Ammo type

Post » Wed Dec 02, 2015 12:58 pm

Is there ammo types in fallout 4?

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Krista Belle Davis
 
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Post » Wed Dec 02, 2015 5:07 am

Hopefully there will be many, but information is scarce at this time.

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Nathan Risch
 
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Post » Wed Dec 02, 2015 6:54 am

So far as we seen and heard, nope, but we technically have not heard a confirmation, so there might still be.
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Gemma Woods Illustration
 
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Post » Wed Dec 02, 2015 10:37 am

I will be disappointed if there not any.

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Genocidal Cry
 
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Post » Wed Dec 02, 2015 5:13 pm

Meh, personally I won't miss it, often felt like a gimmic added to lure in gun nerds, won't object if it's in either of course, but I won't miss it.
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Chad Holloway
 
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Post » Wed Dec 02, 2015 3:19 am

I wouldn't miss it if it isn't there. To be honest it should be hard enough just to find ammo, let alone find specialized armor piercing ammo and such. It always seemed that the difference between the special ammo and regular ammo was de minimis anyway so why even bother.

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Kelly Osbourne Kelly
 
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Post » Wed Dec 02, 2015 7:27 am

Hope they kept ammo types as well...not to mention the ability to reload. It was one of the improvements NV added. I'd hate to see it thrown out because Minecraft nerds need a gimmicky block building system in a non-pixeled 3D environment. :D

Ammo types and reloading really made a difference at higher difficulty levels and on hardcoe where ammo had weight. -6 DT and +35% DAM was nothing to sneeze at if you were willing to jump through the hoops to get there. It was well thought out by Obsidian and was implemented well enough that it wasn't really needed on normal and easier levels, but helped out quite well the harder the game got.

Of course, it was semi-hinged on a DT system and graphically presented DPS, which I'm almost certain doesn't exist in FO4, so who knows. They've probably compensated by providing us an over the top weapon modding system...but perhaps still added types and/or reloading to go along with it.

Either way I'll still give it fair shake and wait for CaliberX for FO4 and a reloading mod to be developed if Bethesda decided to throw some goodness out the window.

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Elle H
 
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Post » Wed Dec 02, 2015 3:00 am

If it is in I hope they allow you to choose whether to hotkey it or not and what slot to hotkey it too. I never used special ammo much and hated that it was defaulted. The devs could add an item that you hotkey for all ammo types if you want them.

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Beat freak
 
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Post » Wed Dec 02, 2015 7:14 am


Hotkeying was an issue. Hope they do fix it if they've kept ammo types...it seems a pretty big IF right now though.
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Russell Davies
 
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Post » Wed Dec 02, 2015 3:36 am

I hope ammo crafting/ammo types are in, as a shotgun user the ability to craft slugs would be mighty useful in taking down deathclaws... Deathclaws scare me
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Pants
 
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Post » Wed Dec 02, 2015 4:26 am

And power armor scares Deathclaws....

BUT I do have this MAD feeling that theirs only general ammo for each weapon type and you don't loot it anymore, it just adds to the "ammo counter".

:blink:

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Symone Velez
 
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Post » Wed Dec 02, 2015 8:49 am


Doubt it, we seen that each gun lists a specific caliber, such as .38 and .45
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Alan Whiston
 
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Post » Wed Dec 02, 2015 6:35 pm

I won't mind if there are too many variations like NV.

...So long as ammo has a negligible weight penalty.

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Kelly Upshall
 
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Post » Wed Dec 02, 2015 5:14 pm

I wouldn't count on it. Would be interesting to see Bethesda's take on it, but I won't really miss it. Just felt really, really superfluous in New Vegas - I feel like they would have been better served by reducing the different variations for each bullet type and making them more distinct and useful. Didn't help that the armor system wasn't really balanced to begin with, either.

Doesn't have to hinge on a DT system - they could just have armor-piercing rounds bypass a percentage amount of DR, like the Enhanced Crossbows in Dawnguard or the Sawblade mod on baseball bats.

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Fluffer
 
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Post » Wed Dec 02, 2015 8:55 am

All I need is Rail Road Nails. Thanks.
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Nienna garcia
 
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Post » Wed Dec 02, 2015 9:43 am


Yeah, that works too. That's why I hedged it with "semi". DT was just the system in place when we got types, and you could actually watch the shields break as you punched through it (and they broke a lot quicker with AP). I liked the concept of DT, but if they want to stick with a DR system and reduce (or bypass) the amount of DR with AP rounds to achieve the same effect, that's cool.

I suppose they would handle hollow points the same...probably increase DR slightly on a given target that actually has DR? That way if a targets present themselves and they have no DR rating, then they would drop like flies.
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Jessica White
 
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Post » Wed Dec 02, 2015 10:19 am

It was in right at the start, FO1. It changed how weapons worked and also made them more authentic.

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Lisa Robb
 
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Post » Wed Dec 02, 2015 4:57 pm

Probably yeah for the first part, but I'm not sure where you're getting the first (outside of a general "assume the worst" that some people seem to be doing with FO4. :shrug:)

edit: just went and looked at the combat trailer again. Sure, the UI now shows your total ammo as well, but ammo still is loaded into the guns in "magazines". Just because the UI shows how much you have left total (so you know if you're running out), doesn't mean you don't have the ammo in your inventory.

edit2: heck, went back to my FO3 screenshots to remind myself. And it does the same thing there. My character has an assault rifle equipped, and the UI shows "24/4658". 24 loaded, out of stupidly lots in my inventory.

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Matt Bee
 
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Post » Wed Dec 02, 2015 3:17 pm


FO1 is not a flawless masterpiece, it can have gimmics too.
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Dalia
 
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Post » Wed Dec 02, 2015 4:36 pm

Agree.. Multiple ammo types were kind of fun but also weren't really all that useful.

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Kira! :)))
 
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Post » Wed Dec 02, 2015 3:50 am

No, but it has the base setting and features. Not to mention overplaying "gur nerds" is pretty hilarious considering that the genre for it is way different, like JA series. And those aren't great sellers to begin with so not a big audience out there to affect sales. In any case, the way Fallout treats guns wouldn't draw such a person in. FO1 & FO2 was pretty hilarious in how they treated automatic and burst fire, shotguns, damage values. Only in Tactics there's a sense of proper damage and defense.

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Catherine N
 
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Post » Wed Dec 02, 2015 2:07 pm


Pretty much everything is a gimmick when you look at it that way.

But that's a pretty funny assertion you're making, considering that by what we've seen, the gun modding system allows screws and duct tape to actually be an improvement and make a pipe guns function like purposely designed, manufactured weapon complete with full auto mechanics that happen to sound and function like real guns, not to mention being able to scrap tires down to make houses, or being able to find parts and machinery to build hi-tech turrets for settlements, or ghouls, or nuclear powered cars, or power armor, or jet packs for power armor, or energy weapons, or Mini Nukes...I could go on.

Oh, but hollow points and armor piercing bullets in the game is gimmicky and only for nerds.

Building and modding pipe guns / making turrets / shooting mini nukes / jet packs on power armor = not gimmicky...but HP and AP bullets (things that actually exist in the real world in copious amounts) = gimmicky and only for nerds.

Gimmicky, not to mention the whole nerd thing, must be in the eye of the beholder.
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Tai Scott
 
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Post » Wed Dec 02, 2015 2:47 am


If care about bullets beyond the fact they come out of guns, yeah ya being nerdy about it and I imagen most folks who play Fallout dont care what kind of bullets pop out of there gun, as long as it kills the raiders.

And never claimed it to be anything but in the eye of the beholder, its just to me it gimmicky, because the game works just fine with one type of bullet per caliber just fine.
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JaNnatul Naimah
 
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Post » Wed Dec 02, 2015 2:51 pm


And most of the game is pure gimmick. The whole thing is designed for nerds when you get right down to it. The game would work just fine without power armor, or miniguns, or pipe guns. What's the point of splitting hairs? You happened to latch on to one of the few things that's actually not a gimmick. Something that actually adds realism to the game, not to mention depth (something Bethesda is known for). If that's nerdy. OK. Guilty. Not sure why you feel compelled to label people who happen to have preferences toward things that have been in previous games, because you think it arbitrary and unnecessary, but OK. Hope it makes you feel better.

I'd just say that most things aren't necessary. That's hardly the point of FO.
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Rachael Williams
 
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Post » Wed Dec 02, 2015 8:17 am


You were supposed to buy surplus ammo, break it down and make the special ones yourself. If your basic ammo in the end game wasn't "Match" or "Optimized", you were doing it wrong :teehee:

On topic, i doubt it, BGS doesn't do cool stuff like that. Well, i suppose i can live without it if i really try, but if they removed pump-action shotguns with proper animations, then we are going to have a problem :stare:
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Ricky Meehan
 
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