Anti-Robotics Tesla Cannon
⚪ Last updated 2010🔍 Analysis
- 🏆 #69 of 258 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Improves the Tesla Cannon without making it overpowered. WMK compatible version included.
This is a replacer. This mod will replace the game\'s Tesla Cannons with my modified version. Also, this requires Broken Steel, but you know that already. If you already have the Tesla Cannon or any Weapon Mod Kits version of it, this should work fine and replace the one you\'ve already got (it always has in my testing). Reason for making: Like some others, I thought it was odd that the Brotherhood scientists talk about the Tesla Cannon as if it\'s extremely powerful, since it really wasn\'t. I had to go through a whole quest to get the experimental coil they used to make it, and yet the weapon itself was just average compared to other DLC weapons. There are already a few Tesla Cannon rebalance mods out there, but I wasn\'t happy with any of them. They all seem to take things too far and make it into a superweapon. I wanted a weapon that was useful, not a weapon that was overpowered. Most importantly, I needed a version that was actually compatible with Weapon Mod Kits. What I\'ve come up with is a specialized weapon that\'s more powerful against robotic or power armored enemies. Want a useful Tesla Cannon without breaking game balance? You\'ve found it here. My Anti-Robotics Tesla Cannon is more costly to use than the original, but it\'s more powerful against robots and power armored soldiers. Use only one of the included .esp files, depending on whether you use Weapon Mod Kits or not. Since I do use WMK, I already had to make a compatible version for myself anyway. Make sure to stick this mod after all of WMK\'s files in your load order, as well as after any other mod that changes the Tesla Cannon. Changes to the Tesla Cannon: The following are all the changes I\'ve made to the Tesla Cannon. These changes were done to make the Tesla Cannon more useful as a weapon, but I\'ve been very careful to balance these so it\'s not an overpowered killing machine. My new values are listed below for any changes I\'ve made, and the vanilla values are listed in parentheses () just after. 30 ammo per shot (1) Magazine size 30 (1) Beam damage 50 (40) Beam critical hit damage 50 (30) Explosion causes paralysis on robots for 8 seconds (nothing) Explosion causes paralysis on anyone wearing power armor for three seconds (nothing) Explosion causes 80 damage over 8 seconds to robots (nothing) Explosion causes 30 damage over 3 seconds to power armored targets (nothing) Explosion causes no damage over time to anything else (20 damage over 2 seconds to anything) *Helmet doesn\'t matter - I only check for the power armor suit itself. This check includes all power armors from the original game and Broken Steel, including those only obtainable through the console. This does not include power armor from the other DLCs (Ashur\'s, Tribal, or Winterized T51-b) or from other mods. Including those would mean they\'d be required for this mod to work, which would be rat
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Keukotis
- Version
- 1
- Downloads
- 277
- Endorsements
- 12
- Category
- Gameplay Effects and Changes
- Created
- 5/3/2010
- Updated
- 5/3/2010
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