Originally posted by Chilli Dog Dave:the handle still plays a big role dispite it being a flamer, so rifle for big handles, pistols for small, but cause its 50/50 on energy+balistic it only takes in half of the power of end rank rifleman.īurning capaciter is meh due to not fully stacking so go overcharged not to mention its 2shot not something op like wounding(for a flamer) so you need more damage to make the most of it, twoshot is still stronk, very worth carrying on the close range pocket for a sniper due to being light+scales with rifleman. The extra visibility of being on fire can be useful for keeping track of enemies/corpses, though. Most of the statistics you can see for yourself, but the extra burning damage is a pretty weak effect, amounting to about 9 extra damage for the unboosted emitter, and 15 for the boosted one. I can't find any information about it online and the game just says 'improved burning damage' or something like that. The only other thing was specific stats regarding the boosted gamma wave emitter. I already have rifleman maxed so I can work on making a god tier radiation weapon next. I can't say whether or not that's intentional, but it does make sense for it to still be affected by Rifleman if it doesn't have the right keywords for Commando. Originally posted by DouglasGrave:I just checked back on the Creation Kit data, and it looks like the flamer barrel sets the automatic state, but doesn't apply the automatic-related keywords that are applied by all the automatic receivers on guns. That's unusual, since the weapon is being made automatic by the barrel modification (there's a thing on the mod that sets the automatic state to true so that it fires repeatedly), and if it were an independent projectile effect, it shouldn't be benefitting from Rifleman.Īre you saying this after already modifying the barrel to be a flamer barrel, or based on observing the predicted effect when you select the part to apply? That or its stats aren't updating in my pip-boy for whatever reason. Heavy weapons also has no effect.Ĭurrently it does 124 +124 damage and I already have rifleman maxed out so I'm assuming that it's still affected by rifleman. I actually just tested this a second ago and the commando perk doesn't seem to affect its damage at all despite the wikipedia page saying that it does. Originally posted by DouglasGrave:From the information I've noted when messing around with glitch weapons, the flamer barrel (the part that makes the plasma gun into a plasma thrower) does make the weapon count as automatic, which should override the pistol or rifle keywords from a pistol grip or rifle stock.Īs an automatic weapon, that should mean that the plasma thrower is affected by the Commando perk, and should prevent the Gunslinger or Rifleman perks from applying.
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