[Request] Craft Ammo

Post » Wed Jan 27, 2016 11:55 am

Local Leader perks + weapons stall = WINNING



:wink_smile:

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Jonny
 
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Post » Wed Jan 27, 2016 2:40 am

I'd have to say no to ammo crafting. Having to find ammo is one of the few interesting things we have to deal with. Having to switch weapons due to low ammo, etc. Never having to worry about ammo would just make the game too easy.

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lucile davignon
 
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Post » Wed Jan 27, 2016 5:54 am

No need to apologize

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Yonah
 
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Post » Wed Jan 27, 2016 10:18 am


I didn't use it in NV to "get" ammo I could buy, but to have the kind you couldn't (always) buy. The diverse ballistics was the great thing about it.



Like I wrote before, if you use the Big Boomer (unique sawed-off shotgun), it makes the world of a difference that I was no longer forced to switch to a mid-range weapon once the need arises, but merely loaded some slugs when I saw combat was going to take place in an open space. Having armor penetrating pellet ammo also removed any shotgun's biggest (math)weakness. Sure, you could have just carried twenty weapons with you, but with the enhanced ballistics, it gave you more customization options; which is never a bad thing.



But yeah, NV had the same problem of inflationary ammo sooner or later.

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Taylrea Teodor
 
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Post » Wed Jan 27, 2016 2:05 am

I say no to ammo crafting for yourself. But I wouldn't mind an ammo crafting station (like the scavenging station) that you could assign a settler to. All ammo crafted would be given to the settlers only. It would be hidden so you couldn't take it.

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Chris Jones
 
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Post » Wed Jan 27, 2016 11:39 am


Yeah, but settlements in general are buggy.



It seems in my game shops do not refresh their wears and caps for at least 6 game days. I have two settlements where the shops have not refreshed at all even though I advanced 5 levels.

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Connor Wing
 
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Post » Wed Jan 27, 2016 2:58 am

duel wield pistols and all other 1 handed weapons would be better imo..
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Romy Welsch
 
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Post » Wed Jan 27, 2016 5:38 am

Yes to ammo crafting (breakdown and recycle was a useful mechanic), but I'll take it a step further and say add Handloading back in...along with ammunition types.

Way better than the ridiculous magic system we're forced to rely upon.

Whatever happened to player freedom Bethesda?
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Chris Ellis
 
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Post » Wed Jan 27, 2016 12:21 pm

see bethesda ... bullet sponge enemies are bad ... u know i'm right :)



to OP :



- the minigun is usless ingame , until the G.E.C.K comes out just forget about it


- play on a lower level difficulty if u have problem with "caps" to buy flamer ammo


- u can wait 25 h in any city and the vendors respawn their stock


- go to Vault 81 buy Overseer's Guardian - mod it with best receiver , pay attention - receivers get bonuses from perks : automatic receivers - Commando perk & semi-auto - Rifleman park

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Jack Moves
 
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Post » Wed Jan 27, 2016 9:23 am

I just thought New Vegas's system lost a lot of value in all of the clutter it had, with a ton of alternate ammo types that were only marginally different and too many different crafting components for the different ammo types. For ammo crafting in Fallout 4, I think they'd be better off adding a generic Powder component you can get from breaking down ammo, and then let us craft most ammo types out of Powder, Lead, Steel, and other metals with an appropriate rank in Gun Nut.



For actual different ammo types, they should keep it simple; armor-piercing and hollow-point ammo for most ballistic ammo, slugs for shotguns. Energy ammo could get explosive alternates, though, but they wouldn't be able to use the same visual effect. and they wouldn't replace the legendary system with explosive/incendiary/cryo ammo if they went down this path, although if another standalone game was made... or if someone overhauls ammo in a mod.



I realized earlier this morning that if it was easy enough to fast-swap weapon-mods on an equipped weapon, like with a script you could attach to a hotkey, creating alternate ammo types would be a cinch. Just add a new "hidden" mod slot for every weapon, then attach the alternate ammo dependency and all of that ammo's effects on the mod. Actually setting up new mods (and mod slots) and having them apply different effects is pretty simple, and possible without editing the records on the base weapon... if someone's savvy enough to do the scripting once the editor comes out, I'd be totally down for setting up the actual ammo mods.

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darnell waddington
 
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Post » Wed Jan 27, 2016 5:11 am

1. It's a survival type game where resources are somewhat limited


2. It's an RPG type game with skills that buff amounts of ammo you find


3. It's a game which has extensive trading options to account for such things



If they started offering unnecessary bandaid fixes for things like this, it would make key features of the game pointless. This is a game that allows you to for the most part play any way you want, but what you're suggesting somewhat goes against it's core designs.

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Wane Peters
 
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Post » Wed Jan 27, 2016 2:25 pm

Good god, if we bring anything over from FNV then it should be the huge variety of weapons and the quest writing! I grow so tired of basically using four guns. And the writing was a lot better. Of course I LOVE Bethesda games, just I acknowledge the writing is always sub par. Morrowind, Oblivion, Skyrim, Fallout 3 and Fallout 4 - all great games with crappy writing.


The ammo crafting in FNV was nice though. I think the lead dev, JE sawyer was a gun nut so no suprise there. Light machine gun with AP rounds rocked. Cowboy stuff was a little over the top though.


If you want ammo crafting then go for all the variants. Hollow point, JHP, and AP rounds. Just making the base ammo is not interesting
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Rebekah Rebekah Nicole
 
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Post » Wed Jan 27, 2016 10:40 am


Agreed. We need to go a step further than basic ammo crafting, which IS uninteresting (although breakdown and recycle is very useful), and have ammo types (AP, HP, +P, Magnum, Incendiary, Explosive) re-introduced with the added ability to craft handloads for better DAM, DoT, and DR reduction stats (Match, SWC, SJHP, etc).

Agree on more weapons. I love Bethesda as well, but their design decisions outside of world building leave a lot to be desired.

Cowboy was over the top. I remember Sawyer saying how worried they were that cowboy-type play throughs (which the game heavily alluded to) would get left behind by the higher DPS auto weapons late game, and that's what led them to add in the .45-70 and Cowboy perk.
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marie breen
 
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