I love the concept of the PLS cyberware, and the Edgerunners anime made it appear to be this god-tier super weapon that could completely obliterate your enemies...but in game...not so much. So I've come up with a complete overhaul to make it not only useful but POTENTIALLY (with the right build) the most powerful weapon in the game. But first, I want to get this out of the way; it's still objectively broken. By that I mean it's labeled as a smart weapon, but it's actually not. No lock on, no target tracking at all, busted UI when you aim it...let's stop pretending it's a smart weapon. But I'll be addressing that. So to begin with I've got a nice little list of nerfs.
1; completely remove any references to a smart targeting system. It doesn't work anyway.
2; completely remove tranquilizer rounds from the game. They were only really sought after for cyberpsychos...who are now immune. Just remove them.
3; reduce projectile speed. Right now it seems this thing doesn't actually fire anything, it just spawns an instant explosion somewhere around the place you're aiming...sometimes. Because of this even if/when the smart lock works, it doesn't FEEL like it works. Slow this thing down so we can SEE the projectile we're launching.
4; Replace the cool down with reloading after every shot. That's right; reloading. That means...
5; make it use ammo. Doesn't make sense that it could just magically spawn an unlimited supply of grenades, especially since there is no president in the game for such technology. So ammo is pretty much required. I say shotgun rounds, since in real life those can be custom made pretty easily and packed with all sorts of little extra goodies.
Well now that I've completely ruined an already underwhelming piece of equipment, I guess I should fix it. So here is another list of changes for you.
1; Baseline the weapon fires in a straight line, with the projectile detonating upon impact. Always goes right for the center of the screen, so no guess work when aiming the thing.
2; chemical rounds are now properly tagged as non-lethal. Now we basically have our tranquillizer rounds back, but in a way that isn't overpowered, and can still effect psychos. Additionally make them benefit from any bonuses you have to chemical damage and the poison status effect, because grenades are Cool.
3; It's now internally tagged as a grenade launcher, and respects ALL grenade perks. Damage, visual area of effect, ability to cause critical hits; ALL OF IT.
4; time to add some new mods to this thing. Four, specifically.
4-1: Rubberized coating; your projectiles now ricochet as if fired from a Power Weapon. This also allows the weapon to respect any ricochet related perks and cyberware.
4-2: Modified Rail System; the PSL now acts as a Tech Weapon, charging as soon as you aim. Explosions can now pierce walls for reduced damage, but the PLS now benefits from all charge related perks and cyberware. [Alternative] The PSL's projectile is able to pierce walls as if fired from a tech weapon, doing reduced damage upon impact to the target. The explosion phase happens after a shot delay, detonating on the far side of the obstruction.
4-3: Smart-Lock; what the weapon is supposed to have now, but in a way that actually works. This obviously now also benefits from all smart related perks and cyberware.
4-4: Sticky Bombs; exactly what you'd think; grenades now stick to surfaces and detonate when a hostile NPC comes within range, effectively converting the weapon into a mine-layer.
4-IMPORTANT SIDE NOTE; So those four new mods; mutually exclusive. I think that's pretty self evident, but thought I should say it just in case. You CAN'T make this thing into a smart tech weapon that ricochets.
Well that's my idea. Probably never going to happen, but a man can dream.
1; completely remove any references to a smart targeting system. It doesn't work anyway.
2; completely remove tranquilizer rounds from the game. They were only really sought after for cyberpsychos...who are now immune. Just remove them.
3; reduce projectile speed. Right now it seems this thing doesn't actually fire anything, it just spawns an instant explosion somewhere around the place you're aiming...sometimes. Because of this even if/when the smart lock works, it doesn't FEEL like it works. Slow this thing down so we can SEE the projectile we're launching.
4; Replace the cool down with reloading after every shot. That's right; reloading. That means...
5; make it use ammo. Doesn't make sense that it could just magically spawn an unlimited supply of grenades, especially since there is no president in the game for such technology. So ammo is pretty much required. I say shotgun rounds, since in real life those can be custom made pretty easily and packed with all sorts of little extra goodies.
Well now that I've completely ruined an already underwhelming piece of equipment, I guess I should fix it. So here is another list of changes for you.
1; Baseline the weapon fires in a straight line, with the projectile detonating upon impact. Always goes right for the center of the screen, so no guess work when aiming the thing.
2; chemical rounds are now properly tagged as non-lethal. Now we basically have our tranquillizer rounds back, but in a way that isn't overpowered, and can still effect psychos. Additionally make them benefit from any bonuses you have to chemical damage and the poison status effect, because grenades are Cool.
3; It's now internally tagged as a grenade launcher, and respects ALL grenade perks. Damage, visual area of effect, ability to cause critical hits; ALL OF IT.
4; time to add some new mods to this thing. Four, specifically.
4-1: Rubberized coating; your projectiles now ricochet as if fired from a Power Weapon. This also allows the weapon to respect any ricochet related perks and cyberware.
4-2: Modified Rail System; the PSL now acts as a Tech Weapon, charging as soon as you aim. Explosions can now pierce walls for reduced damage, but the PLS now benefits from all charge related perks and cyberware. [Alternative] The PSL's projectile is able to pierce walls as if fired from a tech weapon, doing reduced damage upon impact to the target. The explosion phase happens after a shot delay, detonating on the far side of the obstruction.
4-3: Smart-Lock; what the weapon is supposed to have now, but in a way that actually works. This obviously now also benefits from all smart related perks and cyberware.
4-4: Sticky Bombs; exactly what you'd think; grenades now stick to surfaces and detonate when a hostile NPC comes within range, effectively converting the weapon into a mine-layer.
4-IMPORTANT SIDE NOTE; So those four new mods; mutually exclusive. I think that's pretty self evident, but thought I should say it just in case. You CAN'T make this thing into a smart tech weapon that ricochets.
Well that's my idea. Probably never going to happen, but a man can dream.
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