![dual wield mod fallout 4 dual wield mod fallout 4](https://pbs.twimg.com/media/Ehpj0-3WkAEvot5.jpg)
leaping servos, allows the power armor to jump much higher (ap cost?), add to both legs and each normal jump allows you to preform an impact landing on even terrain.
#Dual wield mod fallout 4 mods
Why are there no arm mods other than unarmed? auto loader, increases reload speed dramatically Power conduit, increases damage of energy weapons at the cost of core health recoil dampener, allows greater weapon stability wrist launcher, causes grenades to fire faster, travel farther, and explode on contact Slim wrist, allows unarmed weapons to be wielded, but at the cost of other mods. enhanced melee damage, all the current mods are for unarmed damage only, which is strange given you can't use unarmed weapons normally Underwater lenses, allow clear vision underwater, niche, but great for a diving suit build. Night sensors, replace the lamp with toggle able night vision, same as the scope, stealthy and effective I do think the mods for power armor need some more interesting and varied systems. I would not turn them down, but I think making them work smoothly could be a challenge I mean, sure, I don't know if integrating those types of things is feasible with how they made the game's code. Genocidal Cry Posts: 3357 Joined: Fri 10:02 pm must reload at a power armor station and requires 16 rockets to reload.
#Dual wield mod fallout 4 free
Use: enter vats, sellect rockets you now have 8 free 100 damage attacks.
![dual wield mod fallout 4 dual wield mod fallout 4](https://www.fallout4mods.net/wp-content/uploads/2015/11/Weapon-Damage-Overhaul-1.png)
Info: places 2, 4 round rocket pods on the power armor, requires a targeting visor will automatically fire at any hostile deemed a threat by the user. Info: a quick deploy roit shield when used protects the user from all none laser fire (glass doesn't stop lasers) untill it is destroyed, unlike other parts this has to be repaired separately, its advantage is it has 1000 HP in completely protects the user from all threats, though it does limit the user to one handed weapons while active, grenade key toggles only on left arm. Info: loads with 3 frag grenades, works the same as a standard grenade difference being that it has 1.25x range and fires in a 3 grenade burst. Note: a dangerous mod as if the part is destroyed it will explode dealing 50 damage to the power armor user and 25 damage to each none destroyed part. Info: loaded with 2 rockets, this exposed weapon system allows the user to fire smart rockets at enemies, these rockets will lock on to heat signatures. Info: these weapons do more damage and would work better replacing the grenade s thrown. the wrist laser does the most damage of any suggested right hand weapon but at a cost of damaging the part it is on by 5point if fully charged. Info: loaded with fusion cells the wrist laser, fires like a laser musket, holding upto 4 charges. Info: a micro flamer which allows the user to burn anything in front of them. Info: work better as a main weapon or sub if main weapon runs out, I see most power armor players using a heavy weapon so these are generally lighter weapons. Reloading: all wrist weapons are reloaded by removing their ammo from a small port in the back of the hand, be it a box of. Note: if put on right hand is used when you are unarmed in power armor, if put on left hand is used with grenade key, holding the key will fire it until let go. Note: has a 50% chance to out right destroy power armor parts making this mod a must have for taking on heavy power armor units. Info: attaches a complex hydraulic system to the fist, that gives it enough force to shatter power armor. Info: upon melee do high limb damage +chance to disarm target
![dual wield mod fallout 4 dual wield mod fallout 4](https://www.gtagaming.com/images/15874/1342859471_matty_dienhoff_weapon_realism_flyer.jpg)
45 ammo dealing the damage of 3 shots from a combat rifle +melee damage + power armor damage, if target dies from hit they will be gibbed. ( melee is left hand only as you hold weapons with right) as a bonus if the player is unarmed these sub systems work as their main weapons, allowing hte person to dual wield. Info: add a weapon slot to the arm, this slot over rides the grenade or melee function of your main weapon depending on what it is loaded with. The power armor has a few cool but useless mods (tesla), so how about add some mods that make sense for a walking tank armor. Ok, I highly doubt I am the only one that thinks this but out side of a few mods (head lamps, and the jet pack) the power armor doesn't really feel well modible most of its mods are just armor and seeing as the thing is already a walking tank why not make it feel more like a freaking tank.