[WIP] Future Weapons Today (Energy Weapons megamod)

Post » Sat Aug 28, 2010 8:19 pm

Can you guys fix the pulse gun against PA and robots?
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KiiSsez jdgaf Benzler
 
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Post » Sat Aug 28, 2010 9:55 pm

Any plans on having this take advantage of NVSE? I threw together some scripted energy weapons for my powered power armor mod, it'd maybe be fun to contribute a couple to a mod like this. Some of the features were things like multiple firing modes, shot charging (hold the trigger to charge the weapon for a more powerful blast), adjustable damage and ROF balanced by overheating, and the ability to use a power armor power source for ammo, balanced by having a local power storage capacitor that would deplete faster than the power armor could recharge it, sort of like the recharger rifle but not pathetic.
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Catharine Krupinski
 
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Post » Sun Aug 29, 2010 2:20 am

I'm not gonna play without this mod.
EDIT Did anyone mention fixing the "laser shotgun"?
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Czar Kahchi
 
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Post » Sat Aug 28, 2010 8:35 pm

I'm not gonna play without this mod.
EDIT Did anyone mention fixing the "laser shotgun"?


what sort of fix do you think for?
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Davorah Katz
 
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Post » Sat Aug 28, 2010 4:36 pm

I dunno if I might not have read this in the topic or if you've discusses it amongst yourselves, but what about adding a battery misc item to the game and renaming the existing ammo batteries as charges? You'd then make the charges into quest items so that you can't directly drop them from your inventory and when you'd drop a battery, it'd deduct the relative amount of charges from you. You'd probably have to either have a script that detects how many of each charge you have and then divides it by the amount of charges in each battery and gives you that many batteries rounded up, which would allow you to pick up the ammo type of batteries still in the world and you'd either just fill up an existing battery or you'd get a whole new one if the charges you'd pick up go over. You could then either have vendors sell just the charges themselves still and you'd get batteries like when you'd pick them up or you could just have the vendors sell the batteries and it'd be like buying a jar of powder, only you'd keep the jar on you as that'd be how you'd add the weight for hardcoe mode and whatnot. You'd also have to have the script keep track of how many charges you've used up so that you can add depleted cells into your inventory and turn those into batteries at crafting stations. The only biggest complication I can see with doing that, though, is how you'd handle the player having less than a full battery's worth of charges and wanting to drop a charged battery from their inventory. Well I guess that if they drop a battery with less than full charge you can script it so that they just drop that many charges instead of a full battery.
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matt oneil
 
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Post » Sat Aug 28, 2010 6:04 pm

what sort of fix do you think for?


I would assume he means this

Attaching it to a laser rifle produces three rather than two beams, each producing 1/3rd of the original laser's damage. The 30% base damage bonus is also not applied, making a laser rifle with the beam splitter attached no better against unarmored targets and far less effective against armored ones.


Or maybe this

It is also worth noting that this perk only applies to weapons related to the "gun" skill. That means that energy type shotguns like the modified laser rifle, tri-beam laser, and multiplas rifles are not affected by this perk.

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Tracey Duncan
 
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Post » Sat Aug 28, 2010 8:16 pm

There is also an inconsistency with "shotgun" weapons when dealing with VATS. When an attack with an shotgun is conducted, it normally checks every projectile for the purpose of whether or not they individually make a critical. However, in VATS the first projectile's critical check will apply to the rest of the shotgun's projectiles. For a critical-centered VATS character, this takes away the potency of that build because it means everything or nothing, and generally will reduce the damage of a shotgun strike if a player opts to use VATS.
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Stephanie I
 
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Post » Sun Aug 29, 2010 2:52 am

I'm talking about the Tri-beam laser rifle.
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Amy Gibson
 
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Post » Sat Aug 28, 2010 4:30 pm

Is this still being worked on? If so, how long till it's released?
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Floor Punch
 
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Post » Sun Aug 29, 2010 2:10 am

Yep.

When it's ready. :P
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Laura Simmonds
 
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Post » Sat Aug 28, 2010 5:50 pm

An idea for a durability upgrade for energy weapons could be a diamond heat-sink type device that disperses excess heat reducing damage to the components. (apparently diamond is 5 times more effective that copper and is used in high powered circuts and laser diodes)
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Colton Idonthavealastna
 
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Post » Sun Aug 29, 2010 4:29 am

I'd be interested in knowing what direction you're going in with this mod, or is it very similar to the first post.
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Arnold Wet
 
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Post » Sat Aug 28, 2010 8:05 pm

Looking forward to the results of the mod.

With regards to energy weapons damage, I glanced through the initial post by your evil twin and would like to query whether the suggested damage for weapons will be adhered to. Considering that this mod is supposed to make energy weapons viable, some of the suggested damage by your evil twin are still way too low IMAO.

I would consider the Laser RCW to be just about balanced in vanilla New Vegas. Compared against the 10mm SMG, it does somewhat less damage (15 vs 20 per shot) and is considered 2-handed weapon but has much better accuracy and no recoil.

The thing is: Laser RCW does 15 damage for 1 ECP. Now, with decent Science skill (50), energy weapon ammo can be converted freely between the 3 base forms at the workbench without loss (6 ECP = 3 SEC = 2 MFC).

Hence since energy pistols fire SEC, I would expect that since 1 SEC = 2 ECP, the basic Laser Pistol should do significantly more damage per shot than the Laser RCW. For comparsion the 10mm pistol does 22 damage per shot, 2 more than the 10mm SMG at 20 damage. Therefore when I look at the 13-15 damage per shot for the Laser Pistol as suggested by your evil twin, I was thinking that it is still grossly underpowered at 13 - 15. At those figures I would never touch the Laser Pistols. IMAO, the base Laser Pistol should do around 22 damage per shot in addition to the blanket DT reduction - on par with the 10 mm pistol and more accuracte but also more expensive to fire.

Similarly, since 1 MFC = 3 ECP, I would expect a properly balanced Laser Rifle to do a lot more damage per shot compared to the Laser RCW. IIRC, in-game MFC have similar pricing to .308 rounds which are used in the Hunting Rifle, Sniper Rifle and This Machine (with damage per shot at 45/62/65 respectively). The 15 damage by the base Laser Rifle in unmodded New Vegas is laughably ridiculous and your evil twin's suggested 18 damage for the proposed Laser Carbine is hardly any better. IMAO the base Laser Rifle should be doing at least 30 damage along with the DT reduction - still low compared against the .308 rifles but with the other benefits of energy weapons it would be livable.

The Gauss Rifle is a great weapon but fiendishly expensive to fire - at 5 MFC, each costing 3 - 4 caps depending on barter / vendor favourtism, we are looking at 15 - 20 caps per shot! You can buy standard .50 ammo at less than 1/2 the price! I ended up running around looking for bulk MFC to buy to power the YCS/186 for my energy weapon char so that I can use it freely on most cirtters without worrying about the cost - at x0.85 the damage is still massive and I can feel free to potshot a Gang Member or Legion Recruit without having the feeling of dumping my caps into the Sewers. Frankly, I think having the MFC consumption for the Gauss Rifle / YCS/186 reduced from 5/4 to 4/3 is not unreasonable.

Just some comments. I do expect energy weapons to be more costly in terms of upkeep, but not grossly cost-inefficient that I am sorely disinclined to burn ammo on run-of-the-mill combat encounters.
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CArlos BArrera
 
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Post » Sun Aug 29, 2010 5:37 am

Upcoming patch will change the way OC energey ammo is used and the damage that results. May be worth noting.

See this thread, with JE Sawyers post on page 2:
http://www.gamesas.com/index.php?/topic/1141220-screenshot-evidence-that-overchargemaxcharge-means-nothing-to-dt
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Matthew Aaron Evans
 
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Post » Sat Aug 28, 2010 7:04 pm

Yep, we're aware of that- development is kind of slowed down whilst we wait for it to see what changes.
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pinar
 
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Post » Sun Aug 29, 2010 1:24 am

In best case, it is no longer needed after that (though i doubt it).
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Dan Scott
 
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Post » Sun Aug 29, 2010 3:17 am

We still have a few other things that would still be done to expand energy weapons. It just wouldn't be as comprehensively big anymore.

Though, I doubt it'll be fully boosted; Sawyer stated that the biggest change would be the innate armor piercing ammo power.
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Lloyd Muldowney
 
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Post » Sun Aug 29, 2010 4:22 am

How's this looking? You stuck in a holding pattern while we wait for the next patch now?

I can see this is going to be one of those absolutely required mods - it'll be WMX, this, and some kind of Fallout Courier Edition, I'm sure of it.
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Monika Krzyzak
 
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Post » Sat Aug 28, 2010 11:55 pm

Can you add a unique version of the gatling laser?
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Steve Bates
 
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Post » Sat Aug 28, 2010 5:38 pm

Yeah, we're waiting to see how the patch changes things before proceeding ourselves.
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Gavin Roberts
 
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Post » Sat Aug 28, 2010 9:28 pm

Yeah, we're waiting to see how the patch changes things before proceeding ourselves.

Yeah, lots of us are in that mode for one reason or another.

Glad to see you've been working so closely with Antistar though - should make for a great combination of mods once finished. :)
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Justin
 
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Post » Sat Aug 28, 2010 10:24 pm

If I could make a suggestion, Could you also add the Plasma weapon the Predator uses? I just think it would be BA if we could use it, Or even better would be to have a quest revolving around the Van Graffs or the Brotherhood finding the Pred Tech and copying the designs altering their weapons to be more powerful.

Maybe I'm just way to into AVP but anyway I like the ideas hope to see it out soon!
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C.L.U.T.C.H
 
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Post » Sat Aug 28, 2010 3:45 pm

Predator weapons clash heavily with the Yesterday's Tomorrow zeerust art styling of the Fallout universe.
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Janine Rose
 
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Post » Sat Aug 28, 2010 9:51 pm

I dunno if you take requests but, would it be possible to add a new Fire energy weapon for us pyro maniacs? Like recolor a Tesla cannon's core to red instead a blue. The projectile could be what the Incinerator uses but rescale the fireball to x3. I dunno how much time or effort it would take (Forgive my GECK nubness).
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Krystina Proietti
 
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Post » Sat Aug 28, 2010 7:18 pm

I have made an energy mod. It makes Meltdown, Plasma Spaz and all energy weapons useful. Here's the thread, there's a video of the new Meltdown at the Nexus:
http://www.gamesas.com/index.php?/topic/1146210-relz-energy-boost/
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Melissa De Thomasis
 
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