Enemies still wielduse 2 hand weapons with crippled limbs?

Post » Tue Jan 12, 2016 12:56 am

I found what I think is a feature regression in Fallout 4 compared to Fallout 3 or FNV. In FO3/FNV if I shot up a Super Mutant's arm to where it was crippled it would switch/drop the two handed weapon (Super Sledge, Mini-Gun, Rocket Launcher, or other heavy weapon) and switch to a one handed one because it *could not longer hold/use the weapon*.. In FO3/FNV if your arm is crippled you could not fire the weapon.



I have observed multiple times with Fallout 4 version 1.0 and 1.2 that crippling an arm of any enemy there is no change in animation, no limping of the arm, and they continue to fight, shoot, and hit as well with a crippled limb as they do without it. Heck, even Death Claws and Baseball bat enemies keep swinging with no visible change in animation or apparent penalty. What gives?!



This is a real immersion breaker for me as it used to be a smart tactical decision, if you were in FNV and came up on a dangerous NPC, shoot out it's arms to prevent it using that heavy weapon. And it was a visual sign that your enemy was seriously weakened. Is this a bug in Fallout 4 that has yet to be fixed? Or is this yet another 'Streamlined Feature' by design?



I really am missing FO3/FNV's ability to deny an enemy from using a Rocket Launcher or other 2 handed weapon against me.



If this is a bug then I await it's being addressed. If this isn't then I can only hope the modding community can address this feature regression once the GECK comes out.



Kind Regards,


-K

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Prue
 
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Post » Tue Jan 12, 2016 12:39 am

Does crippling arms ever do anything (except for supermutant suiciders)?



I've crippled the legs of deathclaws, only to see them running just as fast as before.

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Jonathan Egan
 
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Post » Tue Jan 12, 2016 3:44 am

That has been my observation as well Havokk. That is why I am wondering this is more likely a bug since the crippling limbs (arms or legs) appears to make no observable difference when you watch them or engage them in combat. Does Bethesda have a bug submission list/tracker I could search on? I'll rummage around but if someone has a link to it that would be greatly appreciated.

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m Gardner
 
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Post » Tue Jan 12, 2016 3:18 am



Ya sure you crippled it? I manage to cripple them and either slow them down or stop them (depending if I crippled one or both legs)


As for arms, I notice (in my mind) a decrease in ranged accuracy if a mob has one or both arms crippled.
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naana
 
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Post » Tue Jan 12, 2016 3:56 pm

Yes, I have confirmed that I have crippled them (0 health) on a DeathClaw's leg as an example. What we are discussing is not just are they slower but why don't the animations reflect this state like it does in Fallout New Vegas as an example. I remember clearing out the Quarry for the NCR and remember vividly the draaagg/thump, draaaag/thump sound and animation of a DeathClaw with one leg shot out. Or watching a Super Mutant scream about their arm, drop the mini-gun, and switch to a one handed weapon because they could not hold a Heavy Weapon any longer. Or why does a Death Claw crippled Left or Right arm still look healthy/move healthy when previous versions had a crippled animation..



The question is why has the feature regressed where we no longer have visual and auditory feedback that was there in Fallout 3, Fallout New Vegas, but not Fallout 4.



It's a great feature and really makes it obvious that you are having an effect on the creature you are in combat with.



-K

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FirDaus LOVe farhana
 
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Post » Tue Jan 12, 2016 12:46 am

I seem to recall that if the player character's hands are cripples, they only suffer to the aiming. No lost hands and can still use weapons. Why'd the enemies be different?

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Rex Help
 
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Post » Tue Jan 12, 2016 8:30 am

@Koinonos



Another really jarring thing having gone from playing a heavily modded NV straight into FO4 is:



In NV you could target an enemy's weapon in VATS and shoot it out of their hand (though the chance to hit would be lower, similar to aiming for their head/arm). This was not just a matter of "breaking" the weapon, even weapons that weren't yet broken could be shot out of their hands.



And even if you weren't using VATS, you could still shoot the weapon out of their hands, especially as a result of high fire-rate weapon like the Assault Carbine.



I pray modders can re-introduce this behaviour once the GECK comes out :/



EDIT: I'm aware of the Pistols perk, but that's not the same thing. It's a tactical thing to shoot the weapon. Having a random chance to "disarm" regardless of where you shoot the enemy is not that realistic.

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Megan Stabler
 
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Post » Tue Jan 12, 2016 2:42 pm


Someone dropping their gun in pain after they get shot in the leg isn't realistic? It's a bullet, not a bee sting.

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luis ortiz
 
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Post » Tue Jan 12, 2016 10:32 am


Here is the FO4 Support Centre link for bug reports... http://help.bethesda.net/app/fallout_feedback



You won't get replies but providing you fill in a proper bug report it should get to the correct people.

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George PUluse
 
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