Hey FWE Dev peeps,
Could you please make a list for me about the weapons FWE adds? You can post it right here if you like or, put it into the Phalanx thread here on Bethesda's board. Here's the info I need. I cannot just open up the mod and figure it all out, there are some finer points to it.
I need to know which groups of weapons FWE adds, but skipping a few types. I need you to skip the lowest-level weapons, such as those comparable to 10mm and 32Caliber pistols.
An example would be this:
Group name: [Assault Rifles 1]Skill required: [small guns skill]Ammo type: <insert ammo name or CALIBR itemID here>Ammo delivery characteristic: [instant/delayed] (delayed is like plasma pistol/rifle. instant is like, bullets or laser pistol/rifle)Weapon relative damage when used at correct range: [elite/normal/low] (elite is like laser gatling guns/44magnum, normal is like chinese assault rifle, low is like hunting rifle. Do not include total crap weapon groups).Ammo rarity as implemented in FWE: [almost none/uncommon/typical] (Almost none is like alien cells, uncommon is like .44magnum).Operation type: [fully automatic/semi-automatic]for fully-automatic only: [wide-spread, medium spread, narrow spread]. (Wide spread is like 10mmSMG. Medium is like gatling laser. narrow is like precision gatling laser.)for semi-automatic only: [very accurate] [semi-accurate] [point-and-hope]Your perception of the ranges you use the weapon at. [close/mid/far]. You may tend to use the weapon in 2 ranges, you don't need to pick one(even though internally for followers, I have to).
I could give it a shot, but there are some things that I'd like to get clarified.
1.
Weapon relative damage when used at correct range
are we talking about damage per shot here or an overall dps? If it's the latter, then in fwe I'd certainly not put 44magnum in elite damage range, it would be normal or maybe even low, while chinese AR would be elite - IIRC vanilla magnum does 35 dmg/shot and 45 in fwe, while chinese AR went from 11 to a whooping 25 or so and pretty much trumps a combat shotgun at close range as well.
2.
Ammo rarity as implemented in FWE.
With the exception of energy cells, EC packs and alien power cells all ammo can be traded from the outcasts using vastly expanded tradeable item list so the whole ammo rarity becomes a moot point. Of course, for the same item you get different amounts of different ammo, e.g. a fission battery will net you one of:
a) 15 .308 bullets
B) 48 5.56mm
c) 60 4.62mm
d) 90 5mm etc....
So with that in mind how do I define the ammo rarity?
3.
for fully-automatic only: [wide-spread, medium spread, narrow spread].
(Wide spread is like 10mmSMG. Medium is like gatling laser. narrow is like precision gatling laser.)
Again, all automatic weapons have a vastly improved accuracy over their vanilla variants. Vanilla assault rifles had 1.5 min spread while in FWE it's 0.2-0.8, even miniguns are more accurate than vanilla rifles. Basically the only weapons that have a wide spread are shotguns, everything else is either narrow or medium spread.
All this makes kinda difilcult to decide on how to evaluate each weapon and it would require to re-evalute original weapons too, not just those added by FWE. Maybe we could give you some numbers and some short comment so you could decide for yourself how is it best used? Something like
XL703EGroup name: [Assault Rifles 1]Skill required: [small guns skill]Ammo type: 5 mmAmmo delivery characteristic: [instant] Weapon relative damage when used at correct range: [elite, 23/shot, 9 RoF] Ammo rarity as implemented in FWE: [typical - rather abundant as outcasts are most generous wit hthis ammo type] (Almost none is like alien cells, uncommon is like .44magnum).Operation type: [fully automatic]for fully-automatic only: [medium spread, 0.5]. Your perception of the ranges you use the weapon at. [mid].