More damn weapon mods!

Post » Thu Sep 02, 2010 1:43 am

After getting annoyed that almost every dealer I find only has 1-2 weapon mods, I check out the fallout wiki and found that the most you can get for a weapon is two with some actaully getting no mods at all.

I thought suspressors, laser sights, scopes would be a fundamental mod for every gun (ok, maybe a suspressed minigun is OP) while each gun having there own mods which affect them in there own way such as a service rifle being fully automatic or a varmint rifle that fires .308 rounds

Just feels the weapons aint so flexible because I was hoping you would be able to mod weapons to the extent of them still being useful at high levels. But still, theres more time to add this stuff in but hope that this is one of the things they will add more of.

And melee weapon mods? If you can think of erm id like to hear erm
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Kanaoka
 
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Post » Wed Sep 01, 2010 11:36 pm

Not true, the varmint rifle I was using early on had a silencer, night scope and something else which I can't quite remember....maybe a magazine extension. Anyway the problem for me is finding the right mods, I kinda wish there were a more reliable supply of weapon mods
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abi
 
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Post » Wed Sep 01, 2010 1:07 pm

Energy Weapons has like 9 mods.. <_<
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Tammie Flint
 
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Post » Wed Sep 01, 2010 6:45 pm

Im finding it really hard to find these mods, i go all over looking for them and i can find 1-2 as well im considering stealing the gun runners factor thing :/ .

I thought suspressors, laser sights, scopes would be a fundamental mod for every gun (ok, maybe a suspressed minigun is OP) while each gun having there own mods which affect them in there own way such as a service rifle being fully automatic or a varmint rifle that fires .308 rounds


The videos i watched made it seem like you could edit weapon barrels and basically do what ever you would like to do. Maybe they will bring out a new location like a vault where you can buy EVERY weapon and all mods or even bring out some new mod/weapons :) or should i say i hope :) :P

Theres an idea for you :)
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Leah
 
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Post » Wed Sep 01, 2010 11:18 pm

Im finding it really hard to find these mods, i go all over looking for them and i can find 1-2 as well im considering stealing the gun runners factor thing :/ .



The videos i watched made it seem like you could edit weapon barrels and basically do what ever you would like to do. Maybe they will bring out a new location like a vault where you can buy EVERY weapon and all mods or even bring out some new mod/weapons :) or should i say i hope :) :P

Theres an idea for you :)


That would be cool for DLC actually, instead of just getting new weapons, we could get upgrades for our weapons, like making the Service rifle fire Full Auto :gun:
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Zualett
 
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Post » Wed Sep 01, 2010 5:55 pm

The vendors run on a random selection that goes twice.
For example, Chet in Good Springs has tier 1 weapon mods which consists of all the mods for the varmint rifle, 9mm and 357 revolver. On Sunday, the random selector runs and picks 2 of those mods to put into his inventory. With 3 mods for varmint, 2 for the 9mm and 2 for the 357. That is a total of 7 mods and it also has 2 reloading ammo supplies (primers and stuff) thrown in. That means 9 possible choices, and it runs twice meaning the odds that you'll get the two mods you want in a single week are (1/9)*(1/9) = 1 in 81. If you only want 1 specific mod the odds are 2 in 9 per week. Basically it isn't very likely that you'll find the mods you want at the standard generation rates. I modded a few of the vendors to run the random process more often increasing the odds of me getting what I want. It is still hit or miss but the odds are much more in my favor.

i may create a vendor later on to carry a lot of the item mods at a higher rate unless you can work out a discount. Will see in time.
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Beast Attire
 
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Post » Wed Sep 01, 2010 6:46 pm

That would be cool for DLC actually, instead of just getting new weapons, we could get upgrades for our weapons, like making the Service rifle fire Full Auto :gun:


Yeahh!! hopefully they'll read it and think lets do that :D
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Danii Brown
 
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Post » Wed Sep 01, 2010 4:59 pm

Yeahh!! hopefully they'll read it and think lets do that :D

SERVICE RIFLE AUTO!!1! That thing needs Extended Magazines as well.
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Danny Blight
 
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Post » Wed Sep 01, 2010 12:02 pm

Totally agree.

If I have to mod it for more chance, I rather just simply spawn it using console
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Yvonne Gruening
 
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Post » Wed Sep 01, 2010 11:44 am

yeah the one i had has broken now i cant find one :/
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Romy Welsch
 
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Post » Wed Sep 01, 2010 3:34 pm

Totally gutted when I found out the 9mm didn't have a suppressor. Why does it have a scope and not a suppressor? For a pistol with not much stopping power but high rate of fire it just doesn't make sense.

Never upgraded the Varmint Rifle with mods either, by the time I could actually afford them, I had moved on to a better weapon. :thumbsdown:
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Jerry Cox
 
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Post » Wed Sep 01, 2010 2:41 pm

The thing about ALL weapons having the same mods is that, largely, many would become Waaaay to good.

I mean think about it, if you could put a silencer on a Hunting Rifle or Sniper Rifle, you could almost always get one-hit head shots and nobody would even know where to look for you! If every weapon could get a laser sight, most weapons would have little to no spread: this would overpower the minigun, Light MG, and just about every other automatic weapon. And don't even get me started on Extended Capacity Grenade MG *shivers with fear*! So it makes sense for weapons like the Varmint rifle to have a night-time scope, a suppressor, and extended mags, but doing the same thing on every single weapon (in many cases) would OP them or it simply wouldn't make sense.
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leigh stewart
 
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Post » Thu Sep 02, 2010 1:14 am

Energy Weapons has like 9 mods.. <_<


Is that 9 mods to be shared between laser pistols, laser riffles, plasma riffles & plasma pistols? (I can't mod a plasma riffle with a mod for laser riffle etc). If the weopon classes above have 9 mods each then yeh this is looking up!

If it's 9 mods that can be used with only one of the four energy weopons mentioned above then your looking at just over 2 mods per energy weopon which isn't any better than normal guns :( ...... but they do look/sound better when I read the description of that EW mod!

Also keen to hear if anyone has modded a melee weopon?
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Dalton Greynolds
 
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Post » Wed Sep 01, 2010 9:41 pm

maybe they already making new mods for the guns :)
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Irmacuba
 
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Post » Wed Sep 01, 2010 8:11 pm

It's a shame there aren't more mods for energy weapons, particularly as ones like the laser rifle beam splitter aren't very useful (it lowers DAM too much) and the Gatling laser CF frame is bugged and doesn't work properly.

It's annoying that there don't seem to be any mods for laser or plasma pistols, the defender, the multiplas, the (useless) recharger weapons or the gauss gun, yet almost every regular gun seems to have some kind of extended clip/scope/ increased durabiility mod.

I'm not sure if the tri-beam laser rifle has any mods or not as I haven't really used it.

Hopefully some clever modders/artists will make some sweet looking and useful upgrades for energy weapons as it kinda svcks when your customization options are so limited.

I'd love to see something for the Gatling laser that reduced your firing rate (without reducing ammo consumption) but gave the Gat. laser +5 penetration against armor. This way it could fill the role of a heavy assault weapon better but it would become significantly weaker and ammo inefficient against the soft targets. Oh, and the laser should go green. That looks so frickin' cool.

The recharger pistol and rifle also need something done to them to make them halfway useful. Currently they're both far too feeble to be useful past the first few minutes of the game. I remember Obsidian making a fairly big deal of the Recharger weapons for energy users, but in their current form they seem good only for killing the odd bloatfly around Goodsprings. They also weigh a tonne and my companion, Veronica, refuses to use them, presumably because the ammo reads as 0/0 until it's equipped.

I love New Vegas, but there are some strange omissions.
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Natasha Callaghan
 
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Post » Wed Sep 01, 2010 11:53 am

Also keen to hear if anyone has modded a melee weopon?


None so far
according to Wikia
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapon_mods
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Nicola
 
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Post » Wed Sep 01, 2010 12:55 pm

The thing about ALL weapons having the same mods is that, largely, many would become Waaaay to good.

I mean think about it, if you could put a silencer on a Hunting Rifle or Sniper Rifle, you could almost always get one-hit head shots and nobody would even know where to look for you! If every weapon could get a laser sight, most weapons would have little to no spread: this would overpower the minigun, Light MG, and just about every other automatic weapon. And don't even get me started on Extended Capacity Grenade MG *shivers with fear*! So it makes sense for weapons like the Varmint rifle to have a night-time scope, a suppressor, and extended mags, but doing the same thing on every single weapon (in many cases) would OP them or it simply wouldn't make sense.


Ofcourse not every weapon should have every mod. I mentioned making the service rifle fire full auto due to the fact that it's a little underpowered, another thing that could be done is limiting the number of upgrades to 3.

Heres a senario, a DLC comes out that gives the Assault Carbine 3 more upgrades so there would be a total of 4 mods: A reddot sight (would be so awesome), a silencer and a precision barrel (less spread) and extented mags. I pick the precision barrel and the reddot sight, then I would have to make a choice, do i want a silencer or extented mags? that would prehapes keep weapons from being overpowered.

Another thing is even if some upgrades would make weapons overpowered... Well, it is a single player game, I could just choose not to use them :)
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Beth Belcher
 
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Post » Wed Sep 01, 2010 2:27 pm

Ofcourse not every weapon should have every mod. I mentioned making the service rifle fire full auto due to the fact that it's a little underpowered, another thing that could be done is limiting the number of upgrades to 3.

Heres a senario, a DLC comes out that gives the Assault Carbine 3 more upgrades so there would be a total of 4 mods: A reddot sight (would be so awesome), a silencer and a precision barrel (less spread) and extented mags. I pick the precision barrel and the reddot sight, then I would have to make a choice, do i want a silencer or extented mags? that would prehapes keep weapons from being overpowered.

Another thing is even if some upgrades would make weapons overpowered... Well, it is a single player game, I could just choose not to use them :)

I see your point, but Obsidian has a hard-on about not haveing God weapons/characters. There's always (computer) mods to look forward to :wink_smile:
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dean Cutler
 
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Post » Wed Sep 01, 2010 3:57 pm

Is that 9 mods to be shared between laser pistols, laser riffles, plasma riffles & plasma pistols? (I can't mod a plasma riffle with a mod for laser riffle etc). If the weopon classes above have 9 mods each then yeh this is looking up!

If it's 9 mods that can be used with only one of the four energy weopons mentioned above then your looking at just over 2 mods per energy weopon which isn't any better than normal guns :( ...... but they do look/sound better when I read the description of that EW mod!

Also keen to hear if anyone has modded a melee weopon?

RCW - 1
Laser Rifle - 3
Plasm Rifle - 1

Flamer - 1
Gatling Laser - 2
Plasma Caster - 1

And no, you can't use a laser rifle scope on a plasma rifle.
So none of the pistols get squat.
Multiplas doesn't get anything.
Gauss neither.
Not Tesla.
Not Tri-Beam.
Not Recharger.
And not incinerator.
And out of the six weapons that do get mods four of them only get 1 mod each.
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Ludivine Dupuy
 
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Post » Thu Sep 02, 2010 1:13 am

The thing about ALL weapons having the same mods is that, largely, many would become Waaaay to good.

I mean think about it, if you could put a silencer on a Hunting Rifle or Sniper Rifle, you could almost always get one-hit head shots and nobody would even know where to look for you! If every weapon could get a laser sight, most weapons would have little to no spread: this would overpower the minigun, Light MG, and just about every other automatic weapon. And don't even get me started on Extended Capacity Grenade MG *shivers with fear*! So it makes sense for weapons like the Varmint rifle to have a night-time scope, a suppressor, and extended mags, but doing the same thing on every single weapon (in many cases) would OP them or it simply wouldn't make sense.


You can get a silencer for the Sniper Rifle. I have it. And I do constantly get one hit head shots where nobody knows where I am and I love it!
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Soraya Davy
 
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Post » Thu Sep 02, 2010 1:05 am

I see your point, but Obsidian has a hard-on about not haveing God weapons/characters. There's always (computer) mods to look forward to :wink_smile:


Yeah... I'm on X360, mostly due to the fact that my is, well :brokencomputer: slow :P

I know Obs is trying to stop people from having god like characters (which is good IMO), but like I said, they can always limit the amounts of weapon mods, they could also just add new mods to the weapons that they felt would work. In the end, they are the devs, if they wanted the Fatman to have an upgrade that made it shoot cheese :rofl: they could make it work if it's made correctly :P
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Dale Johnson
 
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Post » Wed Sep 01, 2010 11:22 pm

The thing about ALL weapons having the same mods is that, largely, many would become Waaaay to good.

I mean think about it, if you could put a silencer on a Hunting Rifle or Sniper Rifle, you could almost always get one-hit head shots and nobody would even know where to look for you! If every weapon could get a laser sight, most weapons would have little to no spread: this would overpower the minigun, Light MG, and just about every other automatic weapon. And don't even get me started on Extended Capacity Grenade MG *shivers with fear*! So it makes sense for weapons like the Varmint rifle to have a night-time scope, a suppressor, and extended mags, but doing the same thing on every single weapon (in many cases) would OP them or it simply wouldn't make sense.

Sniper rifle does have a silencer. And you can get 1 hit stealth kills almost every time.
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Natalie J Webster
 
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Post » Wed Sep 01, 2010 7:31 pm

If they let you remove attached mods but gave you a mod-per-weapon limit of 2, that might be cool. That way you could hot swap the mods on your gun in a fight, giving your weapons more flexibility.
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Alyesha Neufeld
 
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Post » Wed Sep 01, 2010 9:22 pm

After getting annoyed that almost every dealer I find only has 1-2 weapon mods, I check out the fallout wiki and found that the most you can get for a weapon is two with some actaully getting no mods at all.

I thought suspressors, laser sights, scopes would be a fundamental mod for every gun (ok, maybe a suspressed minigun is OP) while each gun having there own mods which affect them in there own way such as a service rifle being fully automatic or a varmint rifle that fires .308 rounds

Just feels the weapons aint so flexible because I was hoping you would be able to mod weapons to the extent of them still being useful at high levels. But still, theres more time to add this stuff in but hope that this is one of the things they will add more of.

And melee weapon mods? If you can think of erm id like to hear erm


this works for getting guns ,not sure for weapon mods , havnt tried it yet , but if u wait for 24 hrs outside gun runners the robot should have new weapons and proberly new weapon mods
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Robyn Lena
 
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Post » Wed Sep 01, 2010 11:44 am

What they really needed is a tinkerer vendor somewhere strange that is unexpected that stocks all weapon mods, only needs to be one guy that sells nothing but weapon mods and isn't interested in buying your regular stuff. At least then once you found this guy you know what you can and can't modify. I agree though I expected more mods for more weapons then we have.
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roxanna matoorah
 
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