Confirmed Weapons

Post » Fri Sep 17, 2010 7:40 pm

no flashlights?
:cryvaultboy:
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GEo LIme
 
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Post » Sat Sep 18, 2010 1:27 am

why is throwing spear in melee its a thrown wepon

Because there's no throwing skill as of yet confirmed.
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Bloomer
 
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Post » Fri Sep 17, 2010 8:25 pm

What's the story with SMGs? The wiki lists something called a "cybrpunk cowboy smg". Does anyone know what that is exactly?
All we know so far about the "Cyberpunk Cowboy SMG" is that it is very similar in appearance to a http://en.wikipedia.org/wiki/TDI_Vector.*

*-Cyberpunk Cowboy SMG is featured on Page 66 of Issue #206 of Gameinformer. It's in a picture of a guy with a cowboy hat and an NCR outfit.
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Steve Bates
 
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Post » Fri Sep 17, 2010 10:42 pm

It's a weird rectangular shaped SMG. It was only seen in one magazine preview, but you won't see pics of it here or on the wiki because there's no scans allowed.

8 strength to use at maximum efficiency. First off, the weapon is pretty heavy, so to shoulder it and hold it steady is difficult for someone who isn't strong anyway. It's meant to be fired from prone position, but since we can't go prone here that's a no go. Also, it has significant recoil. I saw that when they shot it the guy was blasted back by the recoil- I'd imagine that effect is reduced by a higher strength.

But as for the effects of hitting a target, a .50 BMG rifle is powerful, but it's not going to create a vortex of doom that rips people apart. It's not going to kill anyone unless it hits. A .50 BMG bullet flying past your head won't cause it to explode. :laugh:


As for the recoil. I've talked to many people who have fired them, including a cop who was a little messed up by a car hitting him while he was in pursuit, and while some said it had a pretty big recoil, the majority said it wasn't all that bad, atleast not as bad as MGs. I've also seen vids of people shooting .50cals. As for the "vortex of doom" I had heard it and read it from accounts of people, some "claim" to have seen it first hand and say that, "a large, high velocity round creates a deadly vortex around itself as it picks up speed." or that a a .50 cal round has enough force to break someones neck if it passes. Though after reading other topics on it, I don't believe it can either anymore. And although it may not kill from missing, it would in some cases rip someone literally in half if it hit, or just make a huge un-recognizable mess. :)
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Harry Leon
 
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Post » Sat Sep 18, 2010 1:38 am

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sara OMAR
 
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Post » Sat Sep 18, 2010 6:45 am

.
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Rachel Briere
 
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Post » Fri Sep 17, 2010 2:36 pm

Clear up the Minigun mod for me. Is that one mod or two? And what exactly was it called?
Stabilizer is one (that reduces the spread of bullets), the laser-pointer has no confirmed name at the moment (that I can find), but is also a mod for the minigun (helps with accuracy), and there's an unnamed one that decreases the spooling time of the minigun, allowing it to fire at an earlier time (though I'm sure a gun nut such as yourself already knew that B) ).

So to recount the mods are:
-Stabilizer
-(Unnamed) Laser-pointer mod
-(Unnamed) Decreased spooling time mod
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ILy- Forver
 
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Post » Sat Sep 18, 2010 4:47 am

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Harry-James Payne
 
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Post » Fri Sep 17, 2010 4:28 pm

JES specifically mentioned the high speed motor for the minigun on the boards. I haven't searched all his posts here yet, but I think that's what he called it and I'll add it. Were the other two mods both in gamestar or just the stabilizer?
Yes! High Speed Motor, that's what it was called. The name just had escaped me. And yes, both Stabilizer and the unnamed laser-pointer mod were both in Gamestar.
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Wayne W
 
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Post » Sat Sep 18, 2010 5:16 am

Strength requirement 8 for Anti-Materiel rifle? So, it means that you can't have a high PER and AGI (+ high Guns skill), cause you won't be able to use it (or use it properly). Instead, you need to spend 3 points into STR? It makes sense for Minigun, Rocket launcher and such, BUT this is a rifle.
Can somebody explain this?

thats what i was talking about in my thread from a couple weeks ago, i play a high agility and high perception character and i like using sniper rifles and i don't put a lot of points into strength at all. we need a 5 strength just to use regular weapons so thats where my strength will be set, 5, and you need an 8 to effectively use the 50 cal sniper rifle. most snipers are not big bulking guys, the opposite actually, smaller, so i would think if your weapons skill is high enough with an average strength we should be able to be pretty effective with it. so i guess were gonna have to wait and see how things like the SPECIAL points and perks and traits work out.
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LuBiE LoU
 
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Post » Sat Sep 18, 2010 3:03 am

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casey macmillan
 
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Post » Sat Sep 18, 2010 4:05 am

I would like to compile a comprehensive list of all weapons confirmed to be in the game (as we know so far). Confirmation should come only from game footage, screen shots or developer provided information. Please note the Wikia alone will not be used as a source. Feel free to add additional information such as specifications, available mods or interesting notes. Confirmed in-game names will be Italicised . Please stay on topic, reports on spam will be immediate.

FIREARMS
Revolvers
.357 Magnum Revolver
i didnt know they realesed so many weapons i cant wait

Pistols
9mm Pistol (resembles Browning Hi-power)
Silenced .22 cal Pistol, .22LR
Virgin Mary Pistol (Unique 9mm Pistol)
Weathered 10mm Pistol, N99 (pre-order bonus Unique 10mm Pistol)

Submachineguns
Cyberpunk Cowboy SMG

Shotguns
Caravon Shotgun, 20GA
Lever-action Shotgun, 20GA (ST 4, resembles Winchester model 1887)
Riot Shotgun
Sturdy Caravan Shotgun, 20GA (pre-order bonus Unique Caravan Shotgun)

Rifles
All-American Rifle
Anti-materiel Rifle, .50MG (ST 8)
Assualt Carbine (resembles Colt M4 series)
Battle Rifle (resembles Armalite AR-15)
Cowboy Repeater , .357 mag (resembles Winchester model 1892)
Hunting Rifle (resembles FO3 Hunting Rifle)
Semi-automatic Rifle (resembles Garand M1)
Sniper Rifle, .308cal (resembles FO3 Sniper Rifle)
Trail Carbine, .44 mag (ST 5, resembles Winchester model 1866)
Varmint Rifle, .22cal (bonuses to limb critical hits)

Heavy Weapons
Light Machine Gun, 5.56mm (ST 8)
Minigun (resembles FO3 Minigun)

EXPLOSIVE WEAPONS
Projectile
Fatman
Grenade Machine gun, 25mm (ST 8)
Grenade Launcher, 40mm (ST 5, resembles M79 Grenade launcher)
Missile Launcher
Mercenary's Grenade Rifle, 40mm (Unique Grenade Rifle)

Thrown
Dynamite
Frag Grenade
Incindiary Grenade

Placed
C4 Plastic Explosives, (ST 2)
Detonator

ENERGY WEAPONS
Pistols
Plasma Defender, E Cell (ST 2)
Plasma Pistol

Rifles
Laser Rifle, MF Cell
Multiplas Rifle, MF Cell (ST4)
Plasma Rifle, MF Cell

Heavy Weapons
Archimedes II
Flamer
Gatling Laser
Plasma Caster, MF Cell (ST8)

MELEE WEAPONS
9-Iron (ST 2, special FORE! VATS attack)
Broad Machete (pre-order bonus Unique Machete)
Concrete Club
Knife
Nail Board
Machete
Straight Razor
Scrap Sword
Sledgehammer (special Mauler VATS attack)
Super Sledge (special Mauler VATS attack)
Switchblade
Throwing Spear

UNARMED WEAPONS
Bladed Gauntlet (ST 5, special Cross-Chop VATS attack))
Boxing Gloves
Brass Knuckles

WEAPON MODIFICATIONS
Bleak Venom
Custom Action (Hunting Rifle)
Extended Magazine (9mm, Hunting Rifle, Cowboy Repeater)
Focus Optics (Laser rifle)
High Capacity Ammunition Drum (SMG)
High Speed Action (Lever -action Rifles)
High-Speed Kit (Grenade Machinegun, Minigun)
Improved stock (Cowboy Repeater)
Laser Sight (Minigun)
Little Boy Kit (Fatman)
Scope (9mm, Hunting Rifle)
Silencer
Stabilizer (Minigun)
Surpressor

AMMUNITION TYPES
.22LR
5.56MM
.308
9MM
.357MAG
10MM
.44MAG, .44MAG SWC
.50MG
20GA
25MM, 25MM HE
40MM

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Cat
 
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Post » Sat Sep 18, 2010 1:33 am

Yamoondo, please do not quote something and not replying to it. This is a thread both for adding and discussing about confirmed weapons, not just quoting a list of gun porm.
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Cool Man Sam
 
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Post » Fri Sep 17, 2010 9:01 pm

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gemma king
 
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Post » Sat Sep 18, 2010 12:24 am

[quote name='.46ACP' date='28 June 2010 - 04:39 PM' timestamp='1277768343' post='16099487']
I found his reply. It's buried in the quote just after the revolver section

<Revolvers
.357 Magnum Revolver
i didnt know they realesed so many weapons i cant wait
>>
[/quote]Ah, alright.

Well Yamoondo, when you click reply there's a part that says [/quote]. Right your comment outside of that, otherwise we get cases like mine where it looks like you're just copying and wasting space. I'm not trying to sound like an a-hole, just it makes things a lot easier for everyone.
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saxon
 
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Post » Fri Sep 17, 2010 8:35 pm

To be honest, even though I'm a fan of Fallout 2, I don't see a reason for strength requirements. It just limits players possibilities. RPG mechanics should expand gameplay.
In my opinion, STR requirements should be a part of hardcoe mode, for people who want extra challenge.
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Tania Bunic
 
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Post » Fri Sep 17, 2010 7:28 pm

To be honest, even though I'm a fan of Fallout 2, I don't see a reason for strength requirements. It just limits players possibilities. RPG mechanics should expand gameplay.
In my opinion, STR requirements should be a part of hardcoe mode, for people who want extra challenge.
Strength "requirements" are not in New Vegas in the same way as Fallout 2. New Vegas' will simply mean that with certain weapons at a certain strength level you'll get the maximum efficiency. So a player with STR 8 and an anti-materiel rifle will fire much better than someone with STR 7, but on the same level as someone with STR 9.

Basically you can still use any weapon, just it won't work too well if you're very weak.
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Ernesto Salinas
 
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Post » Fri Sep 17, 2010 10:37 pm

Great thread, might wanna add Golf Club to Melee Weapons.

haha 9 iron is a golf club haha
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Nicholas C
 
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Post » Fri Sep 17, 2010 11:16 pm

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Emilie Joseph
 
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Post » Fri Sep 17, 2010 10:56 pm

Actually im pretty sure that if the battle rifle is what i think it is ( a 7.62 ) then its more like an AR-10 then an AR-15
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Ebony Lawson
 
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Post » Sat Sep 18, 2010 7:35 am

Strength requirement 8 for Anti-Materiel rifle? So, it means that you can't have a high PER and AGI (+ high Guns skill), cause you won't be able to use it (or use it properly). Instead, you need to spend 3 points into STR? It makes sense for Minigun, Rocket launcher and such, BUT this is a rifle.
Can somebody explain this?



In order for a stat system to work you need to be dipping into some stats to fund others to make a solid archtype.

Thus to make a powerful sniper you need to be forced to drop say endurance charisma and intel rather low.

If all snipers can be smart AND as powerful a sniper as possible that leaves no room for the scientist char to be smarter/more charismatic/whatever then the sniper.
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Alkira rose Nankivell
 
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Post » Fri Sep 17, 2010 5:29 pm

In order for a stat system to work you need to be dipping into some stats to fund others to make a solid archtype.

Thus to make a powerful sniper you need to be forced to drop say endurance charisma and intel rather low.

If all snipers can be smart AND as powerful a sniper as possible that leaves no room for the scientist char to be smarter/more charismatic/whatever then the sniper.

Of course, but having INT 5 doesn't make you a scientist. It doesn't make sense that you need to lower some of your stats below 5 (which is an average), just to be good in ONE AREA.
Also, nobody knows all the weapons requirements, when playing for the first time. So, after playing for 40 hours suddenly you can't use your newest weapon properly, just cause somebody said something like: "Let's make strength requirements. It doesn't make gameplay any better, but if it's more complicated, it's better RPG." It just doesn't make sense.
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sw1ss
 
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Post » Fri Sep 17, 2010 11:48 pm

Scince it's to small a topic to start a whole new topic, you should add confirmed money types (I think there's 4)
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Gaelle Courant
 
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Post » Fri Sep 17, 2010 6:42 pm

Of course, but having INT 5 doesn't make you a scientist. It doesn't make sense that you need to lower some of your stats below 5 (which is an average), just to be good in ONE AREA.
Also, nobody knows all the weapons requirements, when playing for the first time. So, after playing for 40 hours suddenly you can't use your newest weapon properly, just cause somebody said something like: "Let's make strength requirements. It doesn't make gameplay any better, but if it's more complicated, it's better RPG." It just doesn't make sense.

But a sniper with 10 perc and 10 agility isnt just GOOD in one area.
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John N
 
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Post » Sat Sep 18, 2010 4:50 am

But a sniper with 10 perc and 10 agility isnt just GOOD in one area.

It's basic math. You start with all stats set to 5 and have 5 more points. So only one stat can be maximized, not two or three, and that's fine. But now, if you set your strength to 8, you have only 2 more points to spend. So, you're basically forced to spend more points into STR than any other stat.
Otherwise, you'll never know when you will find some weapon that suits your character skills perfectly, but you won't be able to use it properly. So, my question is simple: How can STR requirements improve gameplay? I still can't find any logical explanation.
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Tikarma Vodicka-McPherson
 
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