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Rapporter et oversættelsesproblem






Oh and If you are going to work on AMR in the future (and much appreciated if you do), I think make it a deadly sniper rifle specialized for long range single target elimination (or multiple if you can line them up somehow) would be cool, much slower firerate than the others due to it being bolt-action(I love that pulling sound), but one shot one kill, bad for fighting crowd but death sentence to lone enemy, and its most powerful explosive rounds can even damage those behemoth monsters badly but require lots of materials to make, the really expensive type, back in FNV these ammo cost me tons of caps to buy from the gun runners. Still remember a crit hit from explosive round ragdolled the Alpha Deathclaw when I wasn't even sneaking.
rifle while having the same damage per shot and using the same easy to make/buy ammo.
If it wasn't a toolbelt slot weapon it would be way too powerful.
It has nearly identical dps to the assault rifle but with more armor penetration, better accuracy and
rifle rounds get a bonus to headshot damage on top of the normal enemy weakspot modifier.
As for the scope slot, the Battle Rifle could not be equipped with a scope in New Vegas... but that shouldn't really be relevant to this mod.
I might add a scope later on (don't want to use Barotrauma's scope as it doesn't fit and the sprite is pretty ugly)
Also this weapon can not be put in the hotbar slot unlike the vanilla version, it's the same as bigger top tier guns like HMG, somehow I don't think it's worth it for its current state
All other weapons use ammo types from the base game however.
Fun how you mention "katana" because it was the hardest item to find using the console.
Also, will you be adding other weapons?
I picked different identifiers for this new mod to make it more compatible with other mods on the workshop.
For example the Katana on the old mod had the identifier "katana"... which is quite common for any mod that adds a katana.