DevBlog 6.5: Energy Weapons
Added 2024-08-25 07:20:05 +0000 UTCThis is a MAJOR overhaul of the game's energy weapons, with the goal of shifting from universally customizable platforms, to specific weapons classes. Pistols are now pistols. Rifles are now rifles (yes, I know lasers don't need rifling, but w/e), and manual/auto are different base weapons, all with different ammo types. Plasma weapons are now Shotguns class (and only found as shotguns). As for ballistic weapons these "class rules" apply for standard-distribution weapons, with the uniques being allowed to break the rules and cross over. The basic idea is that instead of a single 1-size-fits-all universally customizable approach to energy weapons, I can open up new niches for integrating different modded weapons.
Ammo Types and Weapon Classes
Energy Cell - Laser Pistols
Energy cells are restricted to the Laser Pistol class of weapons.
FNV4 Laser Pistol, and the Zap Gun
Microfusion Cell - Laser Rifles
Laser Rifles (manual, using Rifleman). Automatic barrels, and Splitter muzzles are no longer available for these
Standard laser rifles are treated as "manual": you don't have to reload between every shot, but there is a much more significant delay before the weapon is ready to fire again.
Electron Charge Pack - Automatic Lasers (Institute)
Institute Lasers - always fully automatic. Non-automatic barrels and splitters muzzles are no longer available for these
Plasma Cartridge - Plasma Shotguns
Plasma weapons have been changed to a shotgun class weapon. Pistol versions are removed, and only the Splitter and Flamer barrels are available.
Basic plasma shotgun is "manual", using rifleman with a similar delay added as standard lasers to mimic manual, and the institute version (Micalov's Institute Plasma Defender) is "semi-auto" (however both use the same plasma cartridge ammo) and uses Commando.
Fusion Core - Heavy
not really any changes here.
Additionally, energy weapons now use the same Ammo Health system as fusion cores, inspired by Fusion Cells Are Batteries, however it's my own fully-custom implementation.
Energy Cells - 6 shots
Microfusion Cells - 8 shots
Electron Charge Packs - 20 shots
Plasma Cartridge - 5 Shots
Values and weights have been adjusted to match the number of shots these now give. There are uniques that change how many shots are consumed, e.g. the Cross Break Action Laser now has a differential ammo drain per shot, instead of taking extra ammo per shot.
The Cryolater now uses ECPs, and the Gamma Gun now uses Energy Cells.
Comments
Gatling gun is still fusion core, and it's distribution hasn't changed
WhiskyTangoFox
2024-08-26 12:10:47 +0000 UTCI like the concept. Makes sense that laser weapons are a bit slower and more (sniper) rifle like and that plasma weapons act more as a shotgun type. Maybe I have missed it, but the Gattling laser is now an institute weapon and using ECPs or is it removed?
sojus
2024-08-26 11:40:12 +0000 UTCLunar Fallout arsenal, it borrows from the same Modders resource you shared last time
WhiskyTangoFox
2024-08-25 16:08:20 +0000 UTCI can have a look into it. Which gun does have energy cell mag, so I can borrow it from there. Or which mod enables energy cell ammo type and has a world model?
Dead Grem
2024-08-25 16:01:46 +0000 UTCThe only model mismatch right now is the zap gun, which is missing an energy cell mag
WhiskyTangoFox
2024-08-25 15:51:49 +0000 UTCGreat concept! Do you need any modelling with those?
Dead Grem
2024-08-25 15:29:26 +0000 UTC