Are weapons going to rubber band to?

Post » Mon Dec 07, 2015 12:42 pm

So Todd told us some areas are going to be too hard to fight through at the very beginning with this new rubber band system. So my question is, are some weapons going to be locked until we get to a certain level? I mean we shouldn't be able to pick up a legendary gun and be able to kill anybody we want, but it seems kinda tame if the guns damage level up with the character. What are your thoughts?

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Soku Nyorah
 
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Post » Mon Dec 07, 2015 7:41 pm

I'm not sure too many legendary guns will really be laying around in the beginning area of the game. Such things are usually hidden, guarded, or locked up well, or a part of a quest you cant necessarily access early on.

With the amount of weapon mods we will be able to use, guns can basically be scaled up and grow with us. Some of this is likely perk locked, and/or mods are made from components that are really hard to come by.
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Harinder Ghag
 
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Post » Mon Dec 07, 2015 11:17 pm

My guess is that it level scaling will be done just like Skyrim - so 99% of enemies will always spawn with the same types of weaponry (and armor), certain NPCs will have gear that scales to level, and loot will be scaled to the location rather than the character.

For accessibility to better weapons, I don't know, but it won't be like new weapons that never existed before have suddenly appeared everywhere; but higher ranks of the crafting perks will definitely have level requirements, so it won't be possible to build the best gun at level 1. I'm almost positive you'll be able to visit an extremely deadly location at a low level and get some sweet loot there... if you dare.

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Bird
 
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Post » Mon Dec 07, 2015 3:44 pm

In new Vegas they handled weapons well... They were always protected by fearsome creatures or hidden in some vault. I hope they take those cues and do something similar for legendary weapons. They need to randomize some enemy weapons as well. It would be dumb if every raider wore the same armor and used the same style of guns.
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oliver klosoff
 
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Post » Mon Dec 07, 2015 2:55 pm

I hope they've kept it like Fallout 3 and NV, you find a cool unique weapon in some secret place and it remains useful rather than getting 'out-levelled' by the world like in Oblivion.

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Ilona Neumann
 
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Post » Mon Dec 07, 2015 3:08 pm

Some perks will improve different classes of weapons so that can help keep the lower level weapons more useful.

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Alister Scott
 
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Post » Mon Dec 07, 2015 11:32 am

It doesn't seem like weapons will have "levels" per say. More like ranks based on the types of modifications on them. I predict you can either find powerful weapons or craft them. In terms of unique weapons, I imagine those will be more powerful than the regular weapons and may be hidden near dangerous areas.

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sharon
 
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Post » Mon Dec 07, 2015 8:24 pm

You also have to remember that perks affect weapon damage too by a percent amount. Based on what we know so far there is percent increase in single fire, automatic fire and pistols.

Also as for unique weapons, and it know its a bit of a strech here but, I would like to see unique have a unique appearance, stats, and mods available. Fully modular and different looking unique weapons might be a tall order but I feel it would enhance the game as a whole.

The reason I feel this should be implemented is that a unique weapon could easly be outscaled by a player modded weapon or could be all together better but lack feature that the player might want (auto fire, sights, handles, ect). just my thoughts

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naana
 
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Post » Mon Dec 07, 2015 11:35 pm

Its not confirmed that there's going to be unique weapons the same way 3/NV did it. Personally I think that there will be a higher tier of weapon mods that we might unlock to enhance our weapons rather than searching across the land for a unique. We're effectively going to be creating our own uniques this way, since I can see something like Ol' Painless which has bolt-cycling time and damage over the stock hunting rifle being replicated pretty easily with a special bolt mod and a longer barrel.

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Dewayne Quattlebaum
 
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Post » Mon Dec 07, 2015 11:02 pm

I can see unique weapons containing unique pieces/mods. This is more or less a shift from unique weapons to unique mods, now.

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Amysaurusrex
 
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