Weapon

Last updated for version `1.8.0-BETA-7`

*Main article:* Combat

Horizon adds new Weapons including many changes and updates. The biggest change can be faced when installing Desolation Mode where Ammo is very rare forcing the player to think about which weapon is more wisely to use. Damage is mostly balanced around ammo and some weapons are not exactly the same, but close. A few weapons that have much slower Rate of Fire (ROF), can have a small bonus to base damage, but its still based on the caliber. Few weapons had weird scaling for calibers because of how they work, but ultimately the damage, which is altered by caliber in the first place, is balanced based on having the best receiver possible. This is why caliber like .45 might be powerful at low levels, but it evens out later.

## General

* Ranged weaponry has its critical damage significantly reduced
* Attacks out of range do 50% less damage
* Mods that have critical damage now say the actual value instead of vague wording
* Automatic firing mode does not affect damage
* All weapons mods need a patch, Horizon alters far to many records!

### Requirements

Equipping most **heavy** and **large melee** weapons require a certain base Strength. Temporarily buffed strength does not allow to meet the requirements though and temporary debuffs shouldn't effect the ability to equip weapons either. Being in a Power Armor will bypass any strength requirement. While exiting a Power Armor will unequip the weapon if base strength is not high enough. Degraded weapons will lower the Strength requirement. Example; a -20% Fat man can be used by the player with only 5 strength.

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### Condition

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Weapon condition comes in 6 levels. Each degraded level reduces the effectiveness of all stats by that number: damage, speed, recoil, reload speed, and vats cost. Conditions are pre-set and weapons do not deteriorate with use. Most weapons can be repaired to "Good Condition" from any level of damage. There are different repair recipes for each style of weapon, including 3 types for melee. Destroyed weapons can be only fired several times before breaking down completely. Low-condition weapons can reverse-engineer at the ZX-1 Experimentation Lab to craft normal ones.

### Value

Overall, weapons are currently too good quality or worth too much in a world that has such a low population and so many weapons, and this needs better balancing.

* Degraded (-5%) = worth -50% caps value (down from -10% value)
* Degraded (-10%) = worth -75% caps value (down from -20% value)
* Deteriorated and Ruined weapons = worth 0 caps value

Weapons can be repaired to "Good Condition" to sell for full caps value, but obviously it costs materials. Deteriorated and Ruined weapons will drop way more often. Certain enemy types (like gunners) will still have a better chance to have better condition weapons.

### Weight

The weights of weapons and mods seem a bit unrealistic in terms of how drastic the mods effect the weight, so this is being rebalanced. The goal is to that a weapon that roughly weighs a certain weight, stays closer to this average weight.

Most "Standard" mods for ranged weapons are reduced to 0 weight, so that they are not effecting the base weapon weight at all. This is mainly to help keep base weapon weight consistant, such as in "Destroyed" weapons.

## Scrapping

### Parts

All weapons that give parts, give the same starting amount of parts (generally 2 parts). Extra parts are gained based on Salvaging Skill (up to +3 parts.. giving 5 total). Extra parts are gained at:

* 30 Skill,
* 60 Skill,
* 90 Skill.

Every weapon scrapped, gives a very small amount of salvaging skill. Scrapping from the Field Kit and the Weapons Workbench gives the same amount of parts (including the bonus parts). Weapons that give parts will only give weapons parts as their base scrap (no screws or anything). If there are mods attached, it can still give raw materials for the scrap.

Heavy weapons give 2x skill gain per scrap, pipe weapons give 0.5x per scrap. Hybrid weapons can give different parts. Pipa and energy weapon parts can be disassembled in the Weapons Lab.

Available weapon parts;

* Energy Weapon Parts
* Heavy Weapon Parts
* Pipe Weapon Parts
* Pistol Weapon Parts
* Rifle Weapon Parts
* Shotgun Weapon Parts

## Crafting

Crafting weapons requires skill, in some cases a lot of skill, but it's worth it! In addition to designing certain weapons some can be modded with legendary like effects in the ZX-1 Experimentation Lab;

* Step 1: Build a ZX-1 Experimentation Lab in your favorite settlement.
* Step 2: Acquire some special alloys, legendary junk items, either from a legendary enemies (Mutated or Prototype prefix) item, or from the black market.
* Step 3: Use the ZX-1 Experimentation Lab, and follow the menu system.

## Weapon Skills

Weapon Skill is usually based on the weapon itself, and not the mod attachments. Weapons can only be 1 skill. ex: Gatling Laser is a Heavy Weapon and not a "Standard" Energy Weapon. Weapon Skill is gained upon killing Enemies, based on the current equipped weapon.

* Synths are worth 2x skill gain.
* Robots are worth 1.5x skill gain
* Legendary enemies are worth 5x skill gain

There's a button in the Skill Menu that show the current weapon skill used. Killing enemies with explosives or other means, still gives the "credit" to the main equipped weapon. While this isn't a perfect system, it's acceptable enough considering the tracking method is fast, and should keep combat efficient.

### Available Weapon Skills

* Ballistic Firearms
* Energy Weapons
* Incendiary Weapons (formerly *Heavy Weapons*)
* Melee Combat
* Sniper Weapons

### Blocking

Unarmed fists and very small weapons can no longer block. This change works for both the player and human enemies but does not effect power armor melee combat.

## Weaponry

### Melee

Horizon places Strength (STR) requirements on Melee Weapons but this does not currently apply to all weapons. Likewise, many weapons can be equipped with global item mods (Sharpened, Hardened, Enhanced, Poison, Irradiated, ...) which greatly increase the damage and add properties such as Bleeding Damage, Limb Damage, Stagger. Some of the weapons can even be reverse engineered and heavily modified (legendary weapon effects) in the ZX-1 Experimentation Lab (marked 🗸) depending on the player's skill level.

### Firearms

The table provides information about each firearm, ballistic, energy, etc. in-game. For an overview of the average damage per caliber see the Ammunition article.

### Companion Weapons

Companions get their own signature weapons available in the Market Trading Terminal (Trevor). These will only work for companions! All of these weapons come pre-modded, don't require ammo and can't be modified or used by player. Companion weapons have legendary property which don't display in the crafting window, but are visible in the player's inventory. Recipes will not appear in the Market Trading Terminal until the companion is recruitable.

## Keywords

In order to differentiate exactly between player skills, perks and specializations with regard to weapon types, all weapons are defined in types; general or specific. I.e. ballistic weapons is the general type, rifle and/or automatic and/or sniper, etc. the special type. The following sections provide information about the allocation of weapons and their associated types.

## Developer Notes

* Generally speaking you want those receivers to be identical to my vanilla-modded weapons. i believe 0.90 is the highest for mastercrafted? never use weird receivers that give extra damage. thats bad and never allow weird extra damage on other attachments, unless its something unique like my laser barrels.

### External Weapon Addon System

* The Forged have separate loot tables for weapons: standard, pistols, and melee1.6.0:156
* Keyword pairs are created for each table

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Melee weapons, the damage scaling of "Sharpened, Hardened, Enhanced" is not + 25/50/75/90%, this is more +10 per tier. The damage scaling is not as described in the changelog?
* Shovel: Item Mod upgrade (Bladed, Spiked) does NOT require any components.
* Micro Sledge: Item Mod "Material" leads to "Paint Job".
* Shishkebab: scrap is incomplete, Steel 3 and Liquid Fuel 1 is missing (the scrap should correspond to the "power fist"?)
* Killing enemies with energy rifles will vaporize them into ash piles which interfers with the Field Scrapping mechanic. In order to use field scrapping, ash piles should be turned off in the Horizon Holotape.
* Slow movement? "Walk Speed Bug" or "Dual Grenade Bug", occasionally the game equips more than 1 grenade, mine or similar causing the player to slow down, in rare cases this leads to a CTD. This is not a Horizon bug, as it is more common it is listed here. Solution: select the equipped grenade or similar (multiple times) until it is unequiped.
* Typo: "Lever Action Rifle" should read, "Lever-Action Rifle".
* Tracking down Weapons tied to Skills, Perks, Specialization might be difficult at some point. The Documenation Menu doesn't list all weapons (double checked in xEdit). "WeaponType" keywords itself give correct data. Instead of "Weapon Type" X being tied to skill Y, damage multipliers could be part of universal skills which apply to more streamlined weapon categories.
* Player's repeatedly reported aiming through scropes and/or sights might be off target, no matter if condition was 100% and accuracy close to max. Could be a problem with range itself though. Needs testing!
	+ Especially the VICE gauss rifle might be affected. Unclear is if its a problem based on type of scope or sight (reflex). Could be a mod is interfering with user reports. Requires in depth testing here!

## See Also

* Ammunition
* Weapons Workbench
* Weapons Lab
* ZX-1 Experimentation Lab

## References

1. ↑ https://steamcommunity.com/app/377160/discussions/0/496881136911866170/#c458605613405476193
2. ↑ https://www.reddit.com/r/Fallout/comments/g3ocal/walk\_speed\_bug\_very\_slow\_on\_1\_of\_my\_4\_characters/
3. ↑ https://steamcommunity.com/app/377160/discussions/0/496881136910811514/?ctp=3#c154645299386767791
4. ↑ https://gamefaqs.gamespot.com/boards/164592-fallout-4/76604940
5. ↑ https://discord.com/channels/436824471295361025/436824471295361027/957799760708894750
6. ↑ https://discord.com/channels/436824471295361025/436840996517707777/798836234113384519
7. ↑ https://discord.com/channels/436824471295361025/436824471295361027/831237567210586132
8. ↑ https://discord.com/channels/436824471295361025/436840996517707777/925529319558754304
9. ↑ https://discord.com/channels/436824471295361025/436840778635935754/822506822098354176