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I tried the vanilla expended weapons but ultimately found a majority of what was added was totally useless or mediocre any time I looked at the actual numbers and firing times. Was pretty disappointing. Especially on the lower tech stuff
If I want "late game" weapons to extend progression, I sometimes use the base Vanilla Expanded Weapons mod for the charge weapons. Other options for that are like Eccentric Tech, or The Cosmic Odyssey (has an OP modded faction IIRC), but they definitely are not "balanced" and just exist as a very late game way to make your characters even more overpowered.
There's certainly room for diversifying "long range really good AP" weapons for taking down centipedes and "long range, at least relatively better RoF" long-ranged weapons, at that.
To give some examples, here's one with charged weapon versions of all the modern weapons, including a marksman rifle and anti-material rifle (RoF vs. AP long range role), plus charged machinegun turret:
https://steamcommunity.com/sharedfiles/filedetails/?id=2912279562
https://steamcommunity.com/sharedfiles/filedetails/?id=2375692535
Nonlethal also fills an unserved niche for those wanting to manage prison/slave riots
https://steamcommunity.com/sharedfiles/filedetails/?id=2454918354
For more options across all tech levels, Vanilla Weapons Expanded is an obvious one. They also have more niche weapons, like a "tribal" tech, one for scavenged/pipe weapons that are easy to assemble with low tech but jam frequently, etc.
Oh, and a really important one if you start doing things like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Having the ability to swap weapons is key if you want to use specialist weapons like rockets or grenades without giving all your snipers or rocket-wielders power claws or just leaving them to die in melee.
Depending on what qualifies as a "weapon" you have the entire vehicles framework mod series, including the "RimThunder" mods that introduce tanks and jet fighters, plus things that let you load up into mecha exoskeletons.
https://steamcommunity.com/sharedfiles/filedetails/?id=3301872053
https://steamcommunity.com/sharedfiles/filedetails/?id=3377130226
A key thing to note if you're worried about balance is that raiders can use the weapons in some mods by default and not others. Simple sidearms has a menu so that you can give raiders more "budget" for extra weapons and bringing sidearms of their own so raiders can have a backup weapons that make their gunners less vulnerable to getting shanked in a flanking melee charge. If you use the dragoon mod, pirate raiders will show up with exoskeletons, too. There are also mods that make the mech clusters show up with more powerful enemies, as well, if you're feeling you're getting too strong.
Of course, if you want to go down the rabbit hole that is Combat Extended, there are a ♥♥♥♥ ton of mods related to CE that go way, way too in-depth on it. If you're really, REALLY into this sort of thing, there's a whole string of mods where you pick out a rifle and then there are picatenny rails and attachments you can strap on so you can compare your M-4 with ACOG vs. nightvision scope or whatever like it's Call of Duty. https://steamcommunity.com/sharedfiles/filedetails/?id=2878204522
Of course, there's also mods to add weapons from every game license under the sun. Obviously, there are going to be Warhammer 40k bolters, Star Wars lightsabers, XCom plasma rifles, all the weapons from Bloodborne or Skyrim, etc.
Oh, and speaking of things vanilla definitely doesn't have a niche for...
https://steamcommunity.com/sharedfiles/filedetails/?id=2497919470
My warg pack shall now have automatic shotguns.