Instead of weapon condition are we getting overheating?

Post » Sat Nov 28, 2015 12:30 am

I noticed that when they showed the Concord clip where you are using the Power Armor and the mini gun, the mini gun's barrels were glowing red.

I'm wondering if they are going to have over heating in Fallout 4 or were the cherry red mini gun barrels just a visual effect.

I liked the idea of weapon condition if for nothing else it kept you from getting rich from selling the firearms of a raider gang you wiped out.

It also let you get and use advance weapons while keeping them from being too powerful at least until you got them fully repaired.

But given a choice between overheating and weapon condition, I think overheating adds more to the game.

Overheating makes the combat more exciting.

Course part of the way the over heating mods worked was over heating the weapon caused it to wear out faster.

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GEo LIme
 
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Post » Fri Nov 27, 2015 4:00 pm

I doubt overheating is an outright replacement, but perhaps a prolonged period of usage could increase the rate of wear as the period drags on.

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Grace Francis
 
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Post » Fri Nov 27, 2015 11:22 pm

Might work for something that spews bullets - minigun, assault rifle, smg - but what about shotgun, pistol?

What about melee and unarmed weapons?

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Miss Hayley
 
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Post » Fri Nov 27, 2015 1:22 pm

Could be an added effect on some weapons that are automatic fire, like a mini-gun, SMG, or even a automatic laser rifle, which I imagine would get pretty hot with rapid fire. But it could just be a "KOOL!" factor effect? Who knows just yet.

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Sarah MacLeod
 
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Post » Fri Nov 27, 2015 1:20 pm

I'd think it just applies to certain big guns like a formally mounted vertibird minigun (which may be more like turrets in halo I think)
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Jessica Thomson
 
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Post » Sat Nov 28, 2015 1:45 am

I'm hoping that was just a visual effect. The fully automatic weapons already take a hit in the damage department for 'balancing' purposes. Adding in overheating would just be another penalty.

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benjamin corsini
 
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Post » Fri Nov 27, 2015 8:58 pm

I'd rather have overheating and not take the damage hit.

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i grind hard
 
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Post » Sat Nov 28, 2015 3:15 am

umm most guns that have high fire rate 1200rpm+ the barrel will get red hot reason you don't see it is combo of sunlight and barrel sleeves and that most guns that air cooled too such standard they dissipate heat very fast but if chuck enough rounds thru it it will glow most of the time see the link for example.

my guess just a visual effect

https://www.youtube.com/watch?v=dGAwrmOapb4

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Laura-Jayne Lee
 
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Post » Sat Nov 28, 2015 4:52 am

I always found weapon condition to be a fairly useless mechanic. Just like the need to urinate is not shown on-screen, maintaining your weapon should not be either. For gameplay purposes, reloading a weapon is balance enough imo.

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Wayland Neace
 
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Post » Sat Nov 28, 2015 2:47 am

Weapon condition has its purpose, but weapons degraded way too quickly.

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Kay O'Hara
 
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Post » Sat Nov 28, 2015 4:57 am

If they took out weapon conditioning completely, that would take away from a key wasteland aspect, that's been in all adventures having to do with the wasteland, having to cobble together appropriate pieces to keep a weapon ticking. Weapon condition and having to pee, are not comparable.

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Katey Meyer
 
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Post » Fri Nov 27, 2015 2:29 pm

Disagree.
It actually affects gameplay. Say you're specializing in guns, you have yet to get a decent weapon after Novac. You make your way to the strip, take a Hunting Revolver from Orris aaaand... what do you know? It's an amazing weapon but it's in crap condition. Otherwise you'd be a beast by the time you get out of the strip and will be using that weapon through to the end. It actually forces you to spend caps repairing or seek out weapons you like.
On melee mode, say you rushed into Jacobstown and got the Oh! Baby immediately. It's definitely and endgamer weapon but if you want to use it right away you still have to spend caps or grind for Supersledges in Black Mountain.


Heck, what would the repair skill be for if weapon condition wasn't included? Just another alternate option to shorten routes?

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Kim Kay
 
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Post » Fri Nov 27, 2015 3:47 pm

The games provide plenty of weapons to be used in your repairs. Maybe not for the Shishkebab but still enough for most weapons.

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Lakyn Ellery
 
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Post » Fri Nov 27, 2015 9:23 pm

This is actually a very good point and I stand corrected. However, like others stated, I still think the degregation happens too fast.

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TRIsha FEnnesse
 
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Post » Fri Nov 27, 2015 11:39 pm

While I DID think this way as I was completing quest after quest with the Knock-Knock and have repaired about twice now (That's 9000 CAPS!!! O.O )
And the game provides only like 3 Fire Axes, all of which are located in a single location (adding the issue of weight having to transport these bastards) and you'll have to rely on random legionares holding them.
BUT Oh yeah I forgot, I still have my Humble Cudgel, Nephi Driver and Oh! Baby...

It's all a matter of strategically shuffling through these weapons. (and in some cases Strategically spending my caps.)

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Svenja Hedrich
 
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Post » Fri Nov 27, 2015 7:52 pm

I think the mini-gun hot barrel is an actual mod that allows for bullets with an incendiary effect. I seem to recall the barrel's continuing to glow even when not being fired.

I think the system should be less about a "condition bar" and more about specific parts of the weapon wearing or breaking and needing replacement. You have to check the weapon on a workbench to see the wear (and recondition that part) and if a part breaks, that weapon is unusable until repaired on a workbench (i.e. tie the repair process into the crafting system). ALL weapons have some percentage chance to wear / break so you can't 100% depend on any weapon at all times (smart players will keep a backup weapon handy).

Just my opinion, of course.

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Alyesha Neufeld
 
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Post » Fri Nov 27, 2015 4:36 pm

Hahaha, could you imagine a combat knife overheating after more than 17 swings in a single fight?

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matt white
 
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Post » Fri Nov 27, 2015 6:11 pm

Weapon repair needs some major overhauls for me to be ok with it. I should not need to bring 3 extra assault rifles just to make it through a mission. I mean really... Put 100 bullets through it and the thing practically snaps in half.

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Spooky Angel
 
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Post » Fri Nov 27, 2015 2:42 pm

The need to use salvaged weapons used to be sell-or-repair, will now be sell-or-dismantle-for-parts. depending on loss rate for breaking down found weapons for parts/materials, that might be our gear sink there. that or cost to sell is reduced or some such.

I like the thought of overheating in high capacity rapid fire weapons too, but it might get tedious for small arms. I hope the mechanic works as it would in any action shooter, stop shooting when overheated.

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Kelly James
 
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Post » Fri Nov 27, 2015 10:04 pm

Pretty much how I feel. Most weapons should be found in crap condition, but once you get their condition up, the degradation should be very, very slow.

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Jay Baby
 
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Post » Sat Nov 28, 2015 5:09 am

It definetly is just a regular overheating(how do people come up with this stuff?)

You can see that the minigun looks normal and only starts to glow after a few seconds of firing. Normal overheating.

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Spooky Angel
 
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Post » Fri Nov 27, 2015 5:21 pm

Overheating will most likely just be for the minigun. It overheats pretty fast in real life so it makes sense that it does in game. I think they'll still have weapon condition but I'm not sure if you'll see the condition of the weapon on your Pip-Boy or there's a new UI for it.

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:)Colleenn
 
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Post » Sat Nov 28, 2015 1:09 am

I do agree weapons fell apart too quickly but I also feel it was and is a key part of the games economy. Hell I already end up with half a million bottle caps and that's with me having to spend money repairing my armour and weapons. If they don't take damage then it's going to be real easy to rack up the caps.

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maria Dwyer
 
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Post » Fri Nov 27, 2015 4:29 pm

Agree, also gives a purpose to all those useless weapons you pick up, if you've got more caps than you know what to do with. I kinda hope they redo the repair system a bit, and now you have to break down the guns for parts instead and weapons can only be repaired at the workbench instead of magically merging a weapon into another and BANG...repaired.

Well that's what I'd do anyway.

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Siobhan Thompson
 
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Post » Sat Nov 28, 2015 2:33 am

That'd solve carrying 2 or 3 versions around on long trips, although was useful to repair if you got close or at the weight limit.

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emma sweeney
 
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