Energy Ammo Weight

Post » Mon Apr 19, 2010 8:40 pm

well 50 points of MFC ammo used by a PC now weighs in at 5 pounds....sooo bascialy nothing has changed since fallout 1


But what happens if weight is reduced? Would it break the game?
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Matthew Barrows
 
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Post » Mon Apr 19, 2010 6:35 pm

yes it would. it would create no difference between a guns based character and an EW based character. An EW based character much like an explosives based character is supposed to have higher strength because of the higher weight of the general ammo....excluding of course the big barrel guns such as .50 cal or govt rounds.....MFC weigh more because they are SUPPOSED to weigh more. It is a trade off....higher damage than base guns at the expense of caps weight and how common they are...This isnt a pop in and play shooter....yet....its still an RPG so character archtypes are still a bit necessary.....its just that simple friend.
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Alycia Leann grace
 
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Post » Mon Apr 19, 2010 11:35 pm

A non-obvious benefit to energy weapons: Ammo has high compatibility. Your gauss rifle, Q35 and multiplas all use the same stuff! So you have a sniper weapon, a mid-range all around weapon, and a shotgun that all draw from the same pool of ammunition, unlike if you had the Guns equivalent of each weapon where you need to carry ammo that can only feed ONE of them and is wasted inventory space if you don't end up using it.

I agree that energy weapon ammo is pretty heavy, but it does have other benefits.

Also consider that Energy Weapons has the only ranged weapons in the game which do not require ammunition, which can help you save some weight. Recharger pistol weighs 7 units, or, 70 rounds of MFC ammo. But it's good for hundreds (thousands?) of shots before needing to be repaired.
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Richus Dude
 
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Post » Tue Apr 20, 2010 12:48 am

A non-obvious benefit to energy weapons: Ammo has high compatibility. Your gauss rifle, Q35 and multiplas all use the same stuff! So you have a sniper weapon, a mid-range all around weapon, and a shotgun that all draw from the same pool of ammunition, unlike if you had the Guns equivalent of each weapon where you need to carry ammo that can only feed ONE of them and is wasted inventory space if you don't end up using it.

I agree that energy weapon ammo is pretty heavy, but it does have other benefits.

Also consider that Energy Weapons has the only ranged weapons in the game which do not require ammunition, which can help you save some weight. Recharger pistol weighs 7 units, or, 70 rounds of MFC ammo. But it's good for hundreds (thousands?) of shots before needing to be repaired.



That gives even more reason to reduce the energy weapons weight, since alot of weapons use that ammo, you need to carry THAT much more of it, and when that ammo, Microfusion Cells, weight 0.1lbs, it makes it that much harder. In 0.1lbs you can carry 1 5.56mm , 1 .357, AND 1 .308 round. I dont need to go into how many weapons use that type of ammo.

As for using recharger pistol, at very hard difficulty, the geckos outside goodsprings will eat you like a donut if you decide to use that pea-shooter on them. Im not complaining about how hard the difficulty is, i am managing it just fine and enjoying it, i just feel that EW ammo should have weighed a little less since i need to be carrying a heavy punch all the time and loads of it. I hate fast travelling to safe house every 10 mins. Kills the immersion.
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helen buchan
 
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Post » Mon Apr 19, 2010 7:36 pm

You shouldn't have to go to your safehouse every ten minutes. If you're that hard-up, role-play it. How does it break immersion to have to go to a nearby town to resupply, or to improvise if you can't find any more ammo nearby? It's supposed to be a post-apocalyptic experience. Frankly, I think the immersion is epic when I'm down to the last two mags in my current weapon, and out of ammo for my secondary (It's happened before). /Especially/ since I tend not to favour melee builds. My character ends up scavenging for a gun to use some of the ammo she's picked up, something she wouldn't commonly use. Or worse, one time I ended up fighting geckos with a machete because I hadn't made it to a nearby town to resupply before I ran out of ammo.

That was /fun/. How does that break immersion?
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Amy Cooper
 
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Post » Mon Apr 19, 2010 1:42 pm

As for using recharger pistol, at very hard difficulty, the geckos outside goodsprings will eat you like a donut if you decide to use that pea-shooter on them. Im not complaining about how hard the difficulty is, i am managing it just fine and enjoying it, i just feel that EW ammo should have weighed a little less since i need to be carrying a heavy punch all the time and loads of it. I hate fast travelling to safe house every 10 mins. Kills the immersion.


If you're playing Very Hard, the entire game breaks. It shouldn't be used as a supportive argument for anything except how ridiculous it is to try and make the game "more difficult" by turning every hostile monster and person into Wolverine.
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Sherry Speakman
 
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Post » Mon Apr 19, 2010 9:11 pm

You shouldn't have to go to your safehouse every ten minutes. If you're that hard-up, role-play it. How does it break immersion to have to go to a nearby town to resupply, or to improvise if you can't find any more ammo nearby? It's supposed to be a post-apocalyptic experience. Frankly, I think the immersion is epic when I'm down to the last two mags in my current weapon, and out of ammo for my secondary (It's happened before). /Especially/ since I tend not to favour melee builds. My character ends up scavenging for a gun to use some of the ammo she's picked up, something she wouldn't commonly use. Or worse, one time I ended up fighting geckos with a machete because I hadn't made it to a nearby town to resupply before I ran out of ammo.

That was /fun/. How does that break immersion?


I said i hate FAST TRAVELLING to safe house every ten minutes. I prefer walking.
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Ryan Lutz
 
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Post » Mon Apr 19, 2010 2:26 pm

Any PC that depens on Critical hits wouldn't have much of problem i suppose, but if you're planing to play a "run and gun" or a tank(with heavy weapons) you must have high str and take some perks like Pack Rat or Strong Back while giving up perks like finence, better critticals etc.

Many EW uses same type of ammo, if you're carrying Gatling Laser then take Tesla Cannon with you rather than YCS for example. Also always store some ammo on ED-E or Rex.
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Arrogant SId
 
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Post » Tue Apr 20, 2010 12:11 am

I carry around 8 different energy weapons, 6 of which run on mircofusion cells. I stock up around 500 Mircofusion cells and that keeps me going for a while. My normaly carry amount is around the 170 make before i start looting.

Enery weapons are good for ammo...there is lots of it, most of it works in each gun. SO i just carry 1 huge stack of ammo for the majority fo my guns rather then indivual types for each weapon. Thats the advantage.
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Justin Bywater
 
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Post » Mon Apr 19, 2010 10:50 pm

Any PC that depens on Critical hits wouldn't have much of problem i suppose, but if you're planing to play a "run and gun" or a tank(with heavy weapons) you must have high str and take some perks like Pack Rat or Strong Back while giving up perks like finence, better critticals etc.

Many EW uses same type of ammo, if you're carrying Gatling Laser then take Tesla Cannon with you rather than YCS for example. Also always store some ammo on ED-E or Rex.



I have a critical hits dependant characater (23% right now ). But i dont use any companions as they make being a stealth class impossible. I think MFCs' should weight at most as much as the 45 govt', Since not only several energy weapons use MFC's forcing you to carry alot of them, alot of them use multiple cells per shot, like Plasma rifle uses 2 per shot.
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Lucky Boy
 
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