Please, you don't have get upset because I told you that it's not realistic to have a "realistic" 338 DAM while not suffering the realistic penalties that carrying a 30lb AMR would impose. It's not that your idea of realism doesn't count - it's the fact that you pick and choose what is realistic and what doesn't have to be.
You also don't have to cherry pick things I say to argue against them out of context.
Furthermore, if you think carrying an AMR (plus ammo), maybe another two handed rifle (+ammo), another 1-2 side arms (ammo), a combat knife and other supplies is a "realistic" Mojave exploration loadout, well...your character is realistically an uber-mensch then.
I see three distinct options here:
A) Remove the weapon from the game. If the weapon, as modeled per real life stats, is too powerful for the rest of the game, then one option would be to remove it. One problem I thought of with using the new higher damage is that NPCs armed with it will become incredibly strong, as they have no ammo limitations, unless I trigger them to use ammo from inventory.
2) Raise the damage to the new realistic figure, and find other ways to balance it's use in game. Removing it from general NPC use and severly limiting ammo would create a "Alien Blaster" effect, whereby you get it, but using it is so painful on resources that you only use it for extremely difficult targets, or, as I sometimes do, forget to use it at all. My Alien Blasters usually occupy a prominent place in my housing of choice, on display, never to be fired.
Other) Leave the weapon in as is, but raise the damage up scaled to what the game can absord without it becoming a spammable "I WIN!" button.
**********To that end, I really would like to hear what enemies you guys think *should* and *shouldn't* be able to be killed with one shot, and then one shot with a sneak crit. I can work the damage backwards easily if I have an idea what it should and shouldn't kill outright.**********
PS (I crunched some serious numbers last night, fueled by the Beck's and my Brazilian cigars, and am close to reasonable spread figures to model real world accuracy. I will work more on them tonight, but just a taste: basing rifle spread on the lowest extant spread, I've got the Sniper unchanged at .020 and the Trail Carbine, the worst accuracy performer for a rifle, at .228. Numbers subject to change. I am also working on the uniques, and have begun to work on rate of fire. Also still tweaking crit damage. As it stands all base weapons have a x .5 crit damage multiplier rather than the x 1 that most weapon have now. I would raise that back up if I can figure out which script in the geck governs the sneak critical multiplier. There are 3 different sneak critical scripts in the geck, and I don't know which, if any, effect that multiplier.)
-Gunny out.