Dissatisfied with Guns

Post » Mon Apr 06, 2009 12:46 am

Good to see you back, brother. I think we might have actually gotten Josh to admit that the cowboy guns need a ROF decrease and a spread increase. I'm working now on just how much. Not that we'll ever see it in a patch. Changing the game that much would piss too many poeple off.

-Gunny out.


Good to be back. I actually haven't used the cowboy guns that much, in fact my head scratchers concerned everything but the cowboy guns. When I've used them though, they've been good to me, perhaps too good, but the man does love his lever actions.... I supposed I should consider springing for a gaming computer if I ever want to be really satisfied with the guns and how they work.
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Louise
 
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Post » Mon Apr 06, 2009 8:41 am

Apparently JE really love Old West weapon and think modern bullets are sub-par.......I mean .357 is by all means superior to 5.56mm? .45-70 destroy .308 (assume it is actually 7.62mm NATO as a sniper/battle rifle round instead of .308 ACP)?

Most of the initial "up-tuning" of lever-actions during F:NV's development was the result of complaints from players who didn't feel that the weapons were powerful enough given that they have looping reload animations, not from a desire to have them be "just awesome".

.357 Magnum was developed not long before 5.56x45mm NATO. It certainly isn't a cowboy-era round. .44 Magnum was developed in the 1950s by Elmer Keith. Both of the magnum rounds are incredibly devastating to soft tissue. Their cross-sectional density and low velocity gives them poor penetration through hard materials (e.g. body armor) and a comparatively rapid drop. As for .45-70 Gov't, modern loadings of that round in a modern rifle will drop grizzlies and polar bears. Giving inherent DT bypass to rounds that also had HP variants was confusing to some people, but that could have been a way to give 5.56mm and .308 a different advantage over the bigger bullet rounds. It is not a coincidence that there are no AP variants for any of the pistol rounds (though you can get some DT bypass in hand loads). I do think the lever-action rifles in F:NV could have their RoF reduced, AP increased, and min spread increased, but for the range at which they are useful, the min spread probably shouldn't be increased tremendously. I've seen someone suggest 10x the spread. That's really extreme and would probably result in lever-actions becoming less-than-useful in most circumstances. Putting the spread in the 0.5 to 0.9 range makes them significantly less accurate at long range, leaving teeny tiny headshots only for guns like the Sniper Rifle/Gobi/AMR.

The Service Rifle and Assault Carbine are two other weapons that have some practical balance problems. I also think they aren't tremendously difficult to adjust.
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Chloe Mayo
 
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Post » Sun Apr 05, 2009 6:57 pm

Too late, i already have an arsenal full http://www.newvegasnexus.com/downloads/file.php?id=39883 :hehe:

But i've never had any trouble with any guns. They all work for their intended roles :shrug: (In game logic sense atleast, I know nothing about real guns or shooting them.)
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Emerald Dreams
 
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Post » Mon Apr 06, 2009 4:52 am

Too late, i already have an arsenal full http://www.newvegasnexus.com/downloads/file.php?id=39883 :hehe:

But i've never had any trouble with any guns. They all work for their intended roles :shrug: (In game logic sense atleast, I know nothing about real guns or shooting them.)



Thanks for the links

Downloading :hubbahubba:
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meghan lock
 
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Post » Mon Apr 06, 2009 8:47 am

The Service Rifle and Assault Carbine are two other weapons that have some practical balance problems. I also think they aren't tremendously difficult to adjust.


Well, if I may propose some changes, maybe in the form of new DLC weapons:

Add a unique variant of the Assault Carbine (or just something automatic with similar characteristics) with a silencer mod and reduced spread.

Add a unique variant of the Service Rifle with a 925 rpm three round burst from the get go, or a mod for it. Maybe even a silencer mod for that too.

That wouldn't fix the problems with the regular Assault Carbines and Service Rifles, but it would at least fill the roles that those guns should fill.
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Courtney Foren
 
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Post » Mon Apr 06, 2009 1:58 am

Thanks for the links

Downloading :hubbahubba:


Zealotlee does some of the best guns in the modding community, you will be pleased ;) Especially the Dragunov is magnificient :drool:
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Roddy
 
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Post » Mon Apr 06, 2009 4:46 am

Zealotlee does some of the best guns in the modding community, you will be pleased ;) Especially the Dragunov is magnificient :drool:


Ooooh, an SVD and the AS VAL family? How I wish I could download it....
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Channing
 
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Post » Sun Apr 05, 2009 7:49 pm

I would just like a decent assault rifle. There are none in the game, but I can see why.

I play Stalker mostly and a good assault rifle is all I need. A nice SGI SG-550 or perhaps even a G36 or perhaps an FN 2000 would be wonderful. All possible in the time frames in the game. Much more likely to find some benighted AR 15 clone though, hi ho. Even an M16 would be nice.

An accurately modded one of any of these guns would pose problems though. With weapons that routinely produce kills at 400 meters your in game snipers become useless. All other weapons would be weak and useless too. I can carry a lot of 5.56 AP and put it into eyeballs. With an under barrel grenade launcher the weapon becomes ridiculously powerful in nearly all situations. With these weapons able to use up 600 - 800 rounds a min a 30 round mag is instant death for anything really. Back to back, all modern mags are grooved for this, you have an under 3 sec mag switch.

Yes all the guns in Fallout NV are seriously nerfed.
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Maeva
 
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Post » Sun Apr 05, 2009 7:27 pm

I took out a whole family of Death Claws with the Trail Carbine and a scope mod. It was Epic!!!! I do however wish I had the Anti Material rifle for dealing with them, but it also made it more fun to blast them with that lever action Trail Carbine rifle which I feel is a good addition to the game. I do however see the point about an auto or at least a 3 shot burst mod for the 9mm pistol, that would make a better weapon to use. Had some good points...
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Inol Wakhid
 
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Post » Sun Apr 05, 2009 10:55 pm

The main gripe with the Sniper Rifle (the one that prompted the recent change at least) was that there was little reason to use the more advanced weaponry in the game once you got the Sniper Rifle. The Sniper Rifle outshined the Anti-Materiel Rifle, which was totally absurd in both the realism and gaming arenas. By this I mean that realistically the Anti-Materiel Rifle should be far more powerful than the standard Sniper Rifle considering what the Anti-Materiel Rifle is designed to do; primarily it's role in combat is to disable equipment like vehicles and machinery at long to extreme distances, though you can also use such weapons against personnel as well. Also, in any game, the order that you have weapons made available to you is one where the more powerful weapons show up in the game as you yourself become more powerful. By that logic, the Anti-Materiel Rifle should still be more powerful.

The Sniper Rifle needed to be toned down especially regarding the Critical Multiplier value (it had x5 Crit Multiplier whereas the AMR had x1). I'm not entirely sure why the developers chose to bring down the damage so much however, but one possible fix would be to make it so scoped weapons have a damage bonus when fired at a target's head (enough at least to ensure that it would kill a human or ghoul target in one shot if a headshot was achieved).

Just throwing that out there.


Nerfing the sniper rifle to force us to use the AMR is lame.....I can play Fable if I want a world where the dev gets so emotionally invested in features if he sees players not use them he removes the alternatives so the player is forced to do it his way. I don't use the AMR because I don't like it....and I don't want to haul around a 35lb boat anchor that is total overkill against all creatures but one....and then it's only moderate overkill. Oh, and you aren't shooting at the ranges that make a .50BMG rifle shine either....because the game cannot render at those ranges.
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Andres Lechuga
 
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Post » Mon Apr 06, 2009 9:56 am

Too many AR-15's in the game.

I simply cannot believe that no Kalishnikov weapons have made an appearance. Only Commie piece of equipment in New Vegas were those Chinese Stealth Suits.
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laila hassan
 
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Post » Mon Apr 06, 2009 7:06 am

Too many AR-15's in the game.

I simply cannot believe that no Kalishnikov weapons have made an appearance. Only Commie piece of equipment in New Vegas were those Chinese Stealth Suits.


Those guns are rare in West Coast
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willow
 
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Post » Mon Apr 06, 2009 10:45 am

Those guns are rare in West Coast

Care to explain the absence of the R91 Assault Rifle?
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Cedric Pearson
 
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Post » Sun Apr 05, 2009 11:31 pm

Too many AR-15's in the game.

I simply cannot believe that no Kalishnikov weapons have made an appearance. Only Commie piece of equipment in New Vegas were those Chinese Stealth Suits.


Yeah, like I said, I can understand that the Gun Runners need to have parts in common with most of their guns, but a little variety goes a long way....
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Louise Andrew
 
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Post » Mon Apr 06, 2009 10:24 am

Nerfing the sniper rifle to force us to use the AMR is lame.....I can play Fable if I want a world where the dev gets so emotionally invested in features if he sees players not use them he removes the alternatives so the player is forced to do it his way. I don't use the AMR because I don't like it....and I don't want to haul around a 35lb boat anchor that is total overkill against all creatures but one....and then it's only moderate overkill. Oh, and you aren't shooting at the ranges that make a .50BMG rifle shine either....because the game cannot render at those ranges.

It's not lame. The AMR is supposed to be the top tier and outshine the Sniper Rifle. That's how it was designed. If you prefer the sniper you can use it and I agree it's drop in damage is a bit too much, but it's crit multiplier and rate of fire is what made the gun a better choice than the AMR in every situation.
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Anna Krzyzanowska
 
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Post » Mon Apr 06, 2009 5:21 am

An HMG using .50 rounds should have been a weapon :P

It costs 10,000 caps to fire this weapon for 12 seconds.
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Kayleigh Williams
 
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Post » Mon Apr 06, 2009 4:42 am

An HMG using .50 rounds should have been a weapon :P


I doubt even a soldier in Power Armor could handle that with anything resembling accuracy :D

Then again, there's no problem with Grenade MG :shrug:
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Shianne Donato
 
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Post » Mon Apr 06, 2009 3:45 am

It's not lame. The AMR is supposed to be the top tier and outshine the Sniper Rifle. That's how it was designed. If you prefer the sniper you can use it and I agree it's drop in damage is a bit too much, but it's crit multiplier and rate of fire is what made the gun a better choice than the AMR in every situation.


I'd be fine with just a cut to the crit modifier and reduction in the ROF.....if I had my way I'd be wandering around with a scoped single shot .45-70 rifle....the damage cut makes it a marginal weapon. .50BMG is overkill...while I would have liked it in FO3 for Overlords, Albino Radscorpions and Reavers there isn't anything big enough, or ranges long enough, to make it necessary in NV.
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rheanna bruining
 
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Post » Mon Apr 06, 2009 6:10 am

I feel like I have to defend the Service Rifle here. No: it is not the most damaging weapon available. But is it is "good"? I believe it is.

- It shoots the incredibly common 5.56mm round, with the option to shoot hollowpoints or armor piercing depending on target type, and ultra cheap surplus ammo for general plinking.
- Its extremely high durability, combined with the lost cost of repairing it, means you will have to try extra extra hard to ever wear the thing out.
- Due to high durability, one of the only weapons for which Surplus ammo actually makes sense. You will never have a problem keeping this weapon fed.
- Not a sniper weapon, but it's accurate enough to engage targets at medium distances and score head shots further away than "jam the muzzle against their forehead" like some weapons.
- If you learn to feather the trigger at the right speed, the rate of fire is decent. Combine that with a large magazine and very rapid reloads, and it becomes a very satisfactory weapon for prolonged engagements.

Basically to me the service rifle is the cheap rugged warhorse that will engage and defeat most enemies with little fuss. Granted: it is not as good as an SMG up close, or as accurate as a hunting rifle far away, but it exists between those two weapons. It shines when engaging a lot of weak enemies (geckos, ants, molerats etc), and loses relevance as target size increases.
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Beth Belcher
 
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Post » Mon Apr 06, 2009 7:14 am

To be honest, my problem with the Service rifle come from it's high kickback when you center aim.
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Calum Campbell
 
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Post » Mon Apr 06, 2009 10:37 am

Basically to me the service rifle is the cheap rugged warhorse that will engage and defeat most enemies with little fuss. Granted: it is not as good as an SMG up close, or as accurate as a hunting rifle far away, but it exists between those two weapons. It shines when engaging a lot of weak enemies (geckos, ants, molerats etc), and loses relevance as target size increases.


I agree. It has it's place, and i commonly use it before getting my hands on Marksman/Assault Carbine (depending on character).
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Holli Dillon
 
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Post » Mon Apr 06, 2009 11:38 am

I feel like I have to defend the Service Rifle here. No: it is not the most damaging weapon available. But is it is "good"? I believe it is.

- It shoots the incredibly common 5.56mm round, with the option to shoot hollowpoints or armor piercing depending on target type, and ultra cheap surplus ammo for general plinking.
- Its extremely high durability, combined with the lost cost of repairing it, means you will have to try extra extra hard to ever wear the thing out.
- Due to high durability, one of the only weapons for which Surplus ammo actually makes sense. You will never have a problem keeping this weapon fed.
- Not a sniper weapon, but it's accurate enough to engage targets at medium distances and score head shots further away than "jam the muzzle against their forehead" like some weapons.
- If you learn to feather the trigger at the right speed, the rate of fire is decent. Combine that with a large magazine and very rapid reloads, and it becomes a very satisfactory weapon for prolonged engagements.

Basically to me the service rifle is the cheap rugged warhorse that will engage and defeat most enemies with little fuss. Granted: it is not as good as an SMG up close, or as accurate as a hunting rifle far away, but it exists between those two weapons. It shines when engaging a lot of weak enemies (geckos, ants, molerats etc), and loses relevance as target size increases.


So it's just extremely average, and to be honest I agree, it doesn't have any strong points, except for that it doesn't have any weak points either. It doesn't have any weaknesses except for the fat that it doesn't have any strengths either.

Still, I never used is, because I think it's not accurate enough, nor does it have a ROF high enough to use the gun as my personal weapon. That said, it shines when used by squads, exactly the way the NCR works. That still means the Service Rifle has a function, namely, to give the NCR the appearance of a professional army, without overpowering their troopers.

Still, I think the model used should have been the M1, as with the current model I just get the feeling that this game was sponsored by ArmaLite, your choice in post-apocalyptic weaponry.
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Joe Alvarado
 
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