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With how the previous author coded the mod originally all the weapons were hard given a hard market value that invalidated how the game calculates market value. I was able to correct the issue for melee weapons but haven't had the time to sit down an rewrite the code for the Ranged Weapons so I had to set there market value to like double the cost of the vanilla equivalent, it prevents raiders from having nothing but weapons from this mod but might also break them spawning for traders
Here how I balanced everything, the M1 Garand slots into a Rifle/Battle Rifle Subclass it has a 40 tile range and does 16 damage with a single shot going out. Its accuracy is balanced for a 40 tile Long and the 25 Tile Medium range so its better at the long end and worse at the close end.
The Charge Rifle has a 26 tile range and does 15 damage with a 3 burst shot count and its accuracy higher at the Medium and Short distance bracket and also has 35% armor pen.
Sure the M1 has higher damage on paper but a charge rifle at optimal range will be putting out more DPS and then pushing that damage through the armor then the M1
Anyway, cool mod, just maybe check some of the stats against their tech period?
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Fixed some Weapons Balance