Remove legendary drops, give legendary enemies unique ammos.

Post » Fri Jan 22, 2016 11:14 am

legendary weapon are a total flop, they feel way to skyrim and out of place, though I get where the idea was coming from why not give the enemies something unique well weapons with uncommon traits is skyrim, in fallout it would be better if they used things like different ammo types or had special mods for their weapons /armor.




suggested replacement for legendary drops




AMMO DROPS


note: the ammo used be legendary enemies would not be unique to them, they could rarely be seen in loot area or used by BoS or minutemen depending on level.



ammo types


10mm-.50


explosive rounds (most common): adds small blast range and explosive damage


irradiated rounds: 50% of damage is radiation damage.


plasma tip: (rarest) upon firing rounds project a plasma bolt has less range but does a lot more damage. (-10% range)


incendiary: (common for raiders) has a 10% chance to light targets on fire


duplex: fires two projectiles but lower range



ammo types shotgun


bird shot: fires out 50 pellets, has a lower range and lower damage per pellet but over all higher damage.


dragons breath: instead of firing pellets fires an intense flamer burst that does heavy damage and has an 80% chance to light targets on fire.


explosive shot: fires a single slug that explodes on impact


harpoon shot: double barrel only, fires a harpoon bolt which can be used underwater is considered stealth making no fire sound.



plasma/laser ammo


over charged: allows firing of 2 shots before ammo counter goes down one. (even fusion cores can have this one basicly doubles ammo)


heated: causes beam from gun to be much brighter does 10% more damage


low wave: hides the beam and no firing sound but -50% damage from the weapon, great for stealth players.




UNIQUE WEAPON MODS


examples



combat rifle


.45 cryo barrel: a barrel with 2 cryo cells taped to it and wired so that round ejected gain a cryo damage modifier (nulled by incendiary rounds)


.45 gripped barrel: +50% hip fire accuracy with short stock.


.45 drum mag: 100 round mag



10mm pistol


forward automatic receiver: replaces back mag with a fallout 3 10mm smg stile receiver increases accuracy. (has every version of receiver, turns the pistol into a proper smg)


tesla suppressor: a suppressor with several batteries on it, rounds have a chance to "stun" enemies on impact, making stealth a lot easier



combat knife


irradiated blade: adds radiation damage


the nail blade: several nails are welded to the blade, adds bleed damage.




double barrel shotgun


explosive barrel: removes the double barrel replaces with a large 40mm barrel that can be loaded with its own unique ammo 40mm grenades. (would go with grenade launcher ideas)


masterkey choke: allows the user to fire at doors with a 20% chance to force the lock opening the door. (that is for a low level lock, a master lock door would have a 5% chance per shot)


quad barrel short: adds 2 barrels to the shotgun




laser weapons (Standard not institute)


green wave barrel (all types): projectile fired is green and does radiation damage.


institute converter: lowers damage on laser weapons but doubles fire rate is a receiver mod.


that barrel: a high automatic barrel that gives a fire rate similar to that of a gattling laser, lowers damage and makes it so each shot actually fires 8 shots.



institute laser weapons


low profile body: halves the size and the weight of the weapon


synth optic scope: if have a synth helmet displays a target redical showing if the weapon will hit the target and all near by targets in the weapons can hit range.



missile launcher


4 banger: a 4 round mod that changes the hole look of the rocket launcher is basically a body mod, causes the missile launcher to shoot all 4 rounds at once. (Really powerful with the tracking computer) (see m202 flash for looks)


puckle load: 8 round, well round mag that rotates on fire, slower to reload though.




fatman


poor mans frager: replaces the nuke with 6 hand grenades, uses any none molotov grenade as ammo, lower max range.


hydrolic ram: turns the fat man into a melee weapon this ram can bust open doors, (has a 50% chance to unlock novice doors, has a 100% chance to knock down anything smaller then a deathclaw, just not a deathclaw.)





ARMOR MODS


this would be the meat of the drops, as players are more likely to find these, note going more general here then specific ones for specific armor types. note all mods awill be found attached to an armor unless creature is not something that uses armor)



disco plate: reflects laser fire adds a well disco look to the armor appied to, 10% chance to blind attackers (joke part)


oxygen tanks: adds two O2 tanks to the back of the user, quadruples underwater safe time.


ballistic weave: yes the railroad reward is found on under armor and is rarer then hell. (only first 2 levels)


mag belt: 50% faster reload when using combat rifles, combat shotguns, or 10mm pistols


stealth boy mod: two stealthboys are attached to armor, player uses fusion cells when sneaking (1 cell per 10 seconds)


heavy stealth boy mod: 4 stealth boys are attached to the armor as well as a fusion core tube of sorts (use one core can stay cloaked for 2 hours RL)





the items concept-ed here are just the tip of the iceberg with what can be done with legendary enemies, the concept is good just implemented poorly, not only does the loot need overhauled but the legends them selves need some work to.




concept for the units, first give each one an ability from a pool of options not just mutations (Cause the mutations svck).





some examples



RAIDER ABILIEST



light abilities (weapon or armor based)


heavy weapons: info, raider has a minigun armed with explosive loads, minigun is max upgrade and named like a player weapon. raider also has higher then normal health, and will attempt to keep the player pinned while telling their buddies to grenade the [censored]



x-gunner: armed with heavy combat armor and a fully upgraded automatic .45 combat rifle, assualt rifle, combat shotgun, or hunting rifle this raider knows tactics and will throw grenades at you to flush you out.




medium abilities



dog kennel: raider is guarded by 4 heavily armored guard dogs, killing a dog will cause them to rage and take pycho increasing their damage, killing them causes the dogs the frenzy attacking anything not them.



flamer: armed with a flamer, and some leather armor, be warned this raider works with fire and as such uses molotovs and the flamer to max advantage, just don't try to do the same, they are charred and pretty much imune to fire as well as take reduced damage from energy weapons and well anything note melee, they are numb to the world and just want to burn stuff.



chem fiend: a raider with no armor, and a pipe weapon seems weak right, well this guy is hopped up on jet, pycho and mentats, and that isn't a good combo, unlike other raiders they can land crits so if you see one take a hit of jet take cover cause their next shot is a crit. they also take reduced damage do to the drugs in their system and even killing them will not end them, as they will continue shooting at you or swinging at you until they lose a limb. (so hopped up on drugs can't tell they are dead)




HEAVY ABILITIES (only appear in high deficulties or levels)



beast master: this raider has near them a young death claw outfitted with a collar and some crewed armor, be warned as killing the beast (which has half health and attack of a normal death claw) or the owner results in the survivor gunning for you with a vengence, do no be suppressed if the beast master pulls out a nuke grenade after you kill their prized pet.



enclave survivor: high level high danger: this raider has a unique under armor which is called post war military armor, above that is combat armor with a crossed out E, and above that remains of xm-01 power armor, (generally just the chest and head with all other parts being raider) these bad boys are armed with unique to them weapons like heavy incenerators or specially modified miniguns. They are the biggest threat you will ever find from a raider, and guess what they can appear as gunners with better armor as well.





with these would also come special loot example the beast master would have a 5% chance of dropping a viable deathclaw egg, which the player can bring to a settlement and make a nest for, tasking 2 settlers to it will eventually give the settlement a unique armored deathclaw that counts as 70 defense and can be a companion. (though it is dumb just trained)

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Nicole Kraus
 
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Post » Fri Jan 22, 2016 4:12 am

Nice wall of text. Your ideas are terrible.
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Cool Man Sam
 
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Post » Fri Jan 22, 2016 5:02 am

And why do you think that?



Just saying ideas are bad with out telling why does not give a person any reasonible feedback, nor will it help them improve the idea. IT comes off a flame bating or trolling.

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No Name
 
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Post » Thu Jan 21, 2016 8:55 pm

Personally I like the legendary drop system. There are plenty that are basically useless though. I've picked up a million useless ones like poisoning rolling pins and stuff like that. The system is entirely randomized, so you never really know what you'll get. Personally I don't really like your idea. I like the fact that I can pick up an explosive shotgun and have it always be an explosive shotgun regardless of having explosive ammo. Is it less realistic? Yes, but I don't play Fallout games for realism. I think the fact that you can pick up a bunch of crappy legendary weapons in some respects makes it better. It's a 'luck of the draw' kind of thing and it makes it even better when you do finally find that two shot gauss rifle or that explosive shotgun or whatever else. Some of them are pretty comical, such as the Freezing Flamer. I get amusemant out of this, even if a lot of them are weapons that I'm never really going to actually use.

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James Smart
 
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Post » Fri Jan 22, 2016 12:29 am

I stopped after the ammo part, (no offense)...but it wouldn't be very practical to have unique ammo come from random encounters with legendary enemies...you could possibly run out, and have to wait for another legendary enemy to happen to drop more..



I'll read through the rest in a minute...



ok read a little more...I kinda like the double barrel shotgun having a grenade launcher...but I think a grenade launcher should already be in the game..



I'll be back with more in a few...

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Naughty not Nice
 
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Post » Fri Jan 22, 2016 7:27 am

the legendary enemies would not be the only source of the ammo, it would just be part, most would have an ammo and some special modded gun or weapon.




EDIT: think of it like the marked men in new Vegas they use rarer ammo and do more damage which makes htem a bigger threat.

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Nauty
 
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Post » Fri Jan 22, 2016 9:47 am


If the legendary enemies aren't the only sources of the ammo, then that kind of takes away the entire aspect of only being able to get legendary items from legendary enemies. This is a big part of what makes the system cool. And this is basically beside the point anyway. I'm assuming that even if this ammo could be found elsewhere, that it would be exceedingly rare. Even harder to find than the rare ammo types in the game like the .44 rounds and 2mm EC rounds and such. Having the ammo elsewhere still doesn't negate the fact that once you're out, you're out. Like I said before, I like my explosive shotgun simply being an explosive shotgun.

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Connie Thomas
 
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Post » Fri Jan 22, 2016 1:38 am


The magical-explosive-pellet-creating shotgun?



The system in NV was better where the ammo types had the effects and not the gun itself. The ammo was more expensive and could only be obtaines in small charges so it does not get too op.



In F4 finding an explosive 10mm, explosive auto shotgun, explosive minigun, doubleshot gauss (wherever shot 2 comes from) is enough to break the game completly. You can simply kill most enemies instantly with these guns.



And the drop system feels half baked. It looks like an adopted copy try from borderlands, but in borderlands it made sense cause


1. it has multiplayer so people with less luck could trade a gun with someone else


2. the specific enemies that where able to drop legendaries where also bound to the specific legendary so you where able to farm for something you where looking for


4. chests could also drop legendaries



In F4 you could run around for weeks shooting legendary enemies and get repeatedly the same crappy stuff instead what you are looking for. If this is Bethesdas try to make us farming it is a bad one, looters prefer to find specific stuff on specific enemies or in specific locations.



The best was still the solution in F4 and F:NV : hide legendary things in cellars, caves and factories to make exploring more attractive. Somewhen all players will realize that they won′t get anything really rewarding for exploring the world.

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Alyesha Neufeld
 
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Post » Fri Jan 22, 2016 12:14 am

Hmmm, I'd rather they just added the handloading+perk back into the game, along with the different ammo types. Then remove those weird magic things, and put in stuff, that makes sense, or at least believable sense from a Fallout perspective. Having random magic weapons just seem lazy in my view, along with the mod system for weapons, which doesn't make much sense either most of the time.

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priscillaaa
 
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Post » Fri Jan 22, 2016 4:13 am


Yes, that one. Is it incredibly unrealistic? Yes. Do I care? No.



There is nothing about Fallout 4 that is realistic. I can already take a missile to the face and walk away from it. Radiation doesn't create ghouls. The wasteland does not look like what an actual nuclear wasteland should look like. I don't play Fallout 4 for realism. I play it because it's fun. Making the explosive shotgun just a "sometimes" explosive shotgun would make the game less fun for me personally.

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Cat Haines
 
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Post » Fri Jan 22, 2016 11:36 am

well I read the rest...gotta say you put a lot of thought into it...there's actually quite a bit I wouldn't mind..I like the missle launcher and fat man ideas...but to have most of what you want/said would require a major overhaul of the game itself...



(on a side note tho, you kinda have the bird shot a little bass ackwards...bird shot has terrible range)

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Kitana Lucas
 
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Post » Fri Jan 22, 2016 2:22 am

changing bird shot, sorry about that.

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HARDHEAD
 
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Post » Fri Jan 22, 2016 6:21 am

I think a plethora of weapons is unnecessary.


Once i have found a weapon i like I tend to stick with it.


So a shotgun, pistol, machete, knife and sniper is all i carry.


The stores that you can set up sell you the ammo.



So, for me, the legendaries are useful in the beginning of the game but I have no interest in them later on.


For me some of the legendary drops are kept for bartering new stocks of ammo.


Carrying too much stuff slows me down.

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James Rhead
 
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Post » Fri Jan 22, 2016 4:39 am

Wait what??? no Legendary Droops are good, lol i dont know why ppl want different kind of ammo the whole system is just bad, since u always gravitated to the most OP ammo.



Really the new Legendary system is nice since allow to dont get stuck to a weapons and i can rotate base on what i looking for.

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Jamie Moysey
 
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Post » Fri Jan 22, 2016 10:11 am


lol we definitely play different game since ammo on NV was OP. LOL is more i remember i stop using the weakers ammo types lol.



Really the System on NV was super unbalance, lol normally ammo on NV was a way to make caps, since i craft alot of ammo and sell it.

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YO MAma
 
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Post » Fri Jan 22, 2016 1:13 am

They're not going to completely change an existing game mechanic.

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Mike Plumley
 
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Post » Fri Jan 22, 2016 7:09 am


That's what this really comes down to. At best you're speculating about what you'd like to see in a future game. They are not going to remove the legendary drops and replace it with a completely different system.

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Joey Avelar
 
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Post » Thu Jan 21, 2016 10:00 pm

Your best hope OP is that a guy that is familiar with how to modify the game will take your idea up and run with it!



However chances are especially with a Fallout game that someone else already thought this up and intends to do it!



I'm not BSn you either, there was a game mod for Fallout 3 that had different ammo such as AP, slug, and JHP for most weapons.



I wouldn't be surprised in the least when the GECK comes out withen say 1-3 months of that a few weapon overhauls come rolling out with say around +10-30 more weapons.

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lolly13
 
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Post » Fri Jan 22, 2016 5:04 am

I like these ideas, especially the one suggesting of changing legendary weapons to unique ammo :thumbsup:

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Monika Fiolek
 
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Post » Fri Jan 22, 2016 10:21 am

Well if you played on very easy then yes, it was OP, otherwise it really wasn't. Weaker? Hollow point and Armor penetrating ammo's are two different types. Both are designed for specific enemies. Same with the Pulse slug which was for robots. FNV was balanced in the sense that you still needed to buy/craft certain ammo's if you wanted them. In FO4 you just get a 2shot, or Armor piercing effect and suddenly every ammo in the commowealth becomes an armor piercing one. Just because you spend hours crafting ammo in FNV doesn't make the game unbalanced. If i spend 12h crafting Psycho and Jet in FO4 and then have almost unlimited supply of 25% more damage and slowed time, that doesn't make the game unbalanced. If you get an instigating sniper rifle in FO4, the game is over.

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Jonathan Windmon
 
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Post » Fri Jan 22, 2016 1:25 pm

Legendaries are great, I love the variants and of course their weapon drops

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NIloufar Emporio
 
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Post » Fri Jan 22, 2016 10:11 am

I Loath the legendary drop system. Mostly due to I see it for what it is. a BiS ( Best in slot ) system. And I have had my fill of them. I do not expect anyone to agree with me. I really do not, as I know a BiS system is addictive and make one feel a sense of power. Along with the gamble aspect of a drop. But for me personally I have had my fill of these systems. And don't want to see any variation of them in especially in a single player game. As for different legendary bullets, that would require Bethesda to of had a bullet system in place. Best bet for this to be added now is via mods.

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electro_fantics
 
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Post » Fri Jan 22, 2016 5:50 am

Some times I wonder what goes through a devs head, found an irradated lead pipe on a legendary deathclaw.... worst drop ever the random factor makes it worse.

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Mason Nevitt
 
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Post » Thu Jan 21, 2016 11:37 pm

Legendary system was a great idea. Just poorly executed. Freezing flamers, medic fatman, explosive miniguns.. Seriously,did they bother to test this stuff? I want prefixs that I can reasonably see on an item. Not something that reduces the looting system to something out of borderlands.

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Tiff Clark
 
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Post » Fri Jan 22, 2016 6:27 am

I like the legendary drop system but would like to see weapons/armor restricted to humans an large animals (yao guai, deathclaws might ate it along with a human). It just feel so strange pulling out a big rifle from a bloatfly carcass. So wouldnt mind some other legendary items from little buggers like that.


Honestly when i first played fallout 4 and encountered legendary (humans) i expected the legendary animals drop some legendary skins that could be used to craft unique armor in the new crafting system. That would have been nice imo. Legendary bloatfly armor, why not.
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joeK
 
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