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.
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.
The following properties, perks and challenges apply to this weapon:
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.
This weapon must be purchased from Dr. Quarton, and cannot otherwise be obtained without console commands.
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.
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 |