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Incidently, it's the gun Tom Hanks uses in Saving Private Ryan, and often referred to as the "trench broom".
i love thompsons with regular mags .. it gives me that Medal of Honor 1 feel
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.
not as crazy as it sounds.
but then... you can throw grenades.
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
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
Surely enough, you mentioned it.
If i can get used to the scripting system, I'll be sure to make a weapon mod overhaul.
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.