axe need to be about 450, fast weapons like knives need to be about 300. I'd do it but i gotta upgrade ram to run creation kit.. Most enemies die between 1-3 lawgiver shots (300)
Update: Got to try this is a little and I absolutely LOVE your recoil changes! What a needed mod. Instantly an essential mod for me going forward. Thanks so much!
Also, I think the file quarantining is an issue with Nexus because I've seen other files quarantined, but the summary from VirusTotal shows all clear. I can't tell if it's random but it doesn't seem to happen too often at least.
Looking forward to trying this out later!
Hope you find a fix soon. Love the mod!
I don’t know if it all interests you, but I think something like this for the ship weapons would be great.