Number of weapons?

Post » Tue Dec 01, 2015 7:38 pm

How come there is not many weapons in this game....3 and vegas had tons of weapons...why the downgrade?

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Rachie Stout
 
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Post » Tue Dec 01, 2015 4:02 pm

over 50... BASE weapons. You take a laser pistol, and turn it into a laser rifle, laser machinegun, laser scattergun, and a laser sniper rifle. What appears to be a small number of weapons, is actually just the beginning.

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Jacob Phillips
 
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Post » Wed Dec 02, 2015 6:18 am

Like OldtimeKiller said, there's plenty of weapons and MANY modifications. This means a huge amount of different weapons, more than previous games combined.

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Ashley Campos
 
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Post » Wed Dec 02, 2015 12:04 am

The crafting system makes for a huge upgrade imo. Not sure if 50 base weapons is more or less than previous games, but it sounds like plenty to me. We also have DLC to look forward to, since every new weapon in DLC will be a new weapon branch, not just a new weapon.

Personally, I'm hoping for lots of low-tech makeshift weapons at some point, but that's just my aesthetic preference.

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Jonathan Windmon
 
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Post » Wed Dec 02, 2015 4:31 am

I forgot about dlc weapons packs, Bethesda will probably make, so all in all...there will be plenty?

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krystal sowten
 
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Post » Wed Dec 02, 2015 3:10 am

What makes me curious is what exactly is classified as a base weapon and modded weapon. In 3 and NV, the Laser Pistol and Laser Rifle are both base weapons. In Fallout 4, you can take a base Laser Pistol and transform it into a regular Laser Rifle. So I wonder if Laser Rifles will be considered base or modded weapons.

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Heather Dawson
 
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Post » Tue Dec 01, 2015 8:51 pm

Also, one thing to remember is that some of the weapons in 3 and NV were basically non-unique variants of the same basic designs. In New Vegas, you have the Laser Rifle which has the other variants such as the Tri-Beam and to an extent, the Laser RCW. Then there is the Plasma Rifle which is in the same family as the Multiplas Rifle. It seems as if these variant weapons which were once base weapons will now be classified as modded weapons. Which means that 50 base weapons is actually a significant amount of weapons when you consider the many different modifications that can be applied to turn them into much different weapons.

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Nicholas
 
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Post » Tue Dec 01, 2015 3:40 pm

When I attempted to count them on the wiki, it seems to be about the same as previous games.

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Alberto Aguilera
 
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Post » Wed Dec 02, 2015 1:44 am

I found a thread on this topic that covers your question -

1.) Fallout 3 - total of 53 normal weapons and 40 unique variants. (which are basically reskins with different stats.DLC not included)

2.) Fallout New Vegas - a total of 106 normal weapons and 41 unique variants. (this is without Gun Runner's Arsenal or any of the DLC)

Credit goes to - Y84qzwn6e4ra9DXBQ2a from Reddit

So it comes down to what exactly is considered a base weapon and how many different variants that can be considered unique that we will be able to create or find. Considering that there are over 700 modifications, I do not think we should have any worries about the amount or variety of weapons in Fallout 4, there should be plenty of options to satisfy even the most jaded and picky among us.

* Then we have the DLC and Mods to look forward to.

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Amy Melissa
 
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Post » Wed Dec 02, 2015 6:59 am

My only grievance with the totality of weapons, is that there's seemingly no 'unique weapons'. :sadvaultboy:

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Jennifer May
 
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Post » Tue Dec 01, 2015 8:43 pm

The unique weapons in new vegas were undermined by the mods that were available. We don't know whether there are unique weapons or not in Fallout 4, as we've only seen 5-6 base weapons as it stands.... but with the ability to mod every weapon, and rename them.... they'd have to be something really special.

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vanuza
 
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Post » Tue Dec 01, 2015 9:51 pm

It would be better to argue 50 ammo types each having their own base weapon. (well not including melee and unarmed taking away a few.)

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Sammykins
 
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Post » Tue Dec 01, 2015 11:54 pm

I'm hoping that we still have unique weapons ala New Vegas as well. They would have to offer some really cool properties considering how many different kinds of weapons we can create via modification.

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Hayley Bristow
 
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Post » Tue Dec 01, 2015 9:42 pm

Not happy about the reduction in the number of weapon models. Trying to increase numbers of weapons through weapon mods is not all that interesting. Adding mechanics that allow me to build an auto 45 or auto shotgun, or an anitmateriel rifle would be interesting.

No discussion of ammunition type, or even the ability to reload ammo. They have been dead silent about this....hopefully to surprise us and opposed to deferring disappointment. But still a significant worry for me.

Obsidian did it right in New Vegas, and even added in a huge weapon and ammunition DLC...which granted could have been done better, but still was very welcome. Handloader was a kick ass perk, especially for hardcoe and higher difficulties.

I personally don't like junk weapons. I think we're getting past that in FO. Gunrunners gave us a precedent that there is an active weapon building industry, actually building guns from old world schematics. Modding garbage weapons is uninteresting as it stands now.

I saw the gameplay video with the sniper (hunting) rifle which appears to be modeled on a Rem 700. I thought great; finally. Then I saw that as the PC handled it right handed, the chambering was actually for a left handed shooter. This is a gimmick in video gaming to always show the sixy side of the weapon you're carrying. It looks stupid if you're actually paying attention. Wait until we see the ridiculous reload animation. This is completely a lack of attention to detail to the type of audience normally drawn to FO. Totally immersion breaking. Obsidian mercifully didn't do any of this nonsense in NV. Bethesda appears to have fallen for it. I'm going to go try and find the video so everyone can see what I mean.

I'm concerned. FO4 should be a gun nut's dream after FONV. No amount of weapon mod crafting will make up for a lack of thought given to what has preceded us in the series. If we don't even have properly chambered weapons or autos, shotguns or revolvers that look like real world model types, it will be a step backwards.

Thank the gaming gods that modders will fill the gaps if Bethesda drops the ball with weapon numbers and types. Weapon mods as presented don't excite me...at all; being able to scavenge slides, springs, mags, pins, and other parts to build my own 1911 would. Still hoping for the best, but I am concerned.

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Rhiannon Jones
 
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Post » Wed Dec 02, 2015 6:33 am

u have unique weapons, u can see one on the trailer, that is the Laser Rifle with manual reload or something like that i cant remember the name, Todd said it was a unique weapon.

plus im not super concern, i tent to play weapon depending on my game style, and since i love playing with Sniper rifles or Plasma rifle normally i will get both and never replace it.

I normally love unique weapons on game, but make me hate it after a while since u cant modified it, and with the new craft system that looking freaking cool i dont want to end with a weapon that i cant change.

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Farrah Lee
 
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Post » Tue Dec 01, 2015 6:52 pm

Hopefully you'll still be able to find modded weapons and armor in the world as well though. It would kind of be a bummer if you made a character that didn't have the correct abilities to create anything.. especially since they made such a huge amount of things you can do based on perks and skills. Some parts of crafting in single player games never make much sense. I could easily build a scientist with no weapon perks/skills.. this gives me a character that can create a huge amount of weapons that he then can't use.... Or i can build a guy who is excellent with all types of weapons with no real way to create the ones that'd he'd want to use.

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Ana
 
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Post » Wed Dec 02, 2015 6:55 am

Yeah, I am hoping for modded weapons in game as well rather than just standard base weapons since it will make the makeshift weapons seem much more realistic. For example, if every raider with a piprifle has the same exact setup, it will seem a bit more like a standard issue piperifle from PipeRifles & Co. and less like something that was made from scratch in the wasteland.

Same goes for baseball bats, etc. I'm hoping raiders will have different types of baseball bats and not just cedar with nails sticking out. From the demo it looks like they have a lot of variety in bat material which makes me hopefully :)

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Verity Hurding
 
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Post » Wed Dec 02, 2015 3:51 am

I'm not even sure we can put it like that; the Pipe Rifle in demo-guy's inventory when they were showing off the Pipboy took .45 ammo, but the Pipe Rifle they showed off during crafting took .38 ammo. Given the homemade nature of the Pipe Rifle, I bet you can modify it to take multiple different kinds of ammo.

I think the kind of modifications we can make depends entirely on the weapon; like, maybe we won't be able to turn a 10mm Pistol into a 10mm Rifle, but maybe we can turn it into a 10mm SMG. So it's more dependent on what mod slots are available per weapon; they don't offer pistol grips on the Assault Rifle, for instance. Changing between Rifle and Pistol makes more sense for Energy Weapons since you're literally only changing the way it's held. Does this mean we can craft a Gauss Pistol? I wish they had explored the "Capacitor" mod slot on the Laser/Plasma weapons in the demo; seems like that and the barrel are the most important aspects of how an energy weapon works.

And who knows about unique weapons? The only completely unique weapons in Fallout 3 were the Repellent Stick, Lincoln's Repeater, and the Mesmetron (DLCs notwithstanding); any other unique weapons were variants on existing weapons, and I'll gladly trade those in for the ability to create my own variants on the guns and name them as I see fit.

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lucile davignon
 
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Post » Wed Dec 02, 2015 4:58 am

While it looks like there won't be any more unique weapons, there is the chance of unique weapon mods.

As far as the laser musket goes, it could be using makeshift parts like the pipe rifle instead of the manufactured laser rifles shown in the E3 Weapon Customization video. So the hand crank is just a capacitor for the makeshift laser weapons. We could have a laser sniper rifle, laser rifle, or laser musket using the hand crank that looks like they were cobbled together in someone's garage rather than looking like it came from the store. We already have assault rifles and pipe rifles in the weapon customization system so it makes sense to have makeshift energy weapons that looks like the laser musket.

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Hannah Whitlock
 
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Post » Wed Dec 02, 2015 4:32 am


I been musing lately that the left side bolt design might be so there is a "universal" reload animation for the rifle that work whether its a rifle, or a bolt action "pistol" ( as its not impossible that, just like we can put rifle stocks on pistols, we be able to put pistol grips on rifles)
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dean Cutler
 
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Post » Tue Dec 01, 2015 4:11 pm



Definitely agree, the 45 auto, antibacterial rifle, and the assault carbine were are go to weapons for my FONV build and I hope to see them in Fallout 4. As for different ammo types this was a great feature that I hope returns in FO4, so far all I've seen is you can change the weapons effect via certain parts so far I saw cryo, incendiary, and electric ( seen on the junkjet) for energy weapons and shredding ( seen on a minigun).
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Wanda Maximoff
 
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Post » Tue Dec 01, 2015 5:16 pm


How many... Germs did you kill with the antibacterial rifle :)?
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Neko Jenny
 
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Post » Tue Dec 01, 2015 10:40 pm

I bet we're going to get radioactive storms full of bacteria as big as your fingers.

Run.

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Ash
 
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Post » Wed Dec 02, 2015 2:57 am

We did not know about unique weapons before the launch of FO3 either.

Not sure how mods will affect unique weapons, a hope that they can be modified, at least for the recolor only it would be simple.

For very special stuff it would need its own mods.

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Devin Sluis
 
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Post » Wed Dec 02, 2015 2:33 am

I don't see why there couldn't/ wouldn't be any more unique weapons. I certainly haven't seen anything confirming that one way or another.
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Micah Judaeah
 
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