Balanced Ballistics

Balanced Ballistics

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Weapon Changes

Individual Weapons

Grendel deals 10 base damage, up from 3. Maelstrom deals 8 base damage, up from 4. Kraken deals 7 base damage, up from 3.

Ballistic Pistols and Rifles

Damage differences between Semi-Auto, Full-Auto, Burst Fire, and Binary Trigger have been brought within 60-150% of base semi-auto damage. In vanilla this ranged from 33% to 367% (the new normalization makes this second number closer to 220% in practice). Eon Burst Fire and Binary do equal damage to semi-auto. Some barrel characteristics have been modified for realism.

Automatic Weaponry

Note: The Mag-Storm and Kodama do not follow Automatic Weaponry rules. Hip-Fire recoil has been significantly increased. Weapon Cone of Fire has been increased. Per-Shot Recoil has been significantly increased. Recoil Damping has been significantly decreased.

Laser Weapons

Recoil has been functionally eliminated for laser weapons. Automatic vs. Semi-Automatic no longer affects recoil or accuracy. Full-Auto damage for Equinox has been raised from 24% of Semi-Auto to 65%. Full-Auto damage for Solstice has been raised from 30% of Semi-Auto to 55%. Ignition Beams re-introduce a slight amount of recoil.

Shotguns

Shotguns have moderately increased recoil. Shotty and Breach exhibit the same characteristics as other ballistic weapons when fully-automatic. Slug Rounds increase recoil instead of decreasing it.

Game Feel

If you are using mostly laser weapons it will simply upgrade your arsenal. These performed very poorly in vanilla, especially at range. If you use mostly automatic ballistic weapons you will have to aim carefully and fire in short bursts, but you can deal far higher damage overall. If you use mostly semi-auto ballistic weapons you will find some calibers or weapons more or less effective. If you use Burst-Fire or Binary pistols or SMGs it will simply upgrade your arsenal. These are far more effective at point-blank range now. Some niche weapon setups are going to be more or less effective, so experiment and have fun!

Compatibility

Auto vs Semi-Auto damage changes should be compatible with anything not doing the same exact thing. Recoil and general balance changes are mostly made by adjusting Weapon Mod Template records. Mods that overwrite these changes will have varying impacts on the final balance.

Tips

Auto vs. Semi-Auto damage spread was retained for balance. Put simply, you will still not fare well if you walk into a small room full of hostiles equipped with automatic weapons. However, compared to using 1:1 damage, stray bullets in long-range encounters each pose less of a risk of sudden death. DPS for automatic weapons is still flatly higher than for Semi-Auto without skills taken into account. However, you must carefully manage their recoil and firing patterns to use them effectively.

Additional Screenshots Available

This mod has 1 additional screenshot available on the official Bethesda.net page.

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Mod Information

Published
Dec 22, 2024
Last Updated
Aug 06, 2026
Platforms
Playstation, PC, Xbox

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