ammo rarity: Bullets vs energy.

Post » Wed Dec 02, 2015 3:39 am

its the one thing i didnt like as much in FO3 and NV, in that compared to normal guns: ammo for energy weapons was hard to mass early on in the game. thus forcing you to use other stuff, when all you wanted to do was pew pew with your laser gun.

New Vegas helped this somewhat with the recharger rifle/pistol, but they were so weak compared to other guns you were much better off using other weapons.

you think they will find a solution to this?

i was hoping to have my first playthrough use energy weapons as my primary weapons.

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Jesus Duran
 
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Post » Wed Dec 02, 2015 6:25 am

To soon to say. But, its safe to guess energy weapon ammo will be slightly harder to come by. One can hope it can be offset with crafting perks *shrugs*.

The reason why I am guessing its harder to come by is the ammo types. Energy weapons tend to have like 3 or 4 ammo sizes. If you compared that to say new vegas's ammo list...

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Elisabete Gaspar
 
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Post » Wed Dec 02, 2015 2:25 pm

I think that ammo availability for energy weapons should stay the same as previous games but the energy weapons should be much more potent. Conventional weapons and ammo should be easily acquired while energy weapons are a little harder to come by but are much more effective than regular guns against most enemies.

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Laura Mclean
 
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Post » Wed Dec 02, 2015 2:44 pm

The Laser Musket seems like a really efficient weapon energy wise. If we get our hands on one of those early on it should help the stockpile build up.

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Jaylene Brower
 
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Post » Wed Dec 02, 2015 11:50 am

Honestly... I kind of home ammo is significantly rarer than previous games. As much as I love shootin' things in games, I kind of want a reason to max out my melee/unarmed skill.

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CxvIII
 
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Post » Wed Dec 02, 2015 6:43 pm

The issue with FNV was that there was so much more ammo it was just hard to stick with one or two guns in general. More often than not I felt like I had to carry every available gun just to play.

If ammo gets more rare than I don't see any point in using conventional or modern guns.

I'll just use melee and nades for everything.

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joannARRGH
 
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Post » Wed Dec 02, 2015 3:09 pm

Yeah. There was really just too much choice in that area. And I never ended up using the special/surplus/custom/AP ammo anyway, so that was just wasted inventory space.

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Ella Loapaga
 
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Post » Wed Dec 02, 2015 7:34 am

I loved the ammo types in FO nv. People always forget, there are two important parts to weapon choice.

Weapon power vs ammo availability.

After finding boat loads of .357 i decided it was time to start working a cowboy repeater. It made the choices so much more meaningful than just choosing guns by dps like you did in fo 3.

What they really need to fix is the fact that heavy and explosive weapons are so crappy compared to small arms and energy.

They cost much more weigh more and are not much more damage.
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Nomee
 
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Post » Wed Dec 02, 2015 9:55 am

Ammo was hard to find at early levels because... well, that's kinda the point. You're a level 1 shmuck without a caps to your name. Why should you be able to afford the same equipment that highly successful scavvers can at that point?

And EW were a bit difficult to use in New Vegas, right up until you find a few fission batteries and take the Vigilant Recycler perk. Build up a nice supply of SECs, and convert them to MFCs or ECPs, as well as reusing spent ones. Hell, they tended to be easier to keep going than guns IMO. No worries about casings, lead, primers, or powder. Too low on one type of ammo? Convert it from another one!
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ONLY ME!!!!
 
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Post » Wed Dec 02, 2015 8:51 am

Remember Luck Will effect Loot
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Suzie Dalziel
 
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Post » Wed Dec 02, 2015 10:49 am

Me too.

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Greg Swan
 
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Post » Wed Dec 02, 2015 2:35 pm

I kind of agree with keeping energy cells harder to get at a lower level. It makes energy weapons a more long term investment. Beyond that, I really hope Bethesda makes different ammunition types. Max charge cells were my favorite thing in New Vegas. It made energy weapons an absolute beast.
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Christina Trayler
 
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Post » Wed Dec 02, 2015 3:17 am

Not entirely sure if this was from a mod or the base game, but I recall a perk tied to repair skill that allowed you to recharge empty energy cells, ECP, MFC, etc.

Generally don't play energy weapons build, but I always seemed to have a hell of a lot more of the energy ammo compared to say, .308 rounds, or .12 gauge and .20 gauge shells.

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Kelly Upshall
 
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Post » Wed Dec 02, 2015 6:29 am

Well, recharging energy cells was in the base game for New Vegas. I think science governed it.
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Juanita Hernandez
 
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Post » Wed Dec 02, 2015 10:23 am

Because skills are eliminated you really shouldn't worry about it. Just use guns until you build up a supply of energy weapon ammo. A lot of the lower end perks are dived into handiness and not ammo type. Its not like you'll be required to drop skill points into a skill to be decent with them like in previous games.

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Avril Churchill
 
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Post » Wed Dec 02, 2015 2:27 am

Early on is the best time. Ammo is scarce, you're at a lower level, so you svck wit pretty much everything.
Keeps you on your toes.

I really liked the different ammo types in NV.
I didn't need to carry huge variety of weapons around, because with a change of ammo, the same gun could be effective against enemies that the standard ammo didn't work on.
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Kelvin
 
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Post » Wed Dec 02, 2015 11:17 am

It would be great if Bethesda gave us a hardcoe mode that was adjustable.

Everyone had different tastes.

If I clear out a section, I want it to stay cleared out for a while.

Other people prefer more rapid respawning so they have some thing to fight.

Not enough ammo and loot, adjust the slider.

Raiders respawning too fast, adjust the slider.

And even if they don't, there will be a mod for it.

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Danny Blight
 
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Post » Wed Dec 02, 2015 5:26 am

powerfists dont kneed ammo...

...and weirdly ballistic fists neither...

...by the way, if we can mod powerfists with all kinds of attachments, im gonna gigle like a little baby

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Amanda savory
 
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Post » Wed Dec 02, 2015 5:19 am

I think it be cool if they eliminated electron charge packs and just stuck to the classic small energy cells and microfusion cells. Then had them actually act more like batteries and less like bullets by another name. Say one microfusion cell would provide enough power twenty shots from a laser rifle but only twelve shots for a plasma rifle.

Then you can have more "economical" advantage to energy weapons. Two types of ammo can provide power for a wide variety of weapons and you can carry more firepower for less weight.... however its much rarer and more expensive.

A power fist should have minuscule power requirement next to a laser pistol... a single small energy cell should provide power for a hundred or more punches.

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Del Arte
 
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Post » Wed Dec 02, 2015 5:39 am

+1 for ammo being more scarce. On the other hand, there's the Institute, so there should be more energy weapons and energy cells.

I've read that the game engine didn't support that. I know, sounds weird.

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Chris Cross Cabaret Man
 
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Post » Wed Dec 02, 2015 4:47 pm

Very weird as this seems to be same mechanic as enchanted weapons in skyrim.
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Multi Multi
 
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Post » Wed Dec 02, 2015 5:44 am

build base -> place generator -> recharge energycells?

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Josh Trembly
 
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Post » Wed Dec 02, 2015 11:04 am

Science skill was the requirement. If you had Science 70, you could pick up Vigilant Recycler. Gives you more drained ammo and access to better recycling recipes.

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Kevin S
 
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Post » Wed Dec 02, 2015 6:16 pm

You probably just jinxed yourself right there. With the amount of changes this game is going through, I wouldn't be surprised if they require ammo in F4.

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Annick Charron
 
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Post » Wed Dec 02, 2015 4:33 am

IMO, that would be great IF we didn't get access to a charger too early in settlement building.

On a side note, would be nice if they started acting like actual batteries.

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HARDHEAD
 
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