Only like 10-15 different guns?

Post » Mon Dec 07, 2015 10:04 pm


Yeah, that's what I'm hoping for. If we can actually re-chamber, which it appears we can, yeah this might be a good thing. Now to see all the small arms base weapon types. I have seen models based off the Remington 700, M-14 and Thompson. That's a great start...if they actually are in the game.
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Miss Hayley
 
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Post » Tue Dec 08, 2015 12:17 am

and I think it's too soon to say anything about how the mods will work, till we see it on or around Nov. 10th. ;-)

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xemmybx
 
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Post » Tue Dec 08, 2015 4:03 am

They probably cut it down to reduce the number of obsolete weapons in the game. For example, once chinese assault rifles started showing up in fallout 3, there was no reason for the player to use them in combat. With the modding system, while later game weapons will still probably be better, there seems like each weapon will have a bit of a longer life span, if you felt so inclined to continue using early game weapons. Purely speculation of course.

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Ross
 
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Post » Mon Dec 07, 2015 5:53 pm

Ok...you lost me here. Are you implying that the Pipe Pistol has more than 35,000 combinations? or +700 or even +50? I'm not disputing there are lots of combinations, just that 10-15 is a huge exaggeration on the low side and 35,000 combinations is ridiculous to even type much less be considered a serious number.

My guess is that what was stated really mean that each base weapon (50 or so) has an average of 10 to 12 mod combinations and there are likely +700 possible weapons to use (including the unique ones). It seems obvious to me, the goal was not a "borderland like" system where 90% of he guns included non-optimum parts (so pristine guns were very, very rare) but they wanted a system where out of 700 guns, people would actually want to use half of them thru most of the game and all 700 would be viable weapons at some point in the game. I could be fully wrong and it remains to be seen if they have pulled off a truly useful weapon crafting system, but I like what I have seen so far.

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Alexis Estrada
 
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Post » Mon Dec 07, 2015 9:44 pm

How many different weapons do you really need? Close in, distance, crowd control, big boom. That is 4 and 99% of your combat situations are covered.

Now, of course I want more than 4 different weapons in the game, if nothing else for RP reasons and variety.

What I do hope is some of these mods are more than cosmetic and have some impact on the damage and dps of the weapon.

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Catherine Harte
 
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Post » Mon Dec 07, 2015 1:57 pm

Yes, I am implying that the Pipe Pistol has more than 35,000 combinations just by itself (that we already know about). You can see the math in http://www.gamesas.com/topic/1540416-only-like-10-15-different-guns/#entry24401234. The pipe pistol, by itself, has 41,472 different weapon mod combinations that we already know about (it could have more that we don't know about).

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Charity Hughes
 
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Post » Mon Dec 07, 2015 7:24 pm

What I've seen so far:

Guns Pistols: Pipe, 10mm, Magnum

Guns Rifles: Pipe, Bolt-action, Automatic, Double-barrel shotgun, anti-materiel rifle

Energy pistols: Laser, plasma, cryolator, flamer

Energy rifles: laser, plasma, cryolator, Laser Musket

Big: Minigun, Fat Man, Missile Launcher, Junk jet

That's 20 ranged weapons right there. That's pretty dang good.

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Alba Casas
 
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Post » Mon Dec 07, 2015 9:31 pm


And to be more specific, the bolt action rifle with scope appears to be modeled on a Remington 700. We've seen the clear silhouette signature of an M-14 modeled rifle in the Wanderer trailer; and something like an assault rifle/SMG that resembles a Thompson SMG. I'm speculating that since we have .45 auto ammo as was clearly seen in the crafting screens, hopefully we're going to get a 1911 as well. I'm good with these weapons. They'll cover the bases for me, although I could tick off another 5 RL modeled weapons that would fit into FO that I still want.
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T. tacks Rims
 
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