How many possible combinations can you make?

Post » Fri Nov 27, 2015 5:36 pm

With 50 base weapons, and 700 modifications, how many different weapons do you think you will be able to make?

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Joe Bonney
 
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Post » Fri Nov 27, 2015 5:07 pm

87 Bazillion?

Oh, wait. Wrong game. :tongue:

(Still, considering that Borderlands' guns are built out of parts in a similar way - base body, barrel, grip, etc - I'm just waiting to see how long it takes for someone to make a mod that replaces all the FO4 gun parts with the ones from Borderlands. :D)

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Dan Endacott
 
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Post » Fri Nov 27, 2015 3:04 pm

That'd be interesting for sure :P

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Eliza Potter
 
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Post » Sat Nov 28, 2015 12:18 am

35,000 if you're using one mod at a time. To answer your question: a hell of a lot more than 35,000
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Matthew Barrows
 
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Post » Fri Nov 27, 2015 1:49 pm

Thats a lot, my god. I would assume with mod support coming (not sure how that will play out though) that more weapons and modifications are going to be made.

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NAtIVe GOddess
 
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Post » Fri Nov 27, 2015 10:07 am

My math says XX million

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Harinder Ghag
 
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Post » Fri Nov 27, 2015 9:01 pm

I don't think it will work like that just by multiplying weapons by mods

I am sure many mods will be locked to their weapon class. For example laser stocks will not be an option for modifying a plasma weapon. Things like sights might be more universal but I am sure the total number will be less than 35k

I would love to be wrong mind you

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maya papps
 
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Post » Fri Nov 27, 2015 11:19 am

Another thing I noticed is the button letting you "name" your weapon, quality for role-playing purposes, and I just get attached to certain weapons. 3 I loved the Combat Shotgun and NV I loved the hunting shotgun!
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Big Homie
 
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Post » Fri Nov 27, 2015 9:09 pm


Good point, I should've taken this into account.
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Hussnein Amin
 
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Post » Fri Nov 27, 2015 6:41 pm

use 50 as a magnitude of power for 700 assuming that's 700 per weapon ,so probably way lower.

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Zoe Ratcliffe
 
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Post » Fri Nov 27, 2015 10:45 am

I'd simply just say - a lot.

I'm probably just going to run around using a Double-Barrel Shotgun, some type of Assault Rifle or Semi-Automatic Rifle, and a Sniper. It depends on the inventory/weight I can hold. It's a bit weird to see a Plasma Sniper Rifle though...

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maddison
 
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Post » Fri Nov 27, 2015 7:58 pm

I would like to attach an underbarrel shotgun to my shotgun whilst dual wielding a shotgun pistol

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Heather beauchamp
 
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Post » Fri Nov 27, 2015 7:50 pm

A few things pertaining to weapons mods:

Not all mods will be useful on all weapon types, a mod like a beam splitter will not be mounted on a projectile weapon and you will not have a muzzle break on a plasma pistol.

No matter how much you want to, you probably will not be allowed to mount a solid walnut rifle stock on an assault rifle with a folding stock without removing the folding stock.

{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.

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Marine x
 
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Post » Fri Nov 27, 2015 9:12 am

Aslong as I can make a few versions of the double barrel shotgun, possibly a triple barrel shotgun....because that's a thing.....

Hope we get a couple of revolvers, I noticed the .44 magnum is back on the list, also there is a revolving pipe gun that uses .38
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Ross Thomas
 
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Post » Fri Nov 27, 2015 4:38 pm

Assuming that all weapons have same amount of possible mods: 700/50=14 per weapon.

Divided into Barrel, scope, grip, stock, muzzle break, that will be 3 into 4 categories, 2 into the final one. 162 possible variants per weapon. 162x50=8100 possible variants.

Still a lot, but not millions.

All I hope for is hunting revolver, Gauss rifle and blades of some kind (machete, longsword, chinese officer sword, katana) and axes. Low expectations that with high probability will be met!

Edit: A lot of assumptions and of course not accurate, but I think I'm fairly close :)

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lydia nekongo
 
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Post » Fri Nov 27, 2015 12:20 pm

One of the things im really hyped for is getting my bog standard assault rifle and pistol and tinkering with them constantly to get them punching above their weight and fufilling a whole bunch of different roles while still having the same basic gun that I picked up on the first day ingame.

I wonder how moddable this stuff will be. if there will be a weapon mod pack out there that I can use to add even more parts to my rifle and pistol, which may result in infinite combinations once the good old modding community gets involved.

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asako
 
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Post » Fri Nov 27, 2015 8:55 am

I'm really looking forward to making my custom laser sniper rifle and I really, really hope the chinese stealth armor is in (screw power armor :P ).

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Ross Thomas
 
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Post » Fri Nov 27, 2015 4:46 pm

The English language is not exactly known for its precision. 700 modifications can just as easily mean you can create 700 different weapons from the base 50.

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Vivien
 
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Post » Fri Nov 27, 2015 1:05 pm

Stocks should be pretty universal, main restrain would be size of gun so small submashine guns of any type like 10mm or normal lasers could share them but not something anti-materiel rifle who might share with the gaus gun. Front as in longer barrels or optic would be far more restrictive.

As for fatman I hope we can make it work more like the rocket launcher, it works far better to hit groups of enemies on large distance as an opening shot.

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Crystal Clear
 
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Post » Fri Nov 27, 2015 9:30 pm

A weapon mod who let you combine 6 guns with an minigun to change the ammunition and damage, so you take an minigun and 6 anti materiel rifles or heavy hitting hunting rifles as an fallback.

Now add two weapon mod who increase rate of fire and reduce spread.

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Ellie English
 
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Post » Fri Nov 27, 2015 1:41 pm

Let's say guns give you 5 areas of customization and melee weapons give you 3; evenly that's 4 areas per weapon (a number I'm pulling out of thin air for simplicity's sake).

Numbers:

average of 3 choices ^ 4 areas * 50 weapons = 4,050

average of 4 choices ^ 4 areas * 50 weapons = 12,800

average of 5 choices ^ 4 areas * 50 weapons = 31,250

average of 6 choices ^ 4 areas * 50 weapons = 64,800

average of 7 choices ^ 4 areas * 50 weapons = 120,050

Note, that 6 and 7 choices on average are not possible since that would exceed 700 total mods. However, an average of 5 choice per modable element is possible (clocks in 625 total mods so a figure higher than 31,250 is possible).

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Oceavision
 
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Post » Fri Nov 27, 2015 1:10 pm

However this would be 12 modifications to each weapon in average, it does not match that we saw in the video, more so as adding an scope is one mod, you have 3 types this is 4 total, having a light folding stock and an sturdy one is 2, normal and larger magazine is 2. we are no at 16 for one weapon, bayonets is one option and you can easy have multiple types who can work on most guns.

This is accessory now lets modify the gun itself.

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darnell waddington
 
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Post » Fri Nov 27, 2015 10:33 pm

How much base weapons did Fallout 3 and New Vegas have?

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Oscar Vazquez
 
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Post » Fri Nov 27, 2015 6:26 pm

I think Fallout 3 had somewhere near 60, and New Vegas... Probably twice as many!

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Jeff Tingler
 
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Post » Fri Nov 27, 2015 8:37 pm

Considering Todd said over 50 weapons in the demonstration I'm sure there is more. I think there will be mods that'll work on a bunch of different weapons like the "Assault Barrel" for instance will work with the Pipe Rifle and Assualt Rifle as well as the Plasma Rifle. So Mods don't seem to be tied to one individual weapon but a couple others too. So being able to find these mod blueprints or buy them. I am sure that a lot of them are not restricted to just one weapon! So it'll be more then just 700 mods. It wouldn't be divided by weapon a piece because some if not most are able to work on other weapons!
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tannis
 
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