Fallout 4

Fallout 4

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Schutzengel Dec 11, 2015 @ 2:29am
Submachine gun: Please add more Receiver mods
In my opinion the Submachine gun has to few receivers and even the 10 mm Pistol has a better progression towards the upper difficulty settings, despite being the lower level base weapon. For Comparison, the 10 mm Pistol has the following Receivers (based on Gun Nut):

Tier 0
- Standard
- Light
- Heavy
- Calibrated
- Hardened
- Automatic

Tier 1 (Gun Nut 1)
- Armor Piercing + Automatic
- Hair Trigger
- Powerful
- Hardened + Automatic

Tier 2 (Gun Nut 2)
- Automatic(Rapid) + Automatic
- Calibrated + Powerful
- Hardened + Piercing + Automatic
- Advanced

Tier 3 (Gun Nut 3)
- Powerful + Automatic

The Submachine gun in contrast to the 10 mm Pistol only has these mods:

Tier 0
- Standard

Tier 1 (Gun Nut 1)
- Armor Piercing
- Hardened

Tier 2 (Gun Nut 2)
- Automatic(Rapid)
- Hardened + Armor Piercing
- Powerful

I suggest adding e.g. the following additional mods for the Submachine gun Receiver:

Tier 3 (Gun Nut 3)
- Automatic(Rapid) + Hardened
- Powerful + Armor Piercing
- Automatic(Rapid) + Hardened + Armor Piercing
- Advanced

Tier 4 (Gun Nut 4)
- Powerful + Hardened
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Showing 1-15 of 18 comments
Ichthyic Dec 11, 2015 @ 3:10am 
yup, smg definitely needs some luv.

Precache Dec 11, 2015 @ 3:24am 
The smg is based on the same gun as the combat rifle, the thompson .45. I suspect they made the two seperate because the drum fed version is famously known as the "tommy" gun. So if you want more options my guess is that you are suposed to use that.

Incidently, it's the gun Tom Hanks uses in Saving Private Ryan, and often referred to as the "trench broom".
Alucard † Dec 11, 2015 @ 3:31am 
and a quick eject standard magazine not drum one just the regular one

i love thompsons with regular mags .. it gives me that Medal of Honor 1 feel
Last edited by Alucard †; Dec 11, 2015 @ 3:31am
Yhwach Dec 11, 2015 @ 3:35am 
Can i get a rocket launcher attachment?
Sentient_Toaster Dec 11, 2015 @ 3:36am 
It should be significantly easier to control the recoil of the SMG, compared to a lightweight pistol lacking foregrip and stock, if both are being used to fire bursts or more.
pinoycarter Dec 11, 2015 @ 3:56am 
I don't have the default (non-perked) stat values but the quantity of upgrades don't matter. It'd be purely in the hands of damge after maxing the OP's upgrades out. The AP receiver is just plain retarded BTW, a lazy method to avoid varied ammo types.

In the end, all pertinent perks being the same, the SMG should have greater recoil control (aforementioned grip/stock), damage (larger calibur), RoF (assumption based on being a dedicated full-auto), and magazine capacity (drums vs only mags). Potentially greater range too but I don't know the appropriate ratios to compare. At best the pistol may have a better ADS speed.

If the above is true, what more can you expect? A mod may later add more upgrades but what's the point in adding them for the sake of adding them. IMO, by the time you're running the requisite Gun-Nut perks suggested, you should be running w/ big boy guns. Also, full-auto weapons seem like a waste of ammo. The semi-auto weapons seem to have greater end-game damage and better accuracy...yet fire fast enough in a panic situation (with the hunting rifle as an exception)...which you shouldn't be in too often anyway.
Yhwach Dec 11, 2015 @ 3:56am 
Originally posted by pinoycarter:
I don't have the default (non-perked) stat values but the quantity of upgrades don't matter. It'd be purely in the hands of damge after maxing the OP's upgrades out. The AP receiver is just plain retarded BTW, a lazy method to avoid varied ammo types.

In the end, all pertinent perks being the same, the SMG should have greater recoil control (aforementioned grip/stock), damage (larger calibur), RoF (assumption based on being a dedicated full-auto), and magazine capacity (drums vs only mags). Potentially greater range too but I don't know the appropriate ratios to compare. At best the pistol may have a better ADS speed.

If the above is true, what more can you expect? A mod may later add more upgrades but what's the point in adding them for the sake of adding them. IMO, by the time you're running the requisite Gun-Nut perks suggested, you should be running w/ big boy guns. Also, full-auto weapons seem like a waste of ammo. The semi-auto weapons seem to have greater end-game damage and better accuracy...yet fire fast enough in a panic situation (with the hunting rifle as an exception)...which you shouldn't be in too often anyway.
Do i still get my rocket launcher attachment?
Ichthyic Dec 11, 2015 @ 4:01am 
you should ask in the modding thread.

not as crazy as it sounds.

but then... you can throw grenades.

Yhwach Dec 11, 2015 @ 4:02am 
Originally posted by Ichthyic:
you should ask in the modding thread.

not as crazy as it sounds.

but then... you can throw grenades.
It was meant as a joke, regardless I'm still going to try making melee weapons shoot projectiles when the Development Kit is released.
Alucard † Dec 11, 2015 @ 4:03am 
Originally posted by Scarecrow:
Originally posted by Ichthyic:
you should ask in the modding thread.

not as crazy as it sounds.

but then... you can throw grenades.
It was meant as a joke, regardless I'm still going to try making melee weapons shoot projectiles when the Development Kit is released.

irl there is a knife that shoots its blade
they are called "ballistic knives"

also CO2 shark knife is pretty hype tho its not ranged
Last edited by Alucard †; Dec 11, 2015 @ 4:04am
Yhwach Dec 11, 2015 @ 4:04am 
Originally posted by The Crimson ♥♥♥♥♥♥:
Originally posted by Scarecrow:
It was meant as a joke, regardless I'm still going to try making melee weapons shoot projectiles when the Development Kit is released.

irl there is a knife that shoots its blade
they are called "ballistic knives"

also CO2 shark knife is pretty hype tho its not ranged
I also want to try making an explosive Super Sledge.
Alucard † Dec 11, 2015 @ 4:06am 
Originally posted by Scarecrow:
Originally posted by The Crimson ♥♥♥♥♥♥:

irl there is a knife that shoots its blade
they are called "ballistic knives"

also CO2 shark knife is pretty hype tho its not ranged
I also want to try making an explosive Super Sledge.

why stop there? do a electrified machete or a shock baseball bat that causes a massive shock and knockback upon hit
we already have a sword with flame tanks (shishkebab) and a Baseball bat with a cirtular saw blade

why not make melee crafting system like in Dead Island then
Last edited by Alucard †; Dec 11, 2015 @ 4:06am
Yhwach Dec 11, 2015 @ 4:08am 
Originally posted by The Crimson ♥♥♥♥♥♥:
Originally posted by Scarecrow:
I also want to try making an explosive Super Sledge.

why stop there? do a electrified machete or a shock baseball bat that causes a massive shock and knockback upon hit
we already have a sword with flame tanks (shishkebab) and a Baseball bat with a cirtular saw blade

why not make melee crafting system like in Dead Island then
After reading the first part, I was thinking "just like dead island"
Surely enough, you mentioned it.
If i can get used to the scripting system, I'll be sure to make a weapon mod overhaul.
Schutzengel Dec 11, 2015 @ 4:55am 
The Receiver modded .50 Sniper rifle has 67 damage and 154 damage with perks Rifleman and Bloody Mess.

The Receiver modded Submachine gun has 16 damage and 37 damage with perks Commando and Bloody Mess.

I would not have a problem firing ~4 shots if they WOULD do the same damage my .50 Sniper rifle does. But the higher difficulty settings (playing on very hard) vastly increase enemy resistances at high levels (Im level 80). E.g. during the Silver Shroud missions I used the Silver Submachine gun and had to shoot 600 bullets into each of the named enemies as every single bullet only did 1 damage point. The .50 Sniper rifle does still damage as its base damage is able to overcome the damage resistance of all enemies there are.

So adding high powered Receiver mods would in my opinion be a good way to bring the Submachine gun more in line with the other weapons that dont suffer from high difficulties as severly. Also unlike Fallout New Vegas we dont have differing ammunition types to up our damage potential yet (Submachine gun always uses .45 ammunition by the way).

If I want to effectively use my (beloved) Submachine gun I have to reduce my difficulty settings to (Very) Easy and loose on the fun side and legendaries. For being such a low (-medium) level weapon the Submachine gun is just lacking on high-end options that all other (even the Pipe rifle) low-level wepons have now.
Nora Dec 11, 2015 @ 5:46am 
yeah smg really feels kind of pointless when you have option to use combat rifle. just mod combat rifle to have powerful automatic receiver and large quick eject mag and it deals almost double damage compared to best possible modded smg. sure you have over double the mag size on smg sure (smg large = 100 // combat rifle large = 40) but if it uses 2 times the ammo because less damage it is sort of useless trait for it.
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Date Posted: Dec 11, 2015 @ 2:29am
Posts: 18