Yep, Rare makes a lot of sense for it. We could also think about adding the weaker Steel Saw variant as a less powerful weapon that the slaves were given, but that's just an idea.Viewing_Glass wrote:I thought that might have been the case for a lot of the changes, damage results being too high once the math was done. Are you planning on adding the Rare quality to the Auto Axe, as it is only seen in the story in Fillydelphia or with the Steel Rangers?
About the Riot Shotgun, I'd previously thought that the general consensus was that it could do too much damage and needed to be toned down, but what you've said brings to light a misconception of mine. When thinking about how much DT a target might have I would always think of the Deathclaws in New Vegas which had a DT of 15 and I thought that was about as high as it got. I remember reading something about Deathclaws and Securitrons initially being bugged to have twice as much DT as they were supposed to and I assumed that the Claws and Bots had the same DT after it was fixed... when in actual fact the Mk I Securitrons have 20 and the Mk II's have 30.
With that in mind I think we can afford to let the Riot Shotgun be pretty awesome in the right situations and I'd like to take on board the ideas voiced by Fridge and others to swap the Riot Shotgun with the Hunting Shotgun. Then we could add Fo3's Combat Shotgun in at T4 as the high-end version (people will need to check my numbers if it gets added, the Combat Shotgun was my favourite weapon in Fo3 and I am bound to be bias towards it.)
I might take another look at the faster melee weapons actually, in particular the 20AP ones that have a harder time reaching their 'sweet spot'. Warp is very right about how well quick attacks scale with perks but luckily spreadsheets can work it out for me!
As for the Rate of Fire stuff, what would people think about weapon mods that brought the RoF up again, similar to how the 9mm SMG Light Bolt used to work? I was worried about the weapon's Full Auto fire being too good on the standard guns but if a character has spent the extra caps and searched for a mod (that might be even be rare in their campaign) then they deserve the extra dakka. It would be something like replacing the wasteland-weary internals with better maintained (or perhaps newly built) parts.
On the subject of mods I'd like to add mods for melee weapons as well. The Katana would be a good example, since as well as something that just gave +# damage we could have things like (for lack of a better word) a "quick-draw scabbard" that gave a bonus to the first attack made when drawing the weapon. You could hammer nails into a Baseball Bat to give it a bleeding effect, or perhaps a mod for the Sledgehammer is what creates a Thunder Hammer. Ideas are more than welcome!
Another thing, what would people think about making the Magic Rifle Focus Optics +3 again (or even +4) but only give +2 per beam if the Beam Splitter was installed?