![]() The nice benefit of the perk card would be to provide a more niche intelligence build for players to work up and build around, and may be easier to implement than reworking current perks and legendary effects Each rank will ignore 20% of an enemies energy resistance. Call it "Overcharged", make it a perk card that goes up to three ranks. Alternatively, or in addition to, add an intelligence perk card that provides armor penetration for energy weapons. Step 2: Armor Penetration – For this, either make traditional perks and anti armor legendary effects compatible with energy weapons, or reintroduce the Penetrating legendary effect from Fallout 4. ![]() Have laser gatlings have a base damage of 35, and plasma gatlings a base damage of 60. ![]() I suggest a 100/100 split on a sniper barrel with full Rifleman perks, an 80/80 with standard barrel and full Rifleman perks, and 70/70 with an automatic barrel and full commando perks. ![]() For plasma, the rifles need to be stronger than a lever action. Step 1: Raw Damage Buff – Give a laser rifle 10% more damage than a handmade rifle, whether it's semi auto, or full auto. What can we do about this, my scientifically charged, egghead wastelanders? The plan is as follows: ![]() Hoarded by the Brotherhood, in use by the Enclave, these weapons were to surpass the capacities of all conventional weapons before them. Energy Weapons: the pinnacle of US weapons technology before the Great War. ![]()
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