No thanks.
Honestly ever since I learned more about firearms operation, seeing dual wielded guns in movies and games makes me cringe a bit
Still fun to shoot this way. You hardly hit anything with your lesser dominant hand.
But still fun. Like riding a bicycle while driving towards a target, shooting at it.
Extremely pointless, but still fun .
Or jumping into a tank to mass-murder RC-vehicles. No one needs it, but it is fun.
what about dual wielding melee wepons like lead pipe and such
like stated before, it would be fine, and some melee weapons would get a buff from dual wielding, but some actually have a trade-off (two handed melee weapons would have a high STR requirement, most likely 10, just to dual wield and their damage would be dropped, possibly 20% or 30%)
@remmus, yup, from the old games it was a PDA/smart phone style Pipboy, you could slip it in your pockets and whatnot.
the reload issue is actually a non issue, they have handless reload clip vests. I could model and animate dual weild loading right now in the fallout games and make it believable.
i don't see the big deal with dual weilding. you can carry around 1500 bullets and reload a weapon in 3 seconds, but in real life you would spend at least a minute reloading the clip. The whole thing seems silly. I don't think dual weilding matters one way or the other, but the reasons given against it in this thread are just too weak.
Well, but I don't expect the selfloaders to be a thing in the Fallout universe. Or better said a thing I couldn't imagine it would fit into the fallout universe.
And reloading depends on the weapon I think. Do we need to reload every bullet, or just change the clip/barrel?
With a simple clip change, sure selfloaders will work. And even by hand this would go quite fast. Shouldn't take longer than 10-20 seconds, depending on the environment.
But hey! If they don't include it in Fallout 4: This is your modrequest
If we can go all space marine with a long Ripper and a heavy 12.7mm Pistol ill be pretty happy.
But then thats mostly for dikeing around with power armour. How my character fights in Fallout 4 will be towards versatility and practicality. Its exactly how I like my videogame weapons, I'd choose the all rounder assault rifle over the specialist sniper rifle any day of the week. Stuff like the ripper and pistol would most likely be a passing fancy for shooting up low level raiders, but damn would it be a lot of fun.
This...
Use it as backup gun... Or a desperate last attempt at downing an enemy before it closes to melee range. Wouldn't be terribly stupid/unrealistic considering the freakin mutant enemies...
I'm totally for dual wielding. What get's me most though, is how 99% of games that do dual wielding, do not allow for interchangeable dual wielding.
What I mean by that is a Sawn-off Shotgun in one hand and a Machine Pistol in the other. Or a Magnum Revolver and a Semi-Auto Pistol. Or a Knife in one hand and a Grenade in the other.
Interchangeable dual wielding, something more games should do along with dynamic weather systems. They should both be par for the course in 2015.
Sorry that section of video does not support dual wielding. Watch it frame by frame the gun is always in his right hand.
Read again who I replied to and what feature he was talking about. Hint: it was not dual wielding.
I think another reason for dual wielding, if it hasn't been mentioned is for lefties. I am not left-handed and not sure if most lefties would fire a gun or melee with their left hand ~ just putting that out there.
Not sure if this counts really as dual wielding, but weapons like a long staff or pipe were you could fight with both ends? or even a spear. Don't see enough of that type of thing.
You mean like classic quarterstaff fighting? I'd say that it's either already in, or easy to accommodate with a mod because rifle equipped bayonet fighting is implemented. It's only a small step to replace the rifle with a spear or quarterstaff.
I'm totally for dual wielding. So little of Fallout is "realistic" that the bones being made against realism are silly. Put it this way; I would rather have it and not want to use it than want to use it and not have it. If dual wielding is in the game, you don't have to use it. I rarely dual wielded in Skyrim, despite the presence within the game. I expect that I would hardly use it in Fallout. Having it as an option for a cinematic style experience is never a bad thing though. It should not be so overpowered that it makes single weapon combat useless, nor so underpowered that it might as well not even exist.
All that said, I have to wonder how VATS would work with dual wielding. It is possible, but adds a lot of complexity to account for (angle of fire determining which weapon fires, etc.) In regards to AP, if you can fire five shots, you still get five shots. Dual wielding wouldn't double the number of shots or anything. I'd be happy if they even dropped a shot or two (to represent the extra fraction of a second to compensate for aim). Maybe make it harder to get a critical (takes more shots to build up the critical bar). As mentioned previously, perhaps drop the percentage by a few points. I think dual wielding outside of VATS could be accomplished by having a larger spread on the crosshair. You would have to take a moment to aim to reduce the crosshair to a reasonable size. You could spray and pray, but aiming would make more sense if you wanted to really punish the bad guy. You would also require an unobstructed line of sight for both weapons or one might involve shooting the corner of a wall or some other obstacle. So much for cover in most cases.
My bad tiny, was really tired when I was perusing the forum then.
At first I wanted dual wielding and theirs a good chance that it is included (sprint is IN but it was only shown for a few seconds at E3).
However thinking back on Skyrim I hardly ever dual wield, I prefer more efficient methods (sword/spell + shield OR 2 handed etc).
So if it is in it may be useful (doubtful) but if not then don't really care since it means Beth spent time on something else that will actually prove useful.
Would be cool if it were in the game but only viable through perks.
I mean perks do stranger things.
It'd be an interesting Trait.
Dual Wielding: You watched a lot of movies growing up, and if there's one thing you learned, it's that two guns are better than one! You can dual wield one handed guns, but your reload speed decreases by 250% and your spread increases by 33%.
That said, I'm still a fan of letting you dual wield things like shot guns and ARs while wearing Power Armor. There are few things I can think of that seem as cool to me as dual wielding flamers while flying through the air with your jetpack. Is it stupid as hell? Oh, most definitely. Is it fun to be stupid as hell sometimes? Oh, most definitely.
It would certainly be cool as a perk which also gave a small accuracy/recoil/reload-time penalty for guns, and damage/speed penalty for melee.
Also as long as it did not work like Skyrim. No left/right click junk. LMB fires both at high speeds and RMB zooms in a bit. Same goes for melee, while the RMB button can be parry.
My problem with it as a perk is that, in my opinion, a perk shouldn't give penalties. I'd be fine with perks designed to mitigate the penalties from dual wielding, preferably with a high skill checks on top of Strength, Agility, and maybe Endurance checks, but I don't think a perk itself should be dumping penalties onto a player. I think that's the domain of traits.