Recipes for DISASTER!

Post » Wed Sep 02, 2009 9:00 pm

I've been meaning to do this thread for a about a month now. The available recipes at the work bench are quite pathetic, especially when compared to those in FO3. But hey......DLC means we don't have to live with limited options. So, here are a few things that I thought up and also given some thought as to the "materials needed to build them.

1) Mortar-Tube (A weapon built at the work bench that allows the player to engage mid to long range targets using Mortar Munitions made at an Ammo Bench)

Required Materials: 1 Steamguage Assembly; 1 Pressure Cooker; 1 Sensor; 2 Pilot lights; 3 Lead pipes; 1 Leaf Blower
Assembly Requirements: Assembled at Work Bench; Repair Skill 50; + (Optional) Science Skill 50
Additional Requirements: Mortar Tube requires a "charge/recharge" at camp-fire using 1 Purified Water (no negative effect) or 1 Dirty Water (w/ x 1.25 CND decay)
Description: The Mortar-Tube assembly carries a "charge" (per use) capacity for 5 shots before needing a "recharge" using the above method at a campfire. The
Motor-tube is fired by equiping the mortar as any other weapon, but can only be deployed/fired when holding down the aiming button (left trigger for Xbox).
Holding down the aim button causes the player to deploy the mortar and begin scanning (preferably from Third Person Perspective) in the direction that
player was facing when he/she deployed the mortar. Once in deployment mode, the player will use the "right-thumb" stick to adjust left/right alignment and distance
for the intended area of effect. While in deployment mode, the character can not move, only rotate his/her viewing angle. Area of effect will be displayed by a
pulsating circle (reticle) that is overlayed on the terrain in question. Explosive skill will determine the size of the overlayed reticle and the effectiveness
of the explosion in general, with a larger reticle indicating a less precise shot. The player will only be able to utilize munitions crafted at the ammo bench which will be
discussed next. Changing munitions works the same way as does for any other weapon. There should be a noticable delay between firing and contact with ground/target
(3-5 seconds depending on range). Use of "Sneak Attack" Criticals should remain in effect or have a small multiplier. One pilot light will remain green when Mortar Tube has a charge in it.
Otherwise, a seperate light will glow red, indicating that the Mortar Tube does not have a charge in it.

2) Mortar Munitions (Munitions are assembled at the Ammo Bench. Payload availability depends on the player's Repair and Explosive skill levels)

Assembly Requirements: Assembled at Ammo Bench; 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, and a payload of the players choosing; Repair Skill (variable); Explosive Skill (variable)
Additional Requirements: Munitions will be treated as throwable explosive weapons in the absence of a Mortar-Tube. Mortar muntions will have weight equivelant to the weight of the the primary payload.
In the event that Mortar Munitions are thrown instead of fired, they will mirror the effects of the primary payload with the exception that they detonate on impact instead of
operating on a time-delayed fuse like frag grenades, instead, they will detonate on contact like 40mm grenades.
Description: Mortar Muntions come in various flavors for specific effects and each type has slightly different requirements for assembly and radically different skill requirements as well.

a) Concussion Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 2 Dynamite Sticks; Repair Skill = 25, Explosive Skill = 25; Effects = 0.75 DAM of Dynamite Stick / +50% chance to Knock Down enemy / +25% Chance to Stun Enemy
B) Frag Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Frag Grenade; Repair Skill = 35, Explosive Skill = 25; Effects = 100% DAM of Frag Grenade / +50% chance to Knock Down Enemy
c) Plasma Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Plasma Grenade; Repair Skill = 35, Explosive Skill = 25; Effects = 100% DAM of Plasma Grenade / -10% Area of effect / +25% chance to set enemy on fire
d) Flaming Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Turpentine, 1 Incendary Grenade; Repair Skill = 45, Explosive Skill = 25; Effects = 100% DAM of Incendary Grenade/ +25% AoE / +100% damage time duration (name is intentional)
e) EMP Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Sensor, 1 Pulse Grenade; Repair Skill = 45, Explosive Skill = 35; Effects = 100% DAM of Pulse Grenade / +50% AoE
f) Holy Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 2 Purified Water, 1 Dynamite Stick; Repair Skill = 45, Explosive Skill = 50; Effects = AoE equal to Frag x 2 / +75% Limb Damage / 75% reduced speed against Abominations only (Gouls, Deathclaws, etc)
g) Shrapnel Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 20 Caps, 10 Bobby Pins, 1 Dynamite; Repair Skill = 65, Explosive Skill = 50; Effects = AoE of Frag Grenade x 1.5 / +95% Limb Damage / +75% chance to stun / -50% DAM of Dynamite
h) Chem Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 3 Psyco, 1 Buffout, 1 Cazador Gland,1 Dynamite; Repair Skill = 75, Explosive Skill = 50; Effects = AoE of Frag x 2/ +95% chance to stun / + 15 health DAM/ps for 30 seconds / +25 Dam/ps while in cloud
i) M.O.A.M: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1, Sensor, 1 C4; Repair Skill = 75, Explosive Skill = 75; Effects = AoE of C4 x 1.25 / DAM of C4 x 1.50 / +100% chance to stun
j) Cluster Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Sensor, 5 Cherry Bombs, 2 Wonder Glues, 50 caps, 1 C4; Repair Skill = 90, Explosive Skill = 75; Effects = AoE of C4 x 3/ DAM of C4 x 1.15 / 95% Limb Damage/ 50% chance to Knock Down
k) EAT THIS!: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1, Nuka-Cola (variable), 1 Fission Battery; Repair Skill = 100, Explosive Skill = 100; Effects = Same as Mini Nuke (Nuka Quartz = x 1.25 DAM/ x 1.25 AoE) (Nuka Victory = x 1.50 DAM/ x 1.50 AoE)

I think that should about cover the mortar idea. Next on my list is the impaler!

3) The Impaler! (A weapon built at the work bench designed to engage close to mid range targets using lawnmower blades)

Assembly Requirements: Work Bench; 1 Steamguage Assemply, 1 Riot Shotgun, 1 Fission Battery, 2 Scrap Electonics, 1 Vacuum, 4 Wonder Glues, 1 Bone Saw; Gun Skill 50; Repair Skill 50
Additional Requirements: Blades may be infused with poisions that are already available at a camp fire, otherwise, blades maintain default damage attributes.
Descrpition: The Impaler is a weapon designed to accomplish two goals. Slow the enemy down and cause a slow loss of health. The Impaler fires lawnmower blades at targets.
A successful hit will result in a 50% reduction in speed and cause a +2 health DAM per second of enemy target unless enemy uses a stimpack or healing powder.
Multiple hits will not increase the reduction in speed, but, they will increase the rate of health lose per second......with each successful hit doubling the DAM per second.
Blades that are infused with poisions will have their poisions continually affect the target, regardless of stimpack/healing powder use, unless target uses Antivenom to netrualize
the poision. The Impaler is a semi-automatic weapon that utilizes the Riot Shotguns 12 round drum (modified for lawnmower blades) and serving as the base of the weapon.
Effecient use of the Impaler requires the player to have a Gun skill of 50 or more and Strength of 6 or more and it should weigh about 15 to 20 pounds unless modified with certain
perks.


Okay, that's all I got so far......feel free to add you own ideas or comment on mine. Also.....I'd like to see the return of Nuka Grenades......if possible......I love those things!
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Loane
 
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Post » Wed Sep 02, 2009 7:44 am

But isn't that just a grenade launcher? There you already have multiple gun and ammo types that give you a wide range.

And outside of a few things missing, like nuka-grenades, NV has a much larger list of things to craft. Hell, I didn't even care about crafting in FO3, it was mostly pointless to me.
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Miss Hayley
 
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Post » Wed Sep 02, 2009 9:31 pm

I wANtZ My DArT GuN PloX!

Seriously, I do. All those poisona, so few way to inflict them from afar.........

-Gunny out.
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Marine Arrègle
 
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Post » Wed Sep 02, 2009 8:10 pm

That is pretty much the grenade launcher (which I've gotta say feels good to use when implemented against super mutants at close range... my explosives skill isn't even all that good, I just feel bad ass.) still, a mortar with extreme range would be pretty cool if it were possible to implement.

In sticking with the thread however, let me think...

1) Mobile Dynamite (an explosive that can be set on the ground and runs a short journey before detonating.)

Required materials: Toy car, dynamite, duct tape. Additionally, a crafter can attach a fusion battery for added damage.

Assembly requirements: Repair 50 (Science 30 when including fusion battery)

Description: By removing the themed plastic parts of the toy car, leaving the crafter with only four wheels on an axis, the crafter is able to expertly tape down the dynamite to said base before letting go. The weapon will push on temporarily until exploding. The weapon may also bounce of sturdy surfaces, thus adding tactical elements to its deployment.



2) Bear Bomb (seemingly loving, childhood friend, turned implosive.)

Required materials: Teddy bear, any form of grenade, scrap electronics, sensor module.

Assembly requirements: Repair 30, Science 15.

Description: When set in any area, upon any surface, the Bear-Bomb becomes an irresistable hazard to any that may lay eyes upon his harmless form. When touched, sensors inside the bear's stuffing send a current through your chosen explosive causing the bear to erupt killing and maiming any in the vicinity. Unsuitable for children.
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Sasha Brown
 
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Post » Wed Sep 02, 2009 7:49 pm

That is pretty much the grenade launcher (which I've gotta say feels good to use when implemented against super mutants at close range... my explosives skill isn't even all that good, I just feel bad ass.) still, a mortar with extreme range would be pretty cool if it were possible to implement.

In sticking with the thread however, let me think...

1) Mobile Dynamite (an explosive that can be set on the ground and runs a short journey before detonating.)

Required materials: Toy car, dynamite, duct tape. Additionally, a crafter can attach a fusion battery for added damage.

Assembly requirements: Repair 50 (Science 30 when including fusion battery)

Description: By removing the themed plastic parts of the toy car, leaving the crafter with only four wheels on an axis, the crafter is able to expertly tape down the dynamite to said base before letting go. The weapon will push on temporarily until exploding. The weapon may also bounce of sturdy surfaces, thus adding tactical elements to its deployment.



2) Bear Bomb (seemingly loving, childhood friend, turned implosive.)

Required materials: Teddy bear, any form of grenade, scrap electronics, sensor module.

Assembly requirements: Repair 30, Science 15.

Description: When set in any area, upon any surface, the Bear-Bomb becomes an irresistable hazard to any that may lay eyes upon his harmless form. When touched, sensors inside the bear's stuffing send a current through your chosen explosive causing the bear to erupt killing and maiming any in the vicinity. Unsuitable for children.


For the sake of realism, I'd say C4 or a powder charge for the bear.
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Trista Jim
 
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Post » Wed Sep 02, 2009 11:38 am

For the sake of realism, I'd say C4 or a powder charge for the bear.

That'd make a lot of sense, I don't use either otherwise I may have included them. I tried to keep it as grounded as I could, especially for a Fallout game were realism is half an' half whilst also creating a list of ingredients, thus sensor mod and scrap electronics instead of manual detonators.
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Sun of Sammy
 
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Post » Wed Sep 02, 2009 11:45 am

Bow (and arrow)

Ingredients:

- Crutch (for the bow part)
- Surgical tubing (for the string part) or scrap electronics (a cable could be made from wires)

Requirements: 50 repair, 25 survival


Crossbow

Ingredients:

- Lawn mower blade (for the bow part)
- Surgical tubing (for the string part) or scrap electronics (a cable could be made from wires)
- Cowboy repeater maple stock (for the stock)*
- Hunting rifle custom action (for the string draw*
- Duct tape (to hold the thing together)

Requirements: 75 repair

*You could just use a hunting rifle instead of both items (weapons have never been used in recipes so I didn't know if that would work)
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Manuela Ribeiro Pereira
 
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Post » Wed Sep 02, 2009 11:19 am

I miss the rail spike gun from FA3. It wasn't the hardest hitting, or the fastest, but it always made me smile when I shot it and the train whistle sounded.
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Blessed DIVA
 
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Post » Wed Sep 02, 2009 9:48 am

Gatling Shotgun

1 Minigun
1 steamguage assmebly
6 hunting shotguns
6 duct tape
20 scrap metal

High capacity, automatic shotgun with heavy spread. Best used for room clearing, when you feel like rushing into combat like a lunatic, or for crowd dispersal.
Load it with bean-bag rounds and you can pacify any riot!
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Alba Casas
 
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Post » Wed Sep 02, 2009 3:02 pm

Gatling Shotgun

1 Minigun
1 steamguage assmebly
6 hunting shotguns
6 duct tape
20 scrap metal

High capacity, automatic shotgun with heavy spread. Best used for room clearing, when you feel like rushing into combat like a lunatic, or for crowd dispersal.
Load it with bean-bag rounds and you can pacify any riot!

:o ....I don't even know what to say to that....:o
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Rudy Paint fingers
 
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Post » Wed Sep 02, 2009 9:48 am

I wANtZ My DArT GuN PloX!

Seriously, I do. All those poisona, so few way to inflict them from afar.........

-Gunny out.


I hear ya dude! I also enjoyed the Dart gun
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T. tacks Rims
 
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Post » Wed Sep 02, 2009 6:37 pm



2) Bear Bomb (seemingly loving, childhood friend, turned implosive.)

Required materials: Teddy bear, any form of grenade, scrap electronics, sensor module.

Assembly requirements: Repair 30, Science 15.

Description: When set in any area, upon any surface, the Bear-Bomb becomes an irresistable hazard to any that may lay eyes upon his harmless form. When touched, sensors inside the bear's stuffing send a current through your chosen explosive causing the bear to erupt killing and maiming any in the vicinity. Unsuitable for children.


You, sir, are diabolical! :celebration:
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Lucky Girl
 
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Post » Wed Sep 02, 2009 7:36 am

A long range personal mortar lancher like it worked in far cry 2 could maybe work in this game?
and offcourse you will build it your self.
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Undisclosed Desires
 
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Post » Wed Sep 02, 2009 5:54 pm

[this topic=win
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sally coker
 
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Post » Wed Sep 02, 2009 3:42 pm

A trench knife, brass knuckle's + combat knife + wonderglue.
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x_JeNnY_x
 
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Post » Wed Sep 02, 2009 8:46 am

Bow (and arrow)

Ingredients:

- Crutch (for the bow part)
- Surgical tubing (for the string part) or scrap electronics (a cable could be made from wires)

Requirements: 50 repair, 25 survival


Crossbow

Ingredients:

- Lawn mower blade (for the bow part)
- Surgical tubing (for the string part) or scrap electronics (a cable could be made from wires)
- Cowboy repeater maple stock (for the stock)*
- Hunting rifle custom action (for the string draw*
- Duct tape (to hold the thing together)

Requirements: 75 repair

*You could just use a hunting rifle instead of both items (weapons have never been used in recipes so I didn't know if that would work)


why not use wonder glue instead of duct tape?
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roxxii lenaghan
 
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Post » Wed Sep 02, 2009 1:14 pm

Rock Mines



Tired of those pesky raiders disarming your landmines? Make your OWN mines! Just place these rocks on the ground and your foe will be none the wiser!



Purpose: Plant these small miniscule little mines on the ground, using a sort of tremor sensory, anyone walking near them (Tagged as hostile ingame to save the player from accidental detonation) will activate the explosives inside it, triggering one heck of an explosion.

Requirements:

1 Scrap Metal (To make the rock)
1 Paint Gun (To paint it a natural earth tone)
2 sticks of dynamite or landmine (Dynamite for it's explosive compunds)
1 Sensor Module (To make it vibration sensitive)
1 Scrap Electronics (to wire the device)

Skill check: 40 Science or a 50 Repair
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Rhysa Hughes
 
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Post » Wed Sep 02, 2009 8:18 pm

Weapon restoration kit.
make your weapons look as new.
will repair scratches and the duct tape of the weapons like the hunting rifle.

paint gun (for new coat of paint)
+
hammer (for repairing the body)
+
wrench (for repairing the body)
+
Abraxo cleaner (for cleaning it up)
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Nicole Mark
 
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Post » Wed Sep 02, 2009 12:45 pm

Weapon restoration kit.
make your weapons look as new.
will repair scratches and the duct tape of the weapons like the hunting rifle.

paint gun (for new coat of paint)
+
hammer (for repairing the body)
+
wrench (for repairing the body)
+
Abraxo cleaner (for cleaning it up)

I'd actually like that. One of the things I loved about Op:Anch was the 'New' skin of weapons, how they looked so clean and fresh.
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Chloe Mayo
 
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Post » Wed Sep 02, 2009 3:02 pm

I'd actually like that. One of the things I loved about Op:Anch was the 'New' skin of weapons, how they looked so clean and fresh.


I know what you mean, first i was gona say that it would be like the differences of the assault rifle in OA.
but some people didn't play it.
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Eileen Collinson
 
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Post » Wed Sep 02, 2009 10:02 am

railgun from F3 FTW!
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Isaiah Burdeau
 
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Post » Wed Sep 02, 2009 10:10 pm

Weapon restoration kit.
make your weapons look as new.
will repair scratches and the duct tape of the weapons like the hunting rifle.

paint gun (for new coat of paint)
+
hammer (for repairing the body)
+
wrench (for repairing the body)
+
Abraxo cleaner (for cleaning it up)


And it could give a small bonus like -10% degradation.
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Katie Samuel
 
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Post » Wed Sep 02, 2009 5:37 pm

the motor gun is by far one of the best weapon idea i've heard that should be in Fallout seeing how snipers are the only ranged weapon with devastating consequences, unfortunately bethseda never takes any ideas from fans, before the game came out several people (console users) asked for a weather system but they didn't hear our cry :sadvaultboy:
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Strawberry
 
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Post » Wed Sep 02, 2009 8:49 pm

DUAL MAGAZINES
Decreases reload time.
For all weapons that use magazines.

5 ductape by working bench makes one mod of dual magazines.
Just apply the mod like any other.
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Elizabeth Falvey
 
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Post » Wed Sep 02, 2009 2:37 pm

I want mah rail gun back! Honestly nothing is more satisfying than seeing youre opponents head stuck to the wall with a rail through his forehead
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Vicky Keeler
 
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