Remove legendary drops, give legendary enemies unique ammos.

Post » Fri Jan 22, 2016 3:34 am


lol i play on very-hard surivival mode (or hard-core mode on NV) and ammo become OP, hell u as a character become OP not even close to The strip.



Is unblance bc ammo on Fallout isnt a special item, is a common as finding food or water. That why adding 3 types of ammo for weapons is just redundant since u will gravitate to use the strong one (that isnt hard to get)

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Melissa De Thomasis
 
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Post » Fri Jan 22, 2016 12:07 am

I will say that you have some nice ideas. But like others here I agree that what you are looking for is Straight Outta Fallout 5. or 6. For this reason, i try not to complain about too much in the game, appreciating it for what it is and complimenting that, while looking forward to some improvements in the next installments.



I wont get too caught up on the ammo thing. Is it a good idea, yes. With the current rate of Legendary occurrences though, not so much. I like the idea of the challenge of putting your explosive shotgun on the back-burner for two hours while you hunt for ammo; it would make other weapons more useful and add a great sense of "when and where to use this ammo" situations, kind of like the early Resident Evil's. But it would also make for a different game experience, and sometimes i just want to shoot fools in the face without having to run out of my best ammo mid fight.



The Legendary Mod's drop tho. That is gold. That way when i get an Irradiated Pipe Pistol that i will never use, I can instead swap that Irradiated Barrel Mod onto a different, better weapon. Good idea, but now im starting to worry if this would make the game OP lol.

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Everardo Montano
 
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Post » Fri Jan 22, 2016 2:31 am


Then why not just play NV instead?

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Jessica Thomson
 
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Post » Fri Jan 22, 2016 3:15 am

Reasons to not play NV, beat it several times over, have finished every quest in every way, have killed everything that can be killed, the inviroment is bland.




Also ammo types where a really cool concept and made things more fun, while yes ammo could be rare, it could still be craftible, the legendaries would be the only generated enemies that have the ammo's a few named might have them as well, but the player could always craft them, its not like we do not already carry around nearly 300 LB of junk just to craft stuff anyway.

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Sam Parker
 
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Post » Fri Jan 22, 2016 1:03 am


Oh, i still do, i still do.



But why always try to stop persons to support suggestions to another game that make sense? Nobody is forced to support my arguments or execute any changes i suggest, i am simply supporting the idea of the topic author as the current system is totally nonsensical in a single player post-nuclear game.



It would have made more sense to give legendary enemies the ability to drop special weapons parts or even weapon part plans that can′t be crafted with your basic skill, but making it possible to drop magical weapons? Oh come on, make a world of Oz addon if you want that. Ah crap i forgot, Todd already implented Oz into F4.

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StunnaLiike FiiFii
 
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Post » Fri Jan 22, 2016 7:50 am

You are just full of helpful responses, aren't you?



I like the Legendary drop system, though it could use some refinement and the enemies need to be more dangerous and have special abilities instead of just mutating back to full health. Can be tuned with patches, and i hope it is.

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sam
 
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Post » Fri Jan 22, 2016 12:38 am

That is also a good idea. Was that stated in the OP? i think so. but yes having Legendary enemies with special abilities (even if were randomly picked from a pool for each individual enemy) is a cool idea. And having them drop specific mods that cannot be crafted is a splendid idea as well.

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Ebony Lawson
 
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Post » Fri Jan 22, 2016 11:02 am

They should just allow us to craft our own ammo including ammo like explosive shoutgun rounds. If mods come to PS4 it's the first thing I get.

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stevie trent
 
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Post » Thu Jan 21, 2016 9:17 pm




If my copy still worked I would. Also why is you two always defending Bethesda? Even something simple like different ammo types you guys are like "[censored] that [censored]! This isn't NV [censored]! "

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Steve Fallon
 
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Post » Fri Jan 22, 2016 9:31 am

It is weird indeed. Personally i wouldn't use the ammo crafting system, because i hardly ever use guns. That doesn't mean it shouldn't be in the game, and it would add alot to the scavenging aspect they are going for in Fallout 4, seems like a missed oppurtunity.

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Chloe Botham
 
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Post » Fri Jan 22, 2016 1:26 am


I personaly don′t think that it was a missed opportunity, more a design decision if this is really necessary. And as the weapons in F4 already provide things like explosion or piercing it simply does not make sense to add ammo that can have that abilities, too.



For the basic ammo types there is so many available and cheap to buy that it also only would make sense for the hardcoe rpg players. But when you take a look at the current state of the game it does not even try to attract to this group of gamers. It′s for all, and this is why so much is not implented.

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FITTAS
 
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Post » Fri Jan 22, 2016 12:21 am

Horrible Idea.


Go back to the Destiny forums, kid ;)


But seriously, I like legendary weapons/armor!
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Lil'.KiiDD
 
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Post » Fri Jan 22, 2016 2:37 am

uh you do realize legendary weapons are basicly like legendary drops from games like that, only do to the way fallout 4 is set up they make zero sense and well are mostly crap. It has gotten to the point that many players just ingore or avoid the weapons as you can't even scrap them for parts. (unless they have a good value for sell)

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Bellismydesi
 
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Post » Fri Jan 22, 2016 1:04 pm

What about charcters who are loners? I have one with settlement with just him and it has everything he needs but I'm annoyed I have to travel to diamond city just for ammo when I could make it. Also I personal don't bother much with legendary weapons. I would much rather craft special ammo instead of farming for explosive or freezing guns.



Speaking of things that annoy me why can't laser weapons can't use cryo cells.

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Lou
 
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Post » Fri Jan 22, 2016 1:48 am

Legendaries are the weakest part of the game in my opinion, both the weapons and the enemies. It feels ripped straight out of Borderlands. Fallout is Fallout, it didn't need a tacked on legendary system.


It isn't meant to be super realistic, but it's not meant to be goofy levels of unrealistic either. So why's that bloatfly carrying around a legendary shotgun? It's an insect ffs!


It doesn't have hands, or pockets... That's [censored] goofy! Love everything else about Fallout 4. But legendaries can go die in a fire.

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jeremey wisor
 
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Post » Fri Jan 22, 2016 9:36 am

MORE CONCEPTS FOR WEAPON PARTS AND LEGENDARY VARIENDS (will add to Origin post)




ENEMY CONCEPTS




bloatflies


right now a legendary one of them feels well like a second shotgun shell wasted so bellow is some concepts for working legendary enemies




bloatfly brooder


info: a bloatfly with a large extended back side can be black or glowing depending on level, the brooder fires out larva like a machine gun generally firing in 4 to 5 larva bursts not only that it gives a special debuff called infested which causes the target to take radiation damage over time do to the larva in them, thankfully the larva die after 30 seconds in a most hosts though if the host dies in that time 2-4 smaller bloat flies will burst from their corps.



infested stat: +10 rads per second, -2 health per second lasts 30 seconds. (dangerous but only has a 5% chance to happen against the player, 50% against allies, and 80% against other NPC's including settlers)



special drops


bloatfly larva: this is a special item as the larva is a live, and will eat food in inventory (so watch out) but if you pickpocket it into an enemy it ill give them the infested status, you can also make special serynger ammo, or even put them in a corps which causes 1-3 none hostile bloat flies to burst from it (cleaning up the body in the process)




bloated fly abdomen: if the back end is not destroyed in combat this will drop intstead of the larva, the abdomen can be used to craft a special grenade that upon detonation flings larva all over the place infesting anything in range as well as doing heavy radiation damage.




toxic bloat fly


info: this legendary bloat fly is something to avoid, as it is a bloatfly near the end of its life span, out of larva to fire at victems it instead will fly upto a target and detonate its self showering them in goop that will temporarily blind the target, not only that but this blast can do anywhere between 1 and 80 radiation damage.



unique drops


unstable flesh: this unique drop is dropped in stacks of 3, and can be used to make explosives, the explosive created from this is called the bloodbomb (requires this, 2 irradiated blood, and some paper) the blood bomb is unqiue in when thrown it will blind all targets even thoughs in power armor for a moment and will leave a cloud that will damage anything that is not immune to radiation. (aka radiation damage 5 per second, cloud lasts 10 seconds)





RADROACH


god this one is near impossible, do to the fact radroaches are weak, even a legendary glowing one takes one pistol whip to kill... two if you miss. so here are my ideas.




Spiked rad roach


spiked rad roaches, will deal damage to anything that melees them not only that but their exoskeleton is reinforced in such a way that they can shrug off most melee attack taking only 1 or 2 points of damage, best way to deal with them is a 10mm pistol or a flamer, generally a flamer as they always come in groups of 3 or more and are smaller then the standard radroach



drops


cushioned exoskeleton: this unique mod can be applied to leather armor making it reflect 10% melee damage per armor peace applied, meaning a full armor (arms, legs, body,) can reflect 50% melee damage from the user effective allowing the user to tank melee damage like nothing. (only a 10% chance of droping out side of the main one, aka you see 3 you will get one of this and have a 10% chance of the other 2 having it)




volatile radroach


this strange radroach mutation causes them to explode if they bite down on anything, most of these do not live long as they can not eat, that being said they will charge any enemy and explode with the force of a molotov, so be warned if you see a glowing radroach back up and blast it.



drops


volatile roach carcase: 5 LB, the good thing about them if they don't explode you cna pick up their bodies and use them as a molotov, while this main sound weak keep in mind it is just a radroach, though they do sell for more then a molotov.




roachqueen


info: this large radroach is about the size of a large dog (1 f00t tall, 6 feet long, 2 feet wide) and it has the strenght to show it, the roachqueens will lay eggs and rarely spawn living radroaches either of standard or volatile types, they also have a heavy amount of health compared to the others, and if you see a glowing one, you are about to fight a roach version of the low level bears (Can't spell and not going to butcher it).



drops


roach eggs: drops in batches of 5 is used to craft a special distraction mine called roach mine, when triggered this mine will spawn 5 hostile to all roaches slowing down the target, the unique thing about it, this mine when triggered doesn't alert other enemies to the player they just think the roaches came out of the wall and in fact it may put the player back hidden if they where looking for the player.



volatile roach egg: same as roach eggs difference is it spawns the legendary varient volatile rad roach which will act is a MIRV mine, really good for taking out raiders or burning down a super mutant.





SUPER MUTANT LEGENDARY VARIENTS


this was the easiest one to come up with ideas for a the super mutants are crazy and some things you would not be surprised to see them doing. ALL ideas here are designed to be deadly as these guys will drop weapon mods seen in the first post.




super mutant grenadier


info: a super mutant with the 40mm mod on a double barrel shotgun, these guys are a big threat in the fact they will be firing a grenade at you every 3 or 4 seconds atleast until they run out of ammo. Though they generally spawn with 12 to 15 rounds so they can dish out a lot of damage before dying. these guys also have a unique armor, a bandoleer containing 10 40mm grenades, do not hit them in the chest as doing so will detonate it killing and removing all ammo from their body.



drops


40mm weapon mod (legendary shotgun mod see first post)


40mm ammo 0-15


grenadier chest plate: can be scrapped for 10 40mm grenades and some cloth




super mutant master missile armed


info: a super mutant master who likes their explosives a little to much, these bad boys hold two, four round missile launcher (may be modded with targeting computer) and fire them one handed over the sholder, be warned they cna put 8 rockets on point rather quickly and unlike others do not use the ammo they have.



drops


missile launcher mods on main idea (Can be using them so if unlucky may run into one with two puckle launchers and targeting computers)


missiles: 10-25 (doesn't use and spawns with that much)





super mutant power armored


info: the ultimate threat, while many super mutants see power armor as usless metal these ones have ripped it apart and sort of welded it back together while they where inside, yeah not smart, but these guys have a working t-60 welded to their body including core and reactive armor, the big threat here is the fact the power armored mutant generally can not hold a weapon so they will use unarmed, at it is like getting hit with a hydrolic fist 3 times over.



drops


fusion cores 1-5


mangled power armor frame (collect 3 and you can craft a custom frame with one of 3 mods, ballistic frame, explosive frame, stealth frame each gives a bonus to said stat)




super mutant suppressor


info: a supper mutant armed with two automatic large mag assault rifle (you know the LMGs), while they will drop one when they need to reload and can not use grenades these guys can dish out a lot of pain, they are also a huge threat as they are always paired with a suicider or two who will run towards the target they are suppressing.



unique drops


assault rifle legendary mods




well that is all for enemy ideas, I feel that they are not my strength in this topic.


--------------------------------------------------------------------------




5.56 assualt rifle mods


heated barrel(Barrel mod): puts holes in that water cooled barrel and actualy heats it up, this has a 25% chance of lighting hit targets on fire.


the belt(mag mod): adds a side load belt that ups the ammo to 200 rounds.


SAW (barrel mod): removes the water cooled barrel replacing with a m60 like barrel including tripod, reduces recoil while aiming and crouching by 90%


chainsaw hold (sight mod/stock mod) disables sighting in, but makes it so standard fire is more accurate. hold like minigun.




ALL GUN MODS


the long eye(sight): a variable scope that will zoom in on targets from 2x to 15x, when at full zoom +10% accuracy in vats for firing at target killing target fils crit and AP instantly.


corner cannon (stock/ grip[10mm pistol, .44 mag]): when sighed behind cover do not pop out of cover instead gun is aimed out by its self allowing you to fire from safty (basicly a corner shot weapon system)


tactical combo (sight): adds a tactial block onto the weapon, this inludes a flashlight, laser sight, and glowing sight. accuracy increased, accuracy in vats increased, adds light mod to weapon.




.44 magnum


.45 receiver: use .45 ammo, much more common ammo and slightly more damage just lowers the ammo from 6 to 5.


.50 BMG receiver: removes barrel mod slot replaces ammo with .50 cal, lowers ammo to 3 but increases damage to around 75.


.44 riflemans stock(grip): gives the .44 a rifle stock and wooden hand hold similar to the hunting rifle, increases range by a lot, and lower recoil.


the barrel (Barrel): gives the .44 magnum a 12 inch long barrel, though cartoony this barrel increases accuracy and lowers recoil. (if combined with the riflemans stock makes the revolver basicly a sniper pistol counting wiht pistol stats and perks)




hunting rifle


note: no real way to mod this right as how they messed up with the weapon in the first place.


sniper body(stock/receiver/mag): replaces the stock receiver, and mag with a .50 cal sniper system 10 round mag, turning it from a light hunting rifle to a anti material .50 cal, even with out perks this can fire through cover, this mod unlocks a new tier of mods for the sniper, which includes the following (small quick mag[5 round fast reload], large mag [15 round, same reload], large quick mag [15 round fast reload], heavy .50 receiver [more damage], advanced .50 receiver[superior damage], marksman stock, recoil compinstated stock )


40mm receiver (stock/receiver/mag):like the one above replaces most the weapon this time is not further modible and has a 3 round 40mm load shooting explosives at long range, this will likely take anything out in one hit.





FLAMER


blue fire(tank): swaps ammo to cryo cells, basically turning the weapon into a cryolator. also doubles the range. (Reloading propellant shows placing 1-3 cryocells in instead of normal reload)


plasma burner(tank/propellant): removes propellant mods (you get them back) replaces ammo with fusion cores, weapon now fires a plasma like flame, though retains the 47 range,uses 5 ammo per 1% of core, can be improved. note can gooifty enemies


heavy incinerator (tank/barrel): turns the weapon from a flamer to a heavy incinerator, with black paint job included, with this the range is upped to 183 and the barrel is replaced with a recoiling barrel. still accepts propellant mods. adds a sight mod option call incinerator sight which is a fancy computer that shows a ring where you will hit when sighted in.(mod requires science two)

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LittleMiss
 
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Post » Fri Jan 22, 2016 1:17 am

The only weapon that I think should have different kinds of "rounds" is the broadsider. Before the game came out Bethesda was going to let you get nuke cannonball and other variants of it. Any way they took it out but that's about the only weapon that I think would of been unique for the rounds.
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Rob Smith
 
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Post » Thu Jan 21, 2016 11:05 pm

you do realize that comment is invalid by the fact the junk jet and cryolator exist right.

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Tamara Primo
 
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Post » Fri Jan 22, 2016 12:35 pm


Higher enemiies as well as higher difficulties just mean bullet sponge. Means it takes longer to off them, but not actually more of a challenge. Just boom, boom, reload and repeat.



Btw, terrible idea to remove legendary drops.

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Julie Ann
 
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Post » Thu Jan 21, 2016 11:39 pm

did you read teh hole idea, this isn't really an idea to remove them just change them to things that make more sense, that being special weapon mods and ammo mods. (ammo mods could be crafted)



basicly change them to something that fits the lore.

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Averielle Garcia
 
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Post » Fri Jan 22, 2016 7:00 am

I do agree with OP. I have found alot of legendary items, but only few I use because they do not add anything that is better than other items I have. There are some items added bonus to s.p.e.c.i.a.l and damage output, but most items, I stash away. It's better to add legendary ammo to weapons we already have and some legendary armor/clothes. An insect carry a legendary missile launcher... I want to carry a missile launcher with legendary missiles. Much better. Weapons that do more dmg at night and less at day, not good. Selfmade ammo, clothes and armor good idea, you just need have some good skills/perks.


Cheers,


-Klevs

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Elena Alina
 
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Post » Fri Jan 22, 2016 5:45 am


As I said, terrible idea. From my perspective,

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Ludivine Dupuy
 
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Post » Fri Jan 22, 2016 6:15 am

I don't mind legendary weapons and armor. I just want to be able to craft ammo without farming for a legendary weapon that does it or having to worrying so much about buying ammo as a low charisma character

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Jarrett Willis
 
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Post » Fri Jan 22, 2016 9:44 am



Another thread where he posts the same thing
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Rachel Eloise Getoutofmyface
 
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Post » Fri Jan 22, 2016 7:47 am

will never understand why people reply with stuff like that, even if they disagree seems more like troll baiting then anything.

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Sxc-Mary
 
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