AnotherOne Laser RCW Reborn - Rebalanced (replacer ESP)
⚪ Last updated 2022⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 7.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #15 of 316 Weapons mods in this game by downloads
📋 About This Mod
Rebalance the Laser RCW by AnotherOne.
This is a replacer ESP for AnotherOne's Laser RCW (the UPDATED version) => https://www.nexusmods.com/fallout4/mods/52507?tab=files
The Laser RCW by AnotherOne is glorious, but it is not very well balanced. It has weak damages without any mod to increase them (except the regular "damage mod" which is not used by ennemies) and the different mods themselves have weird characteristics (reduced or improved critical hit damages, Nydar Sights have reduced AP cost but not the Eotech, drum magazines are not slower to reload, etc).
The weapon also has an insane range (700+) meaning you always have a 95% hit chance in VATS and at the same time it has no recoil (recoil was set to 0).
I decided to change all that. My goal was to keep the identity of the Laser RCW as rapid-fire weapon better suited for close or mid-range fights (it is still on the lower side damage wise).
Here's a comprehensive, but not exhaustive, list of all the changes I made :
VARIOUS :
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[]Rebalanced the cost and weight of the weapon (weapon is now less expensive and weight is more evenly distributed between the different mods) ;
[
]Added loose mods which where missing ;[]Added a loose mod to each mod (previously, many mods were using the same loose mod -namely the "RCW Full Stock"-, leading to numerous problems when swapping mods) ;
[]Added recoil to the Laser RCW. It has a low recoil (both when aiming and with hip-fire), but it is no longer non existent ;
[]The weapon will now spawn with a wider variety of mods (receivers, stocks, barrels and sights) depending on your level ;
[]Tweaked the crafting materials and perk requirements of all mods.
DAMAGES :
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[]Increased damages to 19 (from 17) ;
[
]The 3 vanilla receivers had their perks requirement and building materials severely reduced. They are now the lowest tiers of receivers ;[]Added 9 new receivers to allow better progression during a playthrough. They are divided into 3 "types" and 4 "tiers" :
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[]No1 receiver uses stick mags. Reloading is fast ;
[]No2 receiver uses drum mags. It has a bigger ammo capacity but reloading is slower ;
[]No3 receiver uses BIG drum mags. It has an even bigger ammo capacity but reloading is even slower ;
[]Each receiver has several "tiers" : Mk1, Mk2, Mk3 and Mk3 ;
[]Each tiers higher than the previous one increases the damages, the ammo capacity and the range. Here's an example : No1 Mk1 receiver has a magazine capacity of 25 and a range of about 100 while No1 Mk3 receiver has a magazine capacity of 35, a range of about 160 and a 50% damage increase.
[*]Adjusted crafting materials and perks requirement (No3 receiver requires now Nuclear Physicist on top of Gun Nut and Science! to give high INT Sole Survivor an advantage). <
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[]Increased damages to 19 (from 17) ;
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- smith68
- Version
- 1.0
- Downloads
- 2,690
- Endorsements
- 191
- Category
- Weapons
- Created
- 1/18/2022
- Updated
- 1/18/2022
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