Dissatisfied with Guns

Post » Mon Apr 06, 2009 3:38 am


And about the link to the silenced hunting rifle. Was that even a hunting rifle?

That sure is. It looks like a Remington 700 to me. Probably the most used hunting rifle in the world.
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Alan Cutler
 
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Post » Mon Apr 06, 2009 4:17 am

That sure is. It looks like a Remington 700 to me. Probably the most used hunting rifle in the world.


Same model used by the US military too :) I even have one in fact.

I love that rifle...
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Add Meeh
 
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Post » Sun Apr 05, 2009 4:09 pm

Once Fallout: Hollywood gets released you WILL be satisfied with guns.

that is all.
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Cash n Class
 
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Post » Mon Apr 06, 2009 4:11 am

Once Fallout: Hollywood gets released you WILL be satisfied with guns.

that is all.

You must not have heard. Because the internetz cannot convey tone, around these parts we consider it polite manners to highlight your facetious remarks with the fuscia font color. Get it? Fuscia-tious remarks? Really, I'm being serious. You were being facetious, weren't you?

-Gunny out.
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Grace Francis
 
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Post » Mon Apr 06, 2009 2:24 am

I think they should stick to the wild-west theme and have Fallout: Shootout at the Wanamingo Corral.....good times.
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ruCkii
 
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Post » Sun Apr 05, 2009 2:25 pm

I think they should stick to the wile-west theme and have Fallout: Shootout at the Wanamingo Corral.....good times.

See. That's the thing. Josh has a Rossi 1892 Winchester clone (and a Mauser K98 copy). He knows and likes his cowboy guns and seemed to have favored them quite a bit in the games weapons hierarchy. I know you can find folks that can shoot a lever-gun real fast, but if you and I are gonna start shooting at each other and there's only 2 guns to pick from, the M16 and a Winchester, I ain't pickin the cowboy gun. Are you? Would anyone?

-Gunny out.
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Jeff Turner
 
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Post » Sun Apr 05, 2009 8:54 pm

I would pick up a minigun and hose everything down. I am too lazy to aim.


EDIT: Oh ya! I forgot to mention how I was excited to get a service rifle then completely hearbroken when I actually tried to use it.....ugh!
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Latino HeaT
 
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Post » Sun Apr 05, 2009 4:09 pm

I completely agree with the overuse of the AR series and most of the mod gripes. It's weird seeing all you fellow gun nuts again.
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Naomi Lastname
 
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Post » Mon Apr 06, 2009 4:48 am

My gripe with guns in this game is that they seemed to have really nerfed my sniper rifles in the latest patch, just because a few people felt it was overpowered. So what? If they didn't like that it killed things in one shot, they didn't have to use it. It shouldn't have detracted from my RP, where I can one-shot one kill guys from a distance. Now, I can shoot CL dudes in the face at point blank range with my Gobi, and barely dent their health. Awesome.

YES! When I fire my sniper rifle, and carefully the wobble of the gun on a high ridge to pick off a Legion troop at Cottonwood Cove, I expect to make the bastard fall when I shoot him in the head. If I don't get the satisfation of a stealthy kill from 40-50 feet away. I'm going to be an angry man. Thanks for giving us TWO silenced .22 pistols Obsidian....jerks.
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Beast Attire
 
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Post » Mon Apr 06, 2009 5:12 am

Apparently JE really love Old West weapon and think modern bullets are sub-par.......I mean .357 is by all means superior to 5.56mm? .45-70 destroy .308 (assume it is actually 7.62mm NATO as a sniper/battle rifle round instead of .308 ACP)?

I don't think a post-war high-grade dedicate weaponry having 50% efficiency over a wasteland rig-rag weapon being a stretch. I mean my character wouldn't suicide by crying until he turns into a mummy, but I do feel like complain about the Ballistic Fist and Super Sledge so everyone have a crappy weapon.
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hannaH
 
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Post » Mon Apr 06, 2009 5:17 am

Since I love the upgrading/addon aspect in the game (I do collect all the mods I find, then attach them to its designated weapon, and then maybe just put them in a wardrobe in my suite in Lucky 38 since I can't carry a [censored]load of guns with me) I think there should be much more addons for the guns, and not just silencers and scopes. I like that they also change the appearance of the gun. I don't really use energy weapons, but from what I hear from the fans of them, there ain't that many mods for them. More mods/addons/upgrades/whatever-you-call-it to the people!
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kirsty joanne hines
 
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Post » Sun Apr 05, 2009 4:04 pm

This is coming from a guy who lived in the Weapons, Mods, and Ammo threads too. Opinions incoming...
*snip*
Again this is just my opinion, and I don't use Energy Weapons so I can't comment about their lack of mods/choices, this is purely concerning guns.


You bring up some very good points, Though I understand the need for balancing automatic weapons with damage and spread accuracy, I was disappointed with the lack of full automatic rifle selections.

In most other FP shooters, you can have an a fairly accurate assault rifle with full auto. Its the recoil that throws you off the mark, so you do single shots or short bursts for distant targets. Selective fire also comes in handy, single fire for distant targets, 3 round burst for mid range, and full auto for closed quarter, but since FONV lacks a recoil system, rifles that should have had full auto like the Marksman Carbine and the All American was probably nerfed to single fire (but with a high rate of fire) to balance things out.

I also agree that with the mods system, there really isn't a reason to fix scopes and the like to certain weapons like the aforementioned carbines and the Hunting Revolver, just include a mod for the scope and you give the user a choice whether they want to go with the iron sights or the scope. The cowboy repeater for instance has an obtrusive iron sight, so an offset scope similar to the unique La Lounge Carabine would have been welcome, while the Hunting Revolver, would have been better as a short range weapon so I would have kept the iron sights on it and forgo the scope if I had the option...
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Silvia Gil
 
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Post » Sun Apr 05, 2009 6:11 pm

You bring up some very good points, Though I understand the need for balancing automatic weapons with damage and spread accuracy, I was disappointed with the lack of full automatic rifle selections.

In most other FP shooters, you can have an a fairly accurate assault rifle with full auto. Its the recoil that throws you off the mark, so you do single shots or short bursts for distant targets. Selective fire also comes in handy, single fire for distant targets, 3 round burst for mid range, and full auto for closed quarter, but since FONV lacks a recoil system, rifles that should have had full auto like the Marksman Carbine and the All American was probably nerfed to single fire (but with a high rate of fire) to balance things out.


Yeah, the spread system really doesn't work at all for certain weapons, if I crouch with 8 Strength and 100 Guns skill to shoot at something 25 yards away with my LMG, I should hit it. Instead the spread is way too high and my shots go to 3 and 9 o' clock and I get mauled unless I empty the box. Even if I use controlled bursts, it'll automatically screw my accuracy like the barrel's made of silly putty.

I also agree that with the mods system, there really isn't a reason to fix scopes and the like to certain weapons like the aforementioned carbines and the Hunting Revolver, just include a mod for the scope and you give the user a choice whether they want to go with the iron sights or the scope. The cowboy repeater for instance has an obtrusive iron sight, so an offset scope similar to the unique La Lounge Carabine would have been welcome, while the Hunting Revolver, would have been better as a short range weapon so I would have kept the iron sights on it and forgo the scope if I had the option...


EXACTLY, you'd think they'd have learned from FO3's mistakes, everyone remembers the "UNSCOEPED FORTEHFOUR PLOX" threads right? I really don't care if that gives the weapon an edge and defines it as a high tier gun, having mods on certain guns from the get go is not a good way to show off the new modding system. I can understand the scopes on weapons like the Anti Materiel Rifle and the Sniper Rifle, but let me turn it into a true Marksman Carbine or a true Hunting Revolver if I so choose.

Speaking of scopes and modding, also why no upgradable scopes for the AMR or Sniper Rifle? Night Vision? Increased Zoom?
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Bigze Stacks
 
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Post » Sun Apr 05, 2009 10:37 pm

I always thought the entire purpose of a sniper rifle was the ability to one-shot things?
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Bek Rideout
 
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Post » Mon Apr 06, 2009 12:40 am

I always thought the entire purpose of a sniper rifle was the ability to one-shot things?


Jokes on you, because apparently, the folks who believed that shouldn't be the case were vocal enough to get the rifles nerfed so that now, even my unique Gobi can't one shot kill a guy with a shot to the head. Deathclaws would have been one thing, but I still can't get over how I could shoot a guy in the face, at point blank range, and knock only a tiny bit off his health. And that's with high strength and other special stats, high guns skill, and many gun related perks.
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Brittany Abner
 
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Post » Mon Apr 06, 2009 3:59 am

At the end of the day, fallout is still more rpg than it is fps. All guns should be able to kill on a headshot, but that's not how they wanted to handle it. I don't think it was forum whining that got Obsidian to tone down sniper rifles, it was probably something they were planning on doing for a while the timing is just coincidental. I think you give forums way too much credit.
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priscillaaa
 
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Post » Mon Apr 06, 2009 3:53 am

This is coming from a guy who lived in the Weapons, Mods, and Ammo threads too. Opinions incoming...

My number one gripe... the AR-15 family. I'm still confused as to why there are three different AR-15 inspired rifles in the game. From a design point of view, it's not a good look. The Service Rifle could've been an FN FAL or a G3, the Assault Carbine could've been a P90 or even an AKS 74U, and the Marksman Carbine could've been a souped up M14 or an AC556. That's just their designs, their functions are strange to me too, the Service Rifle is essentially useless after level 10 or so, due to it's slow fire rate, lack of mods, and low damage output for such a long barrel. The Marksman Carbine should have a bit more spread for such a short barrel, an OPTIONAL scope mod, and a silencer mod. The Assault Carbine is okay as it is, but it also should've had a silencer mod, as that would save it from being outclassed by almost every other close range weapon in my opinion.



All I can say is that you have been playing to much COD MW. Although a good game it's full of people that take the guns/gameplay to the point of ridiculous seriousness. Fallout although a game built around possible events that may have happened, that is it. The guns have always been different and they have always been unique to Fallout. Sorry!
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The Time Car
 
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Post » Mon Apr 06, 2009 4:01 am

All I can say is that you have been playing to much COD MW. Although a good game it's full of people that take the guns/gameplay to the point of ridiculous seriousness. Fallout although a game built around possible events that may have happened, that is it. The guns have always been different and they have always been unique to Fallout. Sorry!


Game balance vs. Realism? Yeah, that one has always been a tough nut to crack. There is just no way to satisfy everyone........ That's why I play on PC, because I can have mods that change things that I disagree with. :D And there are a fair number of modders that sem to have the same philosophy on guns that I do. :D
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Marquis T
 
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Post » Sun Apr 05, 2009 11:41 pm

Game balance vs. Realism? Yeah, that one has always been a tough nut to crack. There is just no way to satisfy everyone........ That's why I play on PC, because I can have mods that change things that I disagree with. :D And there are a fair number of modders that sem to have the same philosophy on guns that I do. :D

Would be nice to be able to mod on consoles but I don't think it will ever happen. Can't keep up with the jones with Pc's either as they seem to get updated and cost fortune for good gaming units :brokencomputer:
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Devils Cheek
 
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Post » Sun Apr 05, 2009 6:33 pm

If you think all guns should kill with a headshot the courier would not make it to character creation. Remember being shot in the head and buried in a shallow grave?

The sniper rifle is meant to give people the option for taking out weak targets or weakening strong targets from a long range as the RPG mechanics dictate. All I see is people whining they can not 1 shot things with the 2nd best sniper rifle and need to use the best now. Pick up and AMR and I can guarantee you will blow up heads.
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Mackenzie
 
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Post » Mon Apr 06, 2009 12:35 am

Jokes on you, because apparently, the folks who believed that shouldn't be the case were vocal enough to get the rifles nerfed so that now, even my unique Gobi can't one shot kill a guy with a shot to the head. Deathclaws would have been one thing, but I still can't get over how I could shoot a guy in the face, at point blank range, and knock only a tiny bit off his health. And that's with high strength and other special stats, high guns skill, and many gun related perks.


The purpose of sniper rifles is to attack a target from stealth before anybody is aware of your presence. Sniper rifles are about precision. And finesse. Not brute power. Any grunt can unload his magazine in the general direction of an opponent and score a torso hit, but as a sniper, you don't have opponents. You have targets and obstacles. The mechanics of the game mean that a sneak-attack combined with a head shot, with the sniper rifle, should kill almost anything. Whereas if you're ten feet away not using sneak shots, why not use a more powerful but less accurate weapon like an SMG or a shotgun.

Or if you're finding that even a properly executed sneak attack headshot with the sniper rifle isn't doing the job, upgrade your weapon! The AMR is the meaner cousin of the sniper rifle and will kill anything in the game with one shot, if used as a sniper weapon.
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how solid
 
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Post » Mon Apr 06, 2009 4:45 am

Would be nice to be able to mod on consoles but I don't think it will ever happen. Can't keep up with the jones with Pc's either as they seem to get updated and cost fortune for good gaming units :brokencomputer:


It really isn't that hard to make your own PC that can play more advanced games. In fact, you save a ton of money that way too.

I can understand the gripe about guns in Fallout since I have some myself (both gripes and guns). I don't have the immense need to have guns be "realistic" in Fallout games though, considering that it's an RPG.

The main gripe with the Sniper Rifle (the one that prompted the recent change at least) was that there was little reason to use the more advanced weaponry in the game once you got the Sniper Rifle. The Sniper Rifle outshined the Anti-Materiel Rifle, which was totally absurd in both the realism and gaming arenas. By this I mean that realistically the Anti-Materiel Rifle should be far more powerful than the standard Sniper Rifle considering what the Anti-Materiel Rifle is designed to do; primarily it's role in combat is to disable equipment like vehicles and machinery at long to extreme distances, though you can also use such weapons against personnel as well. Also, in any game, the order that you have weapons made available to you is one where the more powerful weapons show up in the game as you yourself become more powerful. By that logic, the Anti-Materiel Rifle should still be more powerful.

The Sniper Rifle needed to be toned down especially regarding the Critical Multiplier value (it had x5 Crit Multiplier whereas the AMR had x1). I'm not entirely sure why the developers chose to bring down the damage so much however, but one possible fix would be to make it so scoped weapons have a damage bonus when fired at a target's head (enough at least to ensure that it would kill a human or ghoul target in one shot if a headshot was achieved).

Just throwing that out there.
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Kelsey Anna Farley
 
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Post » Mon Apr 06, 2009 2:22 am

I haven't used Guns weapons all that extensively, but so far the one thing that really annoys me about the weapon class is the recycling mechanics. Not only that, but converting between types can be a real pain. In comparison, there are three types of Energy Weapons ammo, all you need to recycle them is the drained cells, and you can readily swap back and forth between them.

As far as the Sniper Rifle is concerned, I never really used it as I prefer the Gauss Rifle or YCS/186 for that role, although I will admit I was tempted after seeing it could be reduced to 3 WGT (I always play in hardcoe and WGT reductions are a premium commodity). The 5x crit multiplier was a bit absurd IMO though.

Prior to the overhaul I did of EW, I really liked the AP ammo aspect of Guns weapons, since that meant my Varmint Rifle would actually kill Radscorpions early on. At the same time I felt it made the class a bit too good in comparison, since my Guns small-arms could take down NPCs in Metal Armor that my EW small arms did squat against. On the other hand, Guns has nothing comparable to the Recharger weapons, which are a godsend in the early going when one does not yet have decent stocks in most ammo types. Now I would put them at about even, although Guns does have something of an advantage in CQC unless one has a fully-modded Gatling Laser loaded with MC ECP rounds.
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Manny(BAKE)
 
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Post » Sun Apr 05, 2009 9:06 pm

All I can say is that you have been playing to much COD MW. Although a good game it's full of people that take the guns/gameplay to the point of ridiculous seriousness. Fallout although a game built around possible events that may have happened, that is it. The guns have always been different and they have always been unique to Fallout. Sorry!


I beg to differ... I'm a gun nut, it's who I am. Even if you ignore my complaining about the visual design choices, there's still the functionality/mod selection of the guns. I'm just honest to god confused as to why Mr. Sawyer made some of the choices he did.

EDIT: By the way, I'm the threadstarter (as if it wasn't obvious already). I lost my password, and don't have access to the email account to recover it, so here I am born anew.
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Mandy Muir
 
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Post » Mon Apr 06, 2009 12:54 am

I beg to differ... I'm a gun nut, it's who I am. Even if you ignore my complaining about the visual design choices, there's still the functionality/mod selection of the guns. I'm just honest to god confused as to why Mr. Sawyer made some of the choices he did.

EDIT: By the way, I'm the threadstarter (as if it wasn't obvious already). I lost my password, and don't have access to the email account to recover it, so here I am born anew.

Good to see you back, brother. I think we might have actually gotten Josh to admit that the cowboy guns need a ROF decrease and a spread increase. I'm working now on just how much. Not that we'll ever see it in a patch. Changing the game that much would piss too many poeple off.

-Gunny out.
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jesse villaneda
 
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