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weapons:energy:unique:beamspammer

Beam Spammer

This weapon is a modified Laser Rifle, firing in fully-automatic mode with a recharging power source. It also deals more damage the longer the trigger is held, but sustained fire increases the risk of the weapon overheating.

Parts Used

I started with the base game Laser Rifle mesh and adjusted the grip angle to fit with the TwoHandAutomatic animation set. I then adjusted the stock to mate properly with the newly-angled grip and replaced the Microfusion Cell will the Tesla coil from the Tesla Cannon, and added the plate from the Laser RCW Recycler.

Perks and Challenges

The following properties, perks and challenges apply to this weapon:

Usage Notes

This weapon deals additional damage the longer the trigger is held down. \[ BonusDamage = \frac{EnergyWeapons} {WeaponHealthPercentage}\] This means that with a maxed-out Energy Weapons skill of 100, and the weapon at 100% condition, it will only deal 1 extra point of damage. However, with the weapon at 1% condition, it will deal an additional 100 points of damage.

Each time the weapon fires, its condition degrades by 7.5% to simulate heat buildup. However, its condition is restored by 0.5% every 1/60th of a second when not firing, to simulate cooling down. If the weapon's condition drops below 1%, it will overheat, causing the Player to drop it and damaging their health (simulating a minor burn).

The optimal strategy for using the weapon is to fire in controlled bursts, skating the line between bonus damage, ammo regeneration, and overheating.

Procurement

This weapon must be purchased from Dr. Quarton, and cannot otherwise be obtained without console commands.

Dr. Quarton's Notes

The terminal entry in Dr. Quarton's laboratory notes the following:

Project #E-826-T - "Beam Spammer"

Laser Rifles are inexpensive and plentiful, making them the ideal platform
for experimentation. By combining the energy density of twin Tesla coils
with the regenerative properties of the Recycler, I was able to create
a self-sustaining resonance loop that increases power output with each
cycle it undergoes. Heat management is the main hurdle to overcome here,
with the delicate internal electronics tending to expand when overheated,
causing short circuits. Fortunately, the solution is simple. Allowing
them to cool down returns functionality to normal.
Beam Spammer
Effects Bonus damage with sustained fire
Requirements
Strength 3 Skill Energy Weapons 50
Ammunition
Ammo Type Microfusion Breeder
Capacity 24
Ammo Use Per Shot 1 Regen Rate 0.5
Attack Stats
Base Damage 20 DPS 255
Damage Per Projectile 20 # of Projectiles 1
Crit Damage 20 Crit % Multiplier x1
AP 18 Min. Spread 0.025
Limb Damage Multiplier 1 Rate of Fire 10
Other Stats
Weight 8 Value 5000
Item HP 100 Sight FOV 40
Repair Laser Rifles
FormID ##FE0021
Weapon Mods
N/A
GECK Data
Animation Type TwoHandAutomatic
Hand Grip DEFAULT
Attack Animation AttackLoop
Reload Animation ReloadH
Noise Level Normal
weapons/energy/unique/beamspammer.txt · Last modified: 2024/10/07 00:33 by mc_tammer

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