Ammunition Crafting

Post » Tue Dec 01, 2015 7:54 pm

Hi All,

Does anybody know if ammunition crafting is in Fallout 4?

New Vegas had a system where you could craft ordinary and special types of ammunition at a reloading bench but I have not seen any discussion of that in Fallout 4. If there were perks associated with ammunition crafting, I think it would be Gun Nut and Science! but it is not mentioned their description. Could it be associated with a different perk or just have no perk associated with it?

-Meow

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Enny Labinjo
 
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Post » Tue Dec 01, 2015 8:10 pm

I haven't seen any confirmation for or against, but I imagine it would be in since ammo and crafting are both vital parts of the game. Most likely as on of the perks you mention, but it could also have its own perk.

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Dagan Wilkin
 
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Post » Wed Dec 02, 2015 5:42 am

I don't see why not. There was ammo crafting in New Vegas. Both ballistics and energy ammo. And it certainly wouldn't take a long time for them to implement it in development.

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Justin Bywater
 
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Post » Wed Dec 02, 2015 5:31 am

I never got much use out of ammo crafting in New Vegas. Ammunition was never scarce enough to make it worth the trouble to me. Why spend all the time and energy crafting bullets that did more damage when I could just put a couple extra rounds into a target?

I wouldn't take Fallout 4 having mechanics from New Vegas as a given either. Remember Obsidian Bethesda.

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sexy zara
 
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Post » Wed Dec 02, 2015 6:41 am

No confirmation, but I suspect not, I have a feeling weapon customization has kinda taken center stage as the go to mechanic to alter the usefulness of guns/energy weapons.
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dav
 
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Post » Tue Dec 01, 2015 7:55 pm

Well, as a player who wants reloading, BGS hasn't given us any indication of whether it is included as a mechanic in FO4. We haven't even seen if they've included ammo types as of yet.

FO3's system was an overly-simplified inventory giving us such jewels as "shotgun shells." New Vegas mercifully gave us a useful ammo reloading system (that players who didn't want to be bothered could actually ignore completely), and realistic types that were properly statted, that made a real difference the higher you went up in difficulty. It was a tremendous advantage on hardcoe where ammo had weight and you could carry less, more powerful ammunition.

If they went back to the FO3 ammo system, because it's "too hard", "not necessary", or "distracting," it'll a big step back for those of us who actually use, and find value, in a functional reloading system; if they actually improved upon Obsidian's mechanic, it'll be a step forward...which I always expect out of BGS.

Right now, it's been dead silence. We'll see.

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Louise Lowe
 
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Post » Tue Dec 01, 2015 11:11 pm


And that's one of my small fears as a rabid FONV fan. Modding rubbish weapons, with no active industry in sight like Gunrunners to give us actual real-world models, isn't what I was hoping for. That this modding system may be the signature system for weapon mechanics is disappointing. I hope you're wrong...respectfully.

That this was all they have really focused on in the crafting mechanic (along with village building), probably points toward you being right.
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Music Show
 
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Post » Wed Dec 02, 2015 5:21 am

Despite having the perk in NV I never really crafted ammo. I just bought all the special ammo types at Gunrunners. I do hope there is special ammo types though, even if there is no ammo crafting.

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Kelsey Hall
 
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Post » Wed Dec 02, 2015 9:19 am

I mean at the very least if you had the components to make ammunition you didn't just throw it all away? right?

And if i might suggest if the game is so easy that you're careless about your ammunition, you might want to bump up the difficulty to make it more of a challenge as its more rewarding and fun :)

I agree that it shouldn't be a given since New Vegas wasn't developed by Bethesda, HOWEVER considering they've put so much time and detail into their crafting system in F4 as to make entirely new weapons and even settlements? I think its a given that ammo crafting is a thing just based on that. But at the same time, who knows I could still be wrong.

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evelina c
 
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Post » Tue Dec 01, 2015 9:48 pm

I've already said in another thread about pretty much the same thing a few weeks ago, in FONV I loved breaking down crappy ammo and bartering for bits n Bob's to make better ammo, it added to the whole scavenging and survival thing for me.

Don't matter though, even consoles will have mods apparently so if it's not in vanilla, give it a few months and it'll be modded in.
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natalie mccormick
 
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Post » Tue Dec 01, 2015 6:18 pm

I have never needed to create ammo in New Vegas ... It was a useless system at least for me
It was easy to find ammo in the game
I do not care if it is not added to the F4
Unless the ammunition is much more scarce than in other games
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Pat RiMsey
 
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Post » Wed Dec 02, 2015 4:28 am


you mean those gun models that by common sense, would be out of date in 2077?

Oh well on topic, I wont mind ammo craftings absence, it fealt like a gimmic mechanic made for gun nerds.
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Kate Schofield
 
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Post » Wed Dec 02, 2015 1:42 am

I don't find enemies suddenly becoming bullet sponges that can take tons of abuse a step-up in challenge or fun. I prefer enemies to go down in a semi-realistic number of shots. I'd prefer harder difficulties to improve enemy AI, not their ability to soak damage.

And I'd point to the advanced weapon crafting system as an indication that Bethesda is NOT doing ammo crafting in Fallout 4. Everything they have done with the mechanics is a function of streamlining gameplay and eliminating redundant features. With weapon crafting and parts effecting multiple aspects of the weapon, I don't think we'll be seeing ammo crafting, but instead ammo for each TYPE of weapon.

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luis dejesus
 
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Post » Wed Dec 02, 2015 7:08 am

Ammunition will be MADE scarce by mods, so I truly hope there's a basic mechanic for ammo crafting. I agree that based on previous games there will be no shortage on ammo in Vanilla, but that will all change with mods so it would be nice if there was an official way to craft more.

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Yama Pi
 
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Post » Wed Dec 02, 2015 3:18 am

No news, but I for one would enjoy this feature. If it's not in it won't bother me too much though.
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Milad Hajipour
 
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Post » Wed Dec 02, 2015 5:49 am


Yeah, I'm counting on that. The CALIBR system is good, and the ammo types were extensive. Crafting at a workbench under the recipe system will work fine. Still, the real key to the system is powder and primers, and making a casings and hulls drop system. All the meshes and models are in CALIBR, the rest will have to be developed and added to FLSTs, but is not all that difficult to do in my experience.

So yeah, modders will fix it, if BGS made the call to drop it in favor of weapon mods. They could still do both, and we might still be pleasantly surprised, even though I'm not all that hopeful at this point.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Dec 02, 2015 3:00 am

My thing is, they did this in an extremely limited fashion in Pittsburgh with the ammo press so they obviously recognized a need for at least a baseline reloading function. Hopefully it will be included in the vanilla game or at least added in updates or the DLC.
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Syaza Ramali
 
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Post » Wed Dec 02, 2015 9:41 am


By common sense, how would they be "out of date" again? They were built from actual weapon schematics if you listen to Alexander. With that, an AR 15 built in 2277 will function just as well as one built in 2077. I suppose the plethora of energy weapons you come across are "out of date"?....whatever you mean by "out of date."

And I don't think it was a gimmick at all, reloading was quite useful on Very Hard/hardcoe. +30% DAM with - 6 DT reduction for some types. Hardly a gimmick. If you mean, you could forego they system?...in that I agree. There was pleny of ammo to be had by endgame...which is another point. Scarcity would be a good thing.
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Avril Louise
 
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Post » Tue Dec 01, 2015 11:48 pm

I see the problem here...

You're still looking at this from your perspective only, that ammo crafting is redundant because you didn't use it lol.

and im sorry but your thinking that "bullet sponges" will be going away any time soon is woefully mistaken. The reason a lvl 2 raider is easier than a lvl 20 raider is NOT because of improved enemy AI lol. IN ANY GAME.

You just like playing an easier game, and that's okay, I usually kick the difficulty down a notch or two or three my second playthrough because I've already experienced the challenges and experiences of more difficult gameplay and ain't nobody got time fo' dat.

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Jack
 
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Post » Wed Dec 02, 2015 3:04 am


I like the idea of scarcity. Out of curiosity though, what is the relation of ammo scarcity to weapon mods? Hope you're right, but this is BGS, we'll probably be swimming in lead by end game. :D

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Vicki Blondie
 
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Post » Wed Dec 02, 2015 1:02 am


was more remarking that those real life gun models is ironically unrealistic, since it doesnt make sence that a gun that existed in the rl 1950s would still be used in the fictional future of 2077.
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ONLY ME!!!!
 
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Post » Wed Dec 02, 2015 5:13 am

Very much this.

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Lalla Vu
 
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Post » Wed Dec 02, 2015 1:59 am

Sigh. No. I'm not looking at it from my perspective. I'm looking at it from Bethesda's. They are already letting us swap out and modifiy and add nearly everything on every weapon type. These modifify different weapon stats, including damage. I just think, knowing Bethesda, and seeing as how they are already cutting out everything that is redundant as far as game mechanics, they aren't going to give us two separate systems for increasing weapon damage.

And I KNOW bullet sponge enemies won't be going away. I like hard games, but don't consider bullet sponging fun. It's just boring. MGSV is doing enemy difficult right - without bullet sponging. The AI is great, and instead of soaking up extra damage, they adapt tactics to deal with your weapons of choice - by adding vests that stop lethal chest shots, or wearing helmets if you love headshots, etc.

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Sasha Brown
 
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Post » Tue Dec 01, 2015 7:14 pm

I'm not actually sure it's possible to do proper ammo scarcity in an open-world game. Ammo feels scarce when the rate you find ammo is always in limbo with the rate you consume ammo - linear story-based shooters like Half-Life or Bioshock have more control over that, and they usually include limits on the maximum amount of ammo you can carry. Bethesda can't or shouldn't do either of those things with Fallout 4, and there's also a much wider variety of weapons to choose from.

As for ammo crafting, I don't think it's in. I don't think we even have alternative types of ammo, either, although it would be cool if we did. I just felt like New Vegas's ammo system was so cluttered, and the effects were negligible most of the time; so a neater system with fewer but more effective alternative ammo types (like the original Bioshock) would be my ideal.

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Chelsea Head
 
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Post » Wed Dec 02, 2015 6:10 am

I'd liked it back in. I didn't use it all that much and bought it rather then craft it ,but it had its uses. The only change would be that it shouldn't be a default hot key. I should be able to choose an option in the pipboy that is titled "Special Ammo" (or something) and you select that to hotkey all special ammo.

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Samantha Mitchell
 
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