Future MODs/ upgrades for guns.

Post » Tue Dec 29, 2009 7:15 am

In the big Empty Old world mods like this should be obtainable.

A special Tool box that removes mods.

Anti-Material Rifle: Silencer, Zoom optics, Carbon fiber Parts, Recoil Spring. (Zoom Optics let you zoom farther, Recoil Spring dramatically reduces recoil.)

9mm Pistol: Silencer.

Sniper Rifle: Infrared Scope.
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Becky Palmer
 
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Post » Tue Dec 29, 2009 1:07 pm

there should be more mods for everything.... they should make some up too....
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vanuza
 
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Post » Tue Dec 29, 2009 1:13 pm

heres what I would like to see-

Anti-Material Rifle: Recoil Springs (Anyhting else would make this already OP gun even more OP)

Assault Carbine: Upgraded springs

12.7mm SMG: Extended mags, Recoil Comp

Flamer: "Deburner" (Goes through fuel at 50% speed)

Service Rifle: Full auto mod

Sniper Riflie: Extended Mags

Might add more later.
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Michelle Smith
 
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Post » Tue Dec 29, 2009 7:01 am

In the big Empty Old world mods like this should be obtainable.

A special Tool box that removes mods.

Anti-Material Rifle: Silencer, Zoom optics, Carbon fiber Parts, Recoil Spring. (Zoom Optics let you zoom farther, Recoil Spring dramatically reduces recoil.)

9mm Pistol: Silencer.

Sniper Rifle: Infrared Scope.

Assault carbine: Enhanced springs (+4 DAM), Silencer, Scope.
Marksman carbine: Burst mod (3 round), Zoom optics (farther scoping), Silencer
Riot shotgun: Stock( higher acuracy) , grip ( less recoil)
9mm pistol: silencer, laser sight( similar to the 10mm laser sight, may not be equiped with the scope)
Antimaterial rifle: Zoom optics
12.7mm SMG: extended mags + 15
LMG: Grip (less recoil)
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Joanne Crump
 
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Post » Tue Dec 29, 2009 7:02 pm

/me wants unique versions of Laser RCW, Gatling Laser and Plasma Defender. Most used energy weapons have no unique variants :(
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Sarah Evason
 
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Post » Tue Dec 29, 2009 3:23 pm

/me wants unique versions of Laser RCW, Gatling Laser and Plasma Defender. Most used energy weapons have no unique variants :(


Yep. In terms of new content, I'd rather see unique versions of weapons we already have. There's several guns that don't have them either.
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kirsty joanne hines
 
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Post » Tue Dec 29, 2009 8:34 pm

What I like to see? All unique semi-automatic/automatic sidearms and rifles reloaded with magazines no longer have extended magazine mods, instead the acquisition of an extended magazine adds a "perk" to your character that causes all corresponding weapons, including their unique versions, to receive the "extended magazine" bonus. For example, acquiring the 9mm Pistol Ext. Mags, the item is removed from your inventory and adds a perk with the same name to your character. The perk would cause 9mm pistol A and 9mm pistol B to receive the extended mags bonus, not just one of the two pistols. The perk applies to any 9mm pistol as long as it is equipped.
Some unique semi-automatic/automatic weapons have extended mags as part of their uniqueness. This would be removed as Extended Mags should now only be granted through these perks.

Why? If I were to buy 9mm Pistol Extended Mags, I could apply it to one 9mm pistol, have it removed, and applied to another 9mm pistol. Basicly, as long as the ext. mags are in my inventory, I could apply them to any weapon it fits into, not having it fixed to a single weapon.

Likely this is not going to happen before a new Fallout game becomes a reality, so here's another wish: some mods CAN be added to unique weapons. And I dont wanna go over to Nexus to get some game mods that allow me to apply weapon mods to unique versions. I wanna upgrade Maria with 9mm Pistol Extended Mags without difficulty (other than acquiring the mods)!!! (just my 2 cents...)

Oh, and the list:

10mm SMG: Silencer (there was a version of this weapon with silencer in FO3, so why not here)
12.7mm SMG: Carbonfiber Stock (reduced spread)
Bumper Sword: Bumpersword Counterweight (I havent seen any mods for melee weapons, this one increases attack rate of the bumpersword and reduces AP cost)
Combat Armor: Deflection Shield (reduces weight class from medium to light while adding an additional 2DT) (never seen mods for armor either)
Laser Pistol: Dual Charger (converts weapon from semi-automatic to full automatic with a RoF increase of 20%)

I would also like to see a change in animation for lances/melee spears so they appear more realistic with a thrust rather than the usual 2H melee swing animation. Might even see some unique ability for "lances".
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Gill Mackin
 
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Post » Tue Dec 29, 2009 5:22 pm

guass rifle- super charger. add AoE effect and plus 5-10% dam

brush gun- maple or mahogany stock reduce weight by half, extended mag

lever-action shotgun- stock, adds a butt to the gun and reduses spread

hunting rifle, mahogany or prewar stock- new skin for the gun and increase condition 50%
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Sophie Morrell
 
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Post » Tue Dec 29, 2009 1:37 pm

Tri-Beam Laser Rifle Recollection Prism Compartment (Tri-Beam Recollection Compart.): Bundles the beams of this weapon back into a single beam.
Minigun Air Cooling Barrels: Increases Condition by 50%.
(DM) Automatic Rifle Exten. Clips: Adds 10 additional rounds to a single reload.
Power Helmet Rebreather: Allows underwater breathing.
NCR Ranger Combat Armor Black Kit (Ranger Com. Arm. Black Kit): changes the color of this armor (including fixing some holes in the outfit) and disconnects the outfit from the NCR (when worn, you are no longer NCR). For those who have been asking for it... (could also be a unique version of the original armor)
Leather Armor Reinforcement Kit: upgrades a traditional leather armor to leather armor, reinforced (in-game, applying the kit replaces the leather armor with the reinforced version).
Black Leather Commando: Blackens an entire Leather Armor, Reinforced and adds a left sleeve and a partial facial cover (similar to the bandoleer of some NCR outfits). Permenantly adds +10 Sneak and +5 Melee.
Power Armor Weight Distribution Chip (PA Weight Dist. chip): This chip, when applied, causes a proper redistribution of the weight of the Armor, adding 50% of its weight as additional carrying capacity when equiped.
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Naomi Lastname
 
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Post » Tue Dec 29, 2009 8:48 am


Anti-Material Rifle: Silencer, Zoom optics, Carbon fiber Parts, Recoil Spring. (Zoom Optics let you zoom farther, Recoil Spring dramatically reduces recoil.)


AMR with supresser is overkill.

I too hope for armor mods.
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Lance Vannortwick
 
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Post » Tue Dec 29, 2009 10:43 am

power armor- lead lining, increased rad resistence 30-50%, hell fire upgrade, fire resistance
power helmet night vision- night vision effect
just a thought for armor
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Lew.p
 
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Post » Tue Dec 29, 2009 6:51 pm

Also want to see:
— NPCs using modded weapons (it's stupid, only player ever uses mods!)
— Companions not losing their weapons regulary (it's really frustrating when companion loses unique weapon)
— Bugfixes (every article at fallout wiki have looooooong list of known bugs...)

About mods to existing weapons: WMX is fine by me.
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JLG
 
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Post » Tue Dec 29, 2009 7:41 am

9mm pistol: silencer
marksman carbine: night scope
service rifle: bayonet and a full auto mod
Light machine gun: hardened barrel +0.4 accuracy and Increase weapon condition by 50%.
Riot shotgun: front grip, decreases spread (this would look beter than a choke IMO).
Combat knife: trench knife mod (like the trench knife from OA).
Assault carbine: silencer, (have been saying this for a long time) if Lilly can have one why can't i :cryvaultboy:.
hunting rifle: repair kit, makes it look more new (without the ductape, loose nails and cracks in the wood).

And enemy's should also use HP and AP rounds some times.
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Jessie Rae Brouillette
 
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Post » Tue Dec 29, 2009 10:02 am

Light machine gun: hardened barrel +0.4 accuracy and Increase weapon condition by 50%.
Combat knife: trench knife mod (like the trench knife from OA).


Agreed. LMG mod could be named LMG Solid Components. As for the Trench Knife mod, it could deal some damage when blocking an unarmed attack (the spikes could do some damage).
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Lily Evans
 
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Post » Tue Dec 29, 2009 5:02 pm

As for the Trench Knife mod, it could deal some damage when blocking an unarmed attack (the spikes could do some damage).


I just want it because it looks cool :tongue:
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Red Sauce
 
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Post » Tue Dec 29, 2009 11:30 am

I just want it because it looks cool :tongue:


Lolz
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Joey Bel
 
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Post » Tue Dec 29, 2009 5:54 pm

I just want it because it looks cool :tongue:

*nods* Yup.
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Mashystar
 
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Post » Tue Dec 29, 2009 7:04 pm

I would like to see new mods for weapons, and I like the idea for NPCs and enemies to be able to use mods on their weapons. I also would like to see a return of the dart gun.
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Kelly Upshall
 
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Post » Tue Dec 29, 2009 6:09 am

Automatic rifle: weight reducement mod, shortens barrel, takes away bi pod, takes away weird look thing on the stock and takes away wooden thing on the right side of the gun.
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brandon frier
 
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Post » Tue Dec 29, 2009 11:56 am

camo mods would be sick
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Charlie Sarson
 
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Post » Tue Dec 29, 2009 10:56 am

camo mods would be sick

and underbarrel attachments 2like masterkeys & flamethrowers etc. and make some more up2 like a plasma gernade launcher or a pulse charge emiter for fighting turents and such
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Liv Staff
 
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