How many possible combinations can you make?

Post » Fri Nov 27, 2015 8:30 am

Well, 700 divided by 50 equals 14.

So, 14 individual mods per weapon.

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Chris Cross Cabaret Man
 
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Post » Fri Nov 27, 2015 9:01 pm

Why doesn't it match what we saw in the video? How many weapons have possibilities that exceed the average of 14? How many have less? We aren't even sure as to what they meant by "base weapon".

Is an aluminum baseball bat a modification of baseball bat or are they two different weapons. Putting saw blades on both will yield +2 modifications either way, but their is a different effect on remaining modifications and remaining base weapons. One way it is two base weapons accounted for and two modifications accounted for and the other it is one base weapon accounted for and 3 modifications.

We simply do not have enough information to make any reasonable estimate. The best we can do is come up with a hopeful guess.

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Sophh
 
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Post » Fri Nov 27, 2015 2:12 pm

Guns I saw

And going by their bases...

Plasma base- with mods create all you can
Laser base-
Cryo pistol- possibly a base just like plasma and laser
pipe gun base- uses I believe either .38 or .32 ammunition
hunting rifle
.44 magnum
assault rifle base
laser musket
10mm pistol
combat shotgun
double barrel shotgun
mini gun
laser mini gun- not sure if their is just a heavily modified base from the laser parts.
rocket launcher
grenades- regular, emp

special:
junkjet
Possibly a crossbow from concept art

Melee:
baseball bat
Nailboard- saw a supermutant holding one of these
ripper- has an extended attachment, either a longer saw or possibly ripper staff?

Probably return-
powerfist
mines- reg, emp
lever action?

You guys remember anymore?
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Scarlet Devil
 
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Post » Fri Nov 27, 2015 5:07 pm


{Edit}

I am willing to bet that a 2x scope mounted on a pipe rifle will count as one mod of the 700 modifications and that same scope on an assault rifle will count as one of the 700, also.[/quote]


I doubt it. That don't seem like the bethesda way! There will be 700 individual mods that will work with a range of weapons a piece!
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Annick Charron
 
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Post » Fri Nov 27, 2015 7:01 pm

I wonder if they are going to have the Fallout 3/Fallout NV standbys like the 10mm submachine gun, 12.7mm pistol, the railgun, the caravan shotgun, the combat shotgun, the shishkebab, or the anti materiel rifle right from the get go?

I could see many of the Fallout NV weapons not being there, but not the standard ones from Fallout 3.

Fallout 3 has about 50 base weapons if you leave off the unique and alien weapons so with Fallout 4 having 50 base weapons odds are good.

Of course the Fallout 4 10mm pistol modded to be a 10mm SMG likely won't look anything like the Fallout 3 10mm SMG.

A 9mm pistol modded in to a 9mm SMG likely won't look like an Fallout New Vegas 9mm SMG/M3 grease gun.

But I'm sure someone will mod in the various weapons from previous Fallouts with their original images fairly soon after modding gets started.

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GabiiE Liiziiouz
 
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Post » Fri Nov 27, 2015 12:35 pm

Proximity to DC really isn't a factor. Just as long as there is a decent assortment of weapon types things will work out. As an example: If BGS didn't put a combat shotgun into Fallout 4, there will be something that functions almost as good or possibly even better.

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gemma
 
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Post » Fri Nov 27, 2015 10:33 am

With 50 base weapons, I'm sure you will be able to create some thing that is equivalent to any weapon from Fallout 3 or Fallout New Vegas.

It may not look like the weapons from previous games, but that hardly matters.

Especially when you know the modders will eventually add them back in just to be little more lore friendly.

You can even rename the weapons to what even you like.

This level of customization will be amazing!

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Katharine Newton
 
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Post » Fri Nov 27, 2015 8:09 am

Sounds like great news even if it probably won't be as good as they say.
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Romy Welsch
 
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Post » Fri Nov 27, 2015 11:51 pm

Todd Howard actually said over 50 base weapons, and over 700 modifications for those weapons... So I guess the only limitation, is your imagination and mods made specifically to weapon types... You can't put a sniper scope on a laser rifle, has to be an energy weapon scope, and vice versa.

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SUck MYdIck
 
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Post » Fri Nov 27, 2015 1:42 pm

It's like Borderlands except better as we can choose our own mods. Something I have hoped would get put in games for years.

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Roanne Bardsley
 
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Post » Fri Nov 27, 2015 8:38 am

well im sure not every weapon can use every modification would be awkward having an explosive radius or laser focusing mod on a switchblade.

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Hannah Whitlock
 
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Post » Fri Nov 27, 2015 11:33 am

An explosive switchblade is something I wholeheartedly approve of.

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Prue
 
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Post » Fri Nov 27, 2015 2:45 pm

Your detached limbs may not approve of this :P

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Rob Davidson
 
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Post » Fri Nov 27, 2015 9:48 pm

I wonder if enemies will fight with base weapons/armor or modded (I would assume modded). And if so, I wonder if there will be any randomization as to how they are modded. ...could be very interesting.

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Annika Marziniak
 
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