Whats cover? I'm usually in PA and use melee and heavy guns But ya it is cool.
Whats cover? I'm usually in PA and use melee and heavy guns But ya it is cool.
Oh man, we can do that!!?? I saw a Raider do it and thought it was totally awesome, but I didn't know we could do it too! Slide tackle, hells yeah!
Unfortunately, you cannot. I was just mentioning how good the shooting mechanics were - that I expected it. I was disappointed in my expectation maybe a free update?
Can't wait to get that perk that let's you shoot people through cover, hehehe
Because it cost too much money to make a proper manual.
Too bad about that sneak and slide.
Another one!
http://i.imgur.com/tEiv22X.jpg
(You retain what you learned from them)
I mean control and mechanics wise of course, not a whole prima strategy guide
You can however swap out mods. Just store them in your Workbench. So, technically, it "is" possible to break down a weapon with mods you want and get the mods "loose" from it so you can use them for some other purpose. However, it is unrealistic how it works.
In order to do this, you will have to either have mods that fit those slots to swap out onto the weapon (won't work with many armor mods I'm sure), or make them.
So for example: I have a throwaway low grade pipe pistol with a glowing sight on it. I want that glowing sight off of it so I can use it on a different weapon of the same type. What I need to do is to have some other 'throwaway' mod (e.g., a '.38 pipe pistol standard sight') in my Workbench that will fit in that "optics" slot on that weapon, and then use the workbench to add the 'throwaway' mod to the weapon. This will cause the glowing sight to be put into the workbench at which point it can be added to some other weapon.
I can see why they erred on making mods "not removable without replacing them with some other mod:" it could quickly become overpowering. In some cases it makes sense that it is not possible to remove a mod without having something to put in its place, else by simply disassembling the entire weapon. In most cases it does not make sense, or at least, it should be possible even if there is a small chance that you break something.
In any event, it would be more realistic if, when you scrap any weapon there is at least some chance (and skill based probability would be fine) that mods are removed else that parts are removed. The gun nut 2 perk should definitely facilitate this and I'm not sure it does.
I found it kinda funny that ive got my suit of power armour almost fully online and ready to be a permanent feature of my character and the cover system still works fine. Makes sense though, im just as mobile in the suit as I am in my threads.
Also I love how im a good few heads taller than everyone in PA, it works great.
Yea, you just look DIRECTLY at the wall at the corner (not past it) and aim. And enemies do the same. It makes the game much more immersive, tactical and fun.
The flip side to this pro is the "They focused too much on the call of duty gameplay instead of dialog first" route. Ad this to the "Free power armor and shooting spree at the start" and it does start to become somewhat alarming in that light. As an addition? All for it. Ad a replacement for detailed dialog and earning things? I'd have to say "please focus on the core of the game first then add peeking around corners and settlements".
At any rate, it does add in some new tactics against more human like enemies. Not the least of which is sniping when they're hunkered down. And of course, don't forget about grenades. Don't forget about their grenades either. Enemy likes to use them sometimes. I don't know what's worse, frags or molotovs raining down on you.
Also, I avoid the "shoot through walls" perk. Immersive breaking. Maybe if it only applied to thin cover, but solid metal? With pistol rounds?
Yeah, that's exactly right. It would've made more sense to have a "None" slot at the top of each mod list and unless you put something there, the weapon wouldn't be functional (except for bayonets, which you can completely remove, but I still have to pay for not having a scope at all, which doesn't make sense).
When breaking down a weapon, you should harvest the mods, simple enough. Now, if they thought that was owerpowered, then here's a chance to introduce weapon damage. If someone hits your weapon in combat, or if you use it for bashing, then there could be a small chance of a mod breaking. Voila! Problem solved and we'd have weapon and armor degradation back in the game where it belongs.
Another weird one.
During loading screens if you hit (X) on your gamepad (Might be R on your keyboard) the entire mesh of whatever you're looking at gets highlighted in white.
Why..? I have no idea....
The cover feature is freakin awesome. I love when the raiders drop into cover, then peak around to see me ... and I head-shot them with a scoped rifle.
I have gotten so many mods off of broken down weapons I'm not sure how I got them all, but I'm pretty sure you DO get the mods when you break down a weapon with mods on it, but you have to break it down USING THE WEAPONS BENCH. Then you harvest all the components of the weapon itself, and the mods show up in your inventory under "my mods".
https://www.youtube.com/watch?v=Wdhna0zryLY
Here's the slide.
Oh my God, that is way awesome! How do we do that??
Are you saying that if you open your weapons workbench, hit Scrap, then you get both the materials from the weapon along with all the mods that it was equipped with? I didn't see that happen when I tried it...
Yeah, that nerd in the lab coat totally got it. Slide tackled and shot in the back of the head. Bad day at work, lol.
Yep, That's what I THINK happened, you don't see the mod listed when you break it down, but when you leave the bench interface it is in your inventory.... Like I said, I haven't actually tested this, and I mod my weapons fairly frequently, but I think I had to scrap weapons this way to get screws and oil and stuff from the scrapper perk, (they wouldn't automatically break down from the workbench interface) and I just started to notice all kinds of mods showing up in my inventory, so as I said before I'm "pretty sure" that is what's happening. I'll test it in a little while and let you know if that is accurate.
ETA: Tested it and you are right, it didn't work that way...sadly. Scrapped weapon and no mods....