I guess that you're still developing this mod and I must say that some of your changes are great, like being able to toss explosives at the enemies or some ,,nice little touches'' like the fact that flamer illuminates. So... what new can we possibly expect in the next version?
Glad you like it! I'm personally extra pleased with how the throwable explosives turned out. It's never going to be very practical in combat, but chucking a boomstick through Metzger's window is a hilarious way to start the fight, and since quite a few shops restock them they can serve as a poor man's grenade at a point in the game where you don't have too many of those. It also works well on turrets. And, if you've got low Throwing skill or drink Booze to drop your PE, you can target a party member and miss on purpose, so the dynamite lands next to someone behind them without pissing them off! Hello mr. Bishop, no sorry, I was aiming at Sulik, don't mind the three dynamite bundles you're standing on.
For the next version I will be looking at a way to make JHP ammo less volatile. Currently you may find yourself laughing off shots from Metzger's gang in your Combat Armor, until one of them suddenly lands a critical hit that does 100hp and you explode in gore. There's no counterplay against that. What's more, you can reliably do this to enemies once you get the .44 Magnum and enough skill to aim for the eyes. I do want critical hits to feel appropriately
powerful, but I don't want the Magnum to be the best gun in the game, at least not until you get the Sniper perk.
The core of this issue is that armor-piercing criticals ignore
all damage resistance, including what's added by the ammo. This is bad because JHP ammo relies on its own resistance to mitigate its huge damage mod. So then you get the full value of the damage mod, plus potentially a damage mod from the crit, and you're looking at 7x or even 10x the weapon's normal damage. That's simply not okay. .45 ACP rounds and Explosive rockets also have this problem, which makes the Grease Gun way too strong and provides less incentive for using AP rockets, none of which is desirable.
What I will try to do, is make a small hook script that adds the ammo resistance back in, if the current attack is an armor piercing critical. That way we keep the idea of crits being devastating, but reduce the insanely high crit damage that some weapons undeservedly have. I'm not 100% sure this is possible to do, but I'll give it a try.
EDIT: This IS possible! In hs_combatdamage there are arguments that will let me check if the current attack is a critical hit and armor piercing. If it is, I can get a pointer to the weapon used in the attack, and see what ammo it is loaded with, if any. Then I'll just reduce the outgoing damage by the resistance value from that ammo. Unfortunately I can't pull the resistance values directly from the ammo proto, so I'll have to hardcode those, but it's only six ammos that exhibit this behavior: 10mm/5mm/.44 Magnum JHP, .45 ACP, 9mm Ball and Explosive rockets. Hah!
Other things I have in mind:
The LSW is in a good spot. It fills the hole that the Bozar left when it turned into a sniper, doing less damage but having more utility due to its single-shot mode. This makes it a jack-of-all trades and a Big Gun user's bread and butter, although it falls off in the endgame. The M60, however, is currently just a weaker version of the LSW, meaning it's neither unique nor fun. It needs a more distinct identity. When you hear "M60", you think "Rambo", and Rambo does not fuck around with one bullet at a time. Therefore, I will remove the single-shot function on the M60. In return, its burst function will fire even more bullets, and the weapon will have a huge magazine capacity so you don't have to reload until everyone is dead. This moves the M60 out of the LSW's shadow, and puts it in a unique spot for someone who likes high-output burst weapons (Fast Shot, Bonus Ranged Damage) as opposed to snipers (Finesse, Better Criticals), but aren't rich enough to buy the Avenger in NCR or far enough into Broken Hills that they can recruit Marcus for his Minigun. Those people can now go to New Reno and either become a Made Man and buy an M60 from Eldridge, or find it in one of the random encounters that I've changed there.
Gauss weapons are still good, if somewhat boring since their damage nerf, but their ammo is too plentiful for a single-shot sniper weapon. I'll reduce it to 40 bullets per clip, with the recommended half version having 20 bullets and thus corresponding to the rifle's clip size. In return, I'm increasing these weapons' minimum damage by 5 points each, to make sure they still feel like the king and prince of Small Guns.
I will be reducing AC penalties on FMJ/AP ammo to half of what they are currently. Their AC reduction is supposed to simulate that they can pierce through thin walls and other objects that the enemy might be using for cover, but figures like -20 and -30 are simply too high. Reducing them will increase the value of tactical positioning, skill point investment, armor choice and perks like Dodger and HtH Evade, and that's in tune with this mod's philosophy. Flamer Fuel, Gauss ammo and rockets will probably stay where they are.
On that note, I will also be giving an AC penalty to MFC ammo. The only weapons that use it are high-powered energy rifles, which should rightfully have an AC bonus by the above reasoning since they make big, smoking holes in whatever you point them at, with no recoil or travel time. Currently the big Energy weapons lose to Big Guns in both accuracy and damage during the late midgame, where the noob-friendly Bozar and LSW are rocking hard due to their accuracy bonuses and AC-reducing ammo. At that point, the only real use for Energy Weapons is for characters with mediocre Strength, low Agility or the One Hander trait - the Energy pistols are better than the conventional ones, and the Laser rifle only requires Strength 5. The endgame is when the big energy rifles start to outshine most Big Guns, since their lower AP costs mean you can often fire them twice or even 3 times per round, and their armor-piercing damage types will fry Enclave troops and Horrigan alike extra crispy. Your first energy rifle is found either in the Military Base or the SAD, but you are unlikely to have enough points in Energy Weapons to start using it reliably at that point. Giving them all an extra -10 AC might be enough to smooth out that bump in the road, for a better progression towards that devastating endgame.
Plasma and Turbo Plasma rifles will no longer have the Long Range perk. Their selling point is raw power and speed in exchange for mediocre range - sniping enemies from across the map is strictly the Laser Rifle's job.
Updating to newest Sfall, which has my Melee Damage changes already done, and in a better way. Thus we can remove the hook script which currently does that. The damage will stay the same, but the inventory screen will show accurate figures and the mod will be more compatible with other mods.