0 of 0

File information

Last updated

Original upload

Created by

Crazydeal

Uploaded by

Crazydeal

Virus scan

Safe to use

Tags for this mod

About this mod

A lightweight energy weapon overhaul. Improves the viability of splitter attachments, tweaks receiver stats, equalizes some barrels, and fixes a few minor bugs. Also adds enhanced muzzle attachments to the laser musket.

Requirements
Permissions and credits
Changelogs
This started as an attempt to make splitter attachments more viable but spiraled into a number of changes to energy weapons. I attempted to give purpose to attachments I have rarely ever used, while also ironing out inconsistencies and a few small bugs.

Laser Splitter changes:
- Fires 5 projectiles instead of 4.
- Fire rate reduced by 20% instead of 10% as a trade off for its better stats.
- Spread tightened to 2 instead of 8 for the basic splitter. The amplified version does 1.6 instead of 6. Its far more accurate now.
- Damage increased by 3 for the basic splitter and 6 with the amplified version. This is instead of the vanilla 10% damage increase for both. 
- Recoil changed to 2 instead of 4, effectively halving it.
- Ammo capacity set to 15. (Capacitors reduce and increase this value.)

Plasma Splitter Changes: 
(These changes are made with reference to the sniper barrel and this mod, which adds a new type of barrel.)
- Fire rate reduced by 20% instead of 10% as a trade off for its better stats.
- Ammo capacity set to 12. (Capacitors reduce and increase this value.)
- Improved damage by +25% for the basic splitter and +50% for the improved version.
- Spread halved once again to 4 instead of 8.
- Recoil maximum was set to 4, matching the lower value.

Plasma Flamethrower Changes:
- Changed to improve energy damage but worsen physical

Receiver Changes:
Beta/Gamma Receivers:

- Now deal Radiation damage instead of Burning damage. I thought this made more sense. 5/15/25 per capacitor for lasers, 10/20/30 per capacitor for plasma.
- Best ammo capacity upgrade.
- Naming changed to match the new radiation damage.
Photon Receivers:
- Now have bonus fire rate in addition to Crit. damage. Increases by 5%/10%/15% per capacitor.
- Basic ammo capacity upgrade.
Maximized/Overcharged Receivers:
- Now deal Burning damage. Maximized = 6 over 3 seconds. Overcharged = 12 over 3 seconds. I wanted to keep the Burning damage and this was my solution. This has the added benefit of making these capacitors more interesting as well.
- Basic ammo capacity upgrade.

Laser Musket:
- Added improved muzzle attachments based on the existing Laser Rifle versions.
- Barrels no longer affect ammo capacity and do the same damage (based on long barrel).

General Changes:
- All energy weapons now start out with 20% less ammo capacity and gain more through capacitor upgrades.
- Short and long laser barrels now do the same damage (based on the long barrel).
- Barrels do not affect ammo capacity in any way. (This change and the one above were made to mimic ballistic barrel upgrades. Does not affect the sniper barrels.)
- Sniper barrels now set the ammo capacity to 12 instead of subtracting a percentage to avoid bugginess with the splitter ammo capacity change. (Laser Rifle)
- Improved auto barrels have 15% greater damage than vanilla, but 15% worse fire rate. This one is a bit of a personal change. I prefer slower, harder hitting automatics.
- As a general note, I tried to make the "boosted + photon/gamma" receivers a little more interesting by further improving their stats. Vanilla buffed their basic damage to be on par with the boosted damage upgrade, but I thought this was a missed opportunity to make them more competitive with the Overcharged receiver.


Inconsistencies and Bugfixes:
- Removed a 25% damage penalty on the standard and first tier receivers of the Institute Laser. This caused a massive damage spike between these receivers and the first damage upgrade.
- The Institute Laser Photon Exciter Receiver is supposed to be set to mult/add, but is set to add. This causes this receiver to have greater damage than it should. The true fix would be to set it to mult/add, but I opted to remove this damage value altogether as part of my fix to the damage spike mentioned above.
- Fixed the order of the plasma beta wave tuner and photon exciter mods in the crafting menu. Did the same with the Laser Musket glow sights.
- Removed the out of range damage multiplier on the laser gun splitter, as the Institute Laser and Laser Musket versions lacked it.
  翻译: