Fallout 4 needs a weapon DLC

Post » Sat Feb 20, 2016 11:16 am

The 3 DLCs anounced look epic but they are some what disappointing to me. Not because they DLC's look disappointing but because I was really hoping for an armory extension DLC. So I am going to post an idea for one and hope it takes off.



CONCEPT




wasteland armory


cost: BLEH (aka not my part)


info: adds everything from riot shields to grenade launchers and anything in between.




:::::EDIT:::::



story concept: teh weapons in this "DLC" would not be accessible out right, instead the player would have to search for hidden weapon vaults around the waste land, these vaults will contain many copies of the weapons with each one found adding them to the leveled list though out the waste land.



vault 001


location: lexington speak easy basemant (location added by mod)


contains: pump shotguns, slugs, 1 crossbow.


leveled list: when found venders will start selling pump shotguns, raiders will have them more often then double barreled



vault 002


location: underwater in the ocean, is a container on a sunken barge


contains: grenade launchers


leveled list: NA do to location.



vault 003


location glowing sea


contains: grenade launchers, riot gear (armor and shields)


note: location emplied to be a swat armory.


leveled list: gunners and BoS start having grenade launchers and riot armor (in their paint to)



vault 004


location: the bardge crashed into a bridge (bandit base)


contains: chinese assualt rifles, 40mm grenades


note: the raiders have already breached this one as such this base has chinese assualt rifles.


leveled list: once cleared, venders start selling, as well as diamond city gaurds start using.



vault 005


location: wilderness


contains: bows and crossbows


note: basicly an old hunting goods store vault


leveled list: raiders start using crossbows, venders start selling them.



other vault ideas to come will contain new weapon ideas



story behind weapon vaults


weapon vaults are pre war vaults designed to keep merchandise safe even if a robery happened, as such they have security the likes of which no one has seen. to open a vault one must enter in a password and open two key locks (advanced+) once opened vaults tend to contain hundreds of their goods.




:::END EDIT:::




adds


weapons: chinese AR, crossbow, bow, m80 grenade rifle, 5mm smg (p90), pump shotgun.


armor: riot gear, riot shields.


ammos: arrows, 40mm grenades (with variations),


changes: ammo type split from receiver.




WEAPONS



chinese assualt rifle


info: the most versatile weapon in the world, even putting the home made pipe weapons to shame in the amount of mods.


damage: 20


range: 117


fire rate: 75


ammo: 30




mods



::receiver::


automatic receiver (default)


burst receiver (3 round bursts, no cost)


semi automatic receiver ( no cost, single fire)


hardened versions


advanced versions


sprayer (superior fire rite, low accuracy)



::stock::


wooden stock (default)


polymer stock (no effect, visual change to weapon)


marksman stock (better sighted accuracy)


no stock (changes name to smg)


padded marksmans stock (best recoil control of any stock in the game)



::caliber::


5.56 (Default)


.308 (higher damage, -20% capacity)


.45 (higher capacity, lower damage)


AP 5.56 (ignores some DR)


AP .308 (higher damage, -20% capacity, ignores some DR)



::mag::


stub mag (20 rounds, faster reload)


banana (30 rounds, default)


stick mag (30 rounds, faster reload and drawl)


large banana (50 rounds, slower reload)


drum mag (100 rounds, same reload as large banana)


large drum mag (200 rounds, slowest reload)




::barrel::


stub barrel (default)


short barrel (better recoil and range)


medium barrel


long barrel


short tactical barrel (unlocks under barrel attachments)


medium tactical barrel


long tactical barrel




::muzzle::


suppressor (only suppressor that can be equipped with gun nut 1)


flash suppressor (better recoil)


pike bayonet (quicker gun melee, more damage)


knife bayonet (same as standard bayonets)



::under barrel:: (requires tactical barrel)


flash light basic (adds a flashlight to gun, good for when you don't want a mining helmet but want that flashlight)


flash light tactical (Colors)


flash light bright (better range)


Bi-pod (firing over cover has almost no recoil, requires you to stand near cover)


chinese bayonet (disabled if other bayonet is equiped, highest melee damage for any gun, but slowest melee rate)


masterkey (2 round shotgun, replaces grenade throw, hold key to swap back and forth)


gp-50 (under barrel grenade launcher, single round uses 40mm replaces grenade throw, reloads after firing)


laser aim modual (makes weapon extremely accurate by putting a red dot on the location you will hit. dot loses accuracy as recoil goes up)



::sights::


glow sights (default)


forward sights (adds a ring to the front, still has glow sights)


ranged sight (adds a m79 stile sight improves range of thrown grenades and if have gp-50 its launched grenades)


short scope


reflex sight


recon scopes


night vision scopes







CROSSBOW


info: comes in two forms, a crewed baddly built crossbow and a hunting crosswbow.


damage: 60


ammo: 1


range: 200 (not counting gravity)


ammo: bolts (found in ammo areas, or crafted with 1 steel for 10)



mods



::bow::


low tension bow (default, lower damage but faster reload, lowest range)


medium tension bow (higher damage slower reload, medium range)


high tension bow (superior damage, slowest reload, high range)



::stock::


waste land wood (default, terrible stats)


carved wood (better accuracy less recoil)


hunting stock (best accuracy, lowest recoil)


polymer hunting stock (Same a standard only plastic based)



::sights::


none (defualt)


small short scope (light, has a range marker)


recon short scope


night vision short scope





BOWS


info: unlike the crossbow, a rare weapon in teh waste land seeing as a pipe pistol is better but it is the only completely silent weapon in the wastes (the crossbow has noise)


damage: 50


ammo: 1


ammo type: arrows (Crafted ammo, found on bow users, has a few types)




mods



::wood:: (cosmetic)


oak


maple


red wood


polymer (Add wheels to the model)



::draw:: (bow string and other parts basically how hard it hits and how long it takes to hit full power)


40 LB draw (low damage, fast drawl)


60 LB draw (normal damage, slow drawl, default)


80 LB draw (better damage, slower drawl)


120 LB draw (superior damage, inferior drawl)



::arrow knock:: where you place the arrow + sights)


indented knock (default no stats)


sighted knock (better accuracy)


flush (no place to put arrow, though allows faster fire, at the cost of power and accuracy... see https://www.youtube.com/watch?v=BEG-ly9tQGk


target knock (adds range markers, supperior accuracy, slower fire time)



arrows(not a weapon mod)


wooden arrow (cheap default, no bonus)


reinforced arrows (adds a stagger chance, lowers range)


barbed arrows (bleed)


explosive arrows (embed in target and explode)


delayed explosive arrows (hit target then explode seconds later)


spike arrows (deals massive damage to power armor parts)





M80 grenade rifle (aka m79 grenade rifle)


info: not something you want to see in the hands of a raider, sadly they are the most common ones to have this beast. a single load 40mm grenade rifle designed to lob grenades at long ranges.


damage: 90


ammo: 1


ammo type: 40mm




mods



::tube::


standard (1 round)


china lake (4 rounds pump action)


high pressure (longer range)


low pressure (shorter range)



::barrel::


stub (lower accuracy, but cuts weight by alot)


short (default)


long (higher accuracy)



::Stock::


stub (defualt)


full


marksmans


recoiling (reduces precised recoil)



::sights::


none (Default)


standard (basically a bar with lines)


short ranged (see m32 grenade launcher)


medium ranged (better range then short)


recon short ranged (shows grenade arc)


recon medium ranged


nightvision short ranged


night vision medium rnaged



::muzzle::


None (Defualt)


thudder (suppressor)




grenade types (can change by sellecting in ammo tab)


impact (grenades explode on impact)


delayed (3 seconds to explode, firing does not alert enemies though the detonation does)


triggered (fire as many as you want then hold grenade key to detonate all of them)


bounce (same as delayed but grenades bounce)


incendiary (energy damage, + chance to light things on fire)


plasma (high energy damage)


EMP (lower damage, but can drain FC's and disable robots)





5mm smg (p90 rippoff)


info: it exists in fallout already so yeah lets give the p90 a return.


stats


damage: 12


fire rate: 200


range: 90


ammo: 50


ammo type: 5mm



mods



::receiver::


automatic (Default)


semi automatic (Better damage accuracy)


sprayer (double fire rate)


hardened and superior of above.



::barrel::


stub (default)


medium (sticks out abit)


tri (adds a small "minigun" like barrel, lowers recoil and maintains accuracy during sustained fire) https://files.garrysmods.org/25674/1/1024x768.jpg


suppressed (adds a suppresor is a barrel because of the tri.




::Stock::


civilian (default)


comfort (better recoil control)


reinforced (heavier weapon, supperior recoil)



::caliber::


5mm (Default)


10mm (-50% ammo cap, better damage)


.45 (-65% ammo cap, superior damage)



::mag::


civilian (24 rounds fast reload)


standard (50 rounds default)


speed load( faster reload)


stacked mag (100 rounds, slow reload)


speed load stacked mag (100 rounds)







Hunting shotgun


info: one thing that I hate about default fallout 3 and 4 is the lack of a pump shotgun, sorry but I know more people that own a pump shotgun then I know people that own no guns at all... though I live in a farm town, and most people here have a shotgun or rifle for many reasons. A pump shotgun actually has advantages over mag based ones in the fact you can reload rounds as needed, in a standard mag based you sort of waste time if you reload after firing a single round.



stats


damage: high


ammo: 6


range: same as combat


ammo type: shells.




mods



::tube::


short tube (4 rounds)


medium tube (6 rounds default)


long tube (8 rounds)


tactical tube (6 rounds adds flashlight to weapon)


tactical tube [light color]


extended tube (10 rounds)


dual tube (12 rounds, two 6 round tubes, slower reload) (Reload is slower as you have to force the rounds one way or another)


dual long tube (16 rounds, slower reload)



note ammo does not change reload rate as reload one round at a time




::barrel::


sawn off/stub barrel (high spread)


short barrel (default, moderate spread)


medium barrel (lower spread)


long barrel (almost no spread)



::Stock::


short stock (Default)


long stock (lower recoil)


tactical stock (superior recoil)




::Caliber::


shells


slugs (ammo type added by DLC turns shotguns into rifles)


explosives slugs (ammo type added by DLC explodes on impact)





NONE DLC WEAPON CHANGES




10mm pistol



::calibers::


10mm (default)


.38 (lower damage, +20% ammo cap)


.45 (better damage, -10% ammo cap)


.44 (-25% ammo cap, superior damage)




combat rifle



::calibers::


.45 (default)


5.56 (better damage, -20% ammo cap)


AP .45 (better damage, ignores DR)


AP 5.56(superior damage, -20% ammo cap, ignores DR)




assault rifle



::calibers::


5.56 (Default)


.38 (inferior damage, +400% ammo cap)


.308 (better damage, -20% ammo cap)


AP 5.56 (better damage, ingores DR)


50 (superior damage, -50% ammo cap)





hunting rifle



::caliber::


.308 (default)


.45 (lower range, lower damage, +10% ammo cap)


.50 (better damage)


AP .308 (better damage, ignores DR)


AP .50 (superior damage, ignores DR)




Pipe weapons



::mechanism::


revolver


bolt


standard



::caliber::


.38 (lowest damage)


10mm (moderate damage)


.45 (lowest on revolver)


.44 (better damage)


.308 (lowest on bolt)


5.56 (better damage, -10% ammo cap)






SPECIAL GEAR



RIOT ARMOR


info: similar to the NCR riot gear with out the duster (is useless in the a city area) yeah not much to say here , this would be a full body armor with a 2 part helmet. (part one is a ballistic mask that adds a hud, part two is a helmet). This armor would have the highest resistance against melee attacks of any weapon though.





RIOT SHIELDS


info: large metal shields hard to hold with most weapons but one can easily use a police baton or 10mm pistol along with the shield if the user crouches while using it will take 98% of all forward damage. like the Power armor riot shields can be broken.


health: 500


repair materials: glass, steal, fiberglass.



mods



::material::


balistic glass (glass look, default, 500 hp)


makeshift metal (make shift look, 700 HP)


heavy riot shield (reinforced look metal base with a small view slot, 1k HP)


military riot shield (heavy with balisitc plating, 2k HP)



the better the material the more expensive to repair.



::misc slot::


splayed edges (adds protection from sides removes ability to use weapons, though you can bash with it)


spiked (weapon bashes with it, deal bleed damage)


gun slot (fire pistol through a slot in the shield, lowers chance of enemies hitting your arm when using pistols with the shield)

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Andres Lechuga
 
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Post » Sat Feb 20, 2016 12:39 pm

It needs story DLC's with new weapons in them.


Not minor DLC's that add only weapons, like so many other games do :/

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Daniel Lozano
 
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Post » Sat Feb 20, 2016 11:21 pm

Hunting shotgun (pump-action) - YES PLEASE :tops:

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Chris Guerin
 
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Post » Sat Feb 20, 2016 10:36 pm


Sorry but I feel you are wrong there, story DLC's are nice and add a lot to the world, but they don't add anything to the base areas. Pure weapon DLC's tend to add a lot to the base areas. (almost no, story DLC's add their weapons to the main land)

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Brandi Norton
 
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Post » Sat Feb 20, 2016 8:57 pm


Some of them add both.

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NAtIVe GOddess
 
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Post » Sat Feb 20, 2016 10:26 pm

I would love to see a bowgun, it's my favorite weapon. I do agree, I want weapons with story DLC added to it.

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Mistress trades Melissa
 
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Post » Sat Feb 20, 2016 4:35 pm

Weapon dlcs add nothing to the base game but weapons you'll only use for about five minutes and then go back to using the weapon you were using before.



We need story dlc like Far Harbor, not pointless filler dlc.

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Cayal
 
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Post » Sat Feb 20, 2016 10:50 pm

Weapons are not filler, depending on the weapon they can change the whole way you play as well as bring out different play stiles. Hence why only one weapon in this list is a genaric like what you see in most weapon DLC's



IT isn't filler if it is done right.




that said, A weapon DLC can be added with minor story elements like a new trading caravan entering the common wealth from some where else, could add some quests and locations to the base area.

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Caroline flitcroft
 
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Post » Sat Feb 20, 2016 3:43 pm

Honestly I'd rather see DLC that adds new functionality to the game and opens up new areas to be explored. An armory DLC like this would be cool, but I don't really feel like it would add much to the game. There will almost definitely be several new weapons added throughout the DLC anyway, and I'm pretty content with that. There are already plenty of weapon mods out there, and there will be many more to come. If I got an armory DLC I'd probably use the new weapons for a few minutes and then go back to the ones I'm already using. I have no interest in carrying riot shields or anything like that.

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Danny Warner
 
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Post » Sat Feb 20, 2016 9:12 pm

Literally the only things you mentioned that could affect a play style is the bow and the riot shield, both of which could be added in a story dlc like Far Harbor. Everything else you listed is just another gun, which is completely pointless when those roles can be filled by a mod that already exists in the base game.



So again, a weapons dlc would be nothing but filler just like that stupid Gun Runners dlc in New Vegas was pointless filler. People would get bored with it extremely quickly.

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ShOrty
 
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Post » Sat Feb 20, 2016 10:13 am

if you think the other things are just another gun you really don't know crap about guns.

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Meghan Terry
 
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Post » Sat Feb 20, 2016 11:45 pm

Don't ever start giving them ideas of micro DLC like this crap.

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Rachel Cafferty
 
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Post » Sat Feb 20, 2016 5:28 pm

This is just a base, if they release a DLC that is a small thing like this I would be sad. I want an armory dlc, but yeah no way I am going to type out a full list of 20 some weapons and items.




I just don't want to have to download 50 different mods to have a full weapons list.

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Emma Parkinson
 
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Post » Sat Feb 20, 2016 8:58 am



You mean crossbow right? Or do you mean the dart gun from FO3. But I like the the name all the same... Give me a Bowgun hell ya.
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Dark Mogul
 
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Post » Sat Feb 20, 2016 12:07 pm

http://ecx.images-amazon.com/images/I/51VcWc80djL._SY300_.jpg



Yeah, something like this would be cool. I just love arrows and bow in general. There are a lot of potential like making our own arrows that have different effects like poison, fire, ice or modify the bow to shoot multiple arrows.

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Fluffer
 
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Post » Sat Feb 20, 2016 12:44 pm

Mods are the answer to this issue which is one of the reasons it's so great they are going to become available for consoles. Players who are weapon oriented never seem to have enough and are always asking for more and would continue to ask/want more even if Beth did a weapons-only DLC. That's the way it is in New Vegas; the "market" for new weapons seems insatiable. Also, modders are already pumping out new weapons, just like they did for New Vegas. Over at Nexus the current hotfiles for FO4 are 3/5 weapons and over 600 weapon mods have been released to date.

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Daniel Lozano
 
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Post » Sat Feb 20, 2016 8:39 pm

We need more Far Harbor sized expansion packs for Fallout 4, not a bunch of armor DLC's and weapons DLC's.



Those should be added for free in patches :(.

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Monique Cameron
 
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Post » Sat Feb 20, 2016 10:04 am

no just another reason for bethesda to postpone the creationkit even further than probably late april



ifnobody ould buy those 2 first dlc s if the creation kit had been launched with the vanilla game


same with any weapon dlc the op is talking about

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Lily Something
 
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Post » Sat Feb 20, 2016 9:07 pm

In my opinion we just need more content set in both the Commonwealth and added on by Far Harbor.

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Kay O'Hara
 
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Post » Sat Feb 20, 2016 10:43 pm

I like the idea of a weapon DLC personally. Maybe a quest associated with it like a couple of other people mentioned. The idea of a crossbow sounds good. No to the bow and Riot Shield.

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stacy hamilton
 
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Post » Sat Feb 20, 2016 10:10 pm

Far Harbor will bring attacking devices

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tannis
 
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Post » Sat Feb 20, 2016 11:04 pm

A Weapon/Armour DLC doesn't have to be a negative or mean less other content, they could put some more uniques in the gam orld in hidden locations and you have to find them

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phillip crookes
 
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Post » Sun Feb 21, 2016 1:31 am

I know a lot about guns IRL, however this isn't IRL this is a video game. Other than visuals, there is no gun you listed that a modded gun currently in the game couldn't do gameplay wise. Actual guns and guns in video games are two different things.




It doesn't have to, but it will if the first two dlcs are anything to go by. So again, no weapon filler dlc. The majority of us want actual dlc and content, what the OP wants is essentially more weapon visuals in the form of new guns which is pointless.



We're already getting two basically filler dlcs, we don't need a third one.

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Multi Multi
 
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Post » Sat Feb 20, 2016 5:18 pm

I'm in 100% agreement with you about that Bethesda Game Studios should not be selling weapon DLC's, heck I'm upset they are selling the Automatron DLC and Wasteland Workshop DLC :(.



Customizable robots, arena fights, and new armor and weapons should be added for free in patches.



I'm ok with Far Harbor being sold because the description reads like a expansion packs.

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OJY
 
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Post » Sat Feb 20, 2016 12:41 pm

Weapon DLC is a completely unnecessary filler. These types of DLC are the plague of the gaming industry, to rip off paying customers. If they were free, then I might approve them but sadly they are not. DLCs should be major expansions which add considerable amount of content and features. A weapon DLC adds neither.



Besides as already stated, mods will add tons weapons anyway for free. So why pay for something like that?

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Justin Hankins
 
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