Yep, there's a modification for the junkjet, that adds fire, or electrical charge to whatever you shoot out. We don't know if the mod can be used on other weapons though.
Yep, there's a modification for the junkjet, that adds fire, or electrical charge to whatever you shoot out. We don't know if the mod can be used on other weapons though.
I was strictly against the pipe pistol rifle before this thread, but as I noted here, it was indeed in Fallout 2.
Still I think the modding goes way too far in Fallout 4. I want weapon diversity as much as anybody, but I do not want every weapon to be moddable into pretty much every other weapon. Like a laser rifle turning into a full-auto assault rifle with a scope, or a shotgun with two long barrels, a drum magazine and slug ammo. I rather have two or three mods available for each weapon to suport their niches or enhance their power, not change it altogether, like extended mags, a scope or a silencer.
For the pipe rifle/pistol I can understand it and I think more stuff though is justified.
And all of a sudden I'm questioning my decision to focus on Energy Weapons on my first playthrough. It's very, VERY tempting to go for these first.
Some unique enemies carried unique weapons in NV. Can't remember if the same is true in FO3
i just REALLY hope that these type of weapons will be viable during the whole game and not just something you dont even really use during the first 5 minutes of the game caues you have better stuff....