I was dissapointed in the quality and the implementation of

Post » Sun Dec 11, 2011 2:15 pm

While the current weapon modification system works, that is about all it does.

Some weapons have three mods.
Some weapons have two mods.
Some weapons have one mod.
Most weapons have no mods.
Unique weapons were told they get no roast beef, and are shunned from the mod party completely.

My problem, is the entire shebang feels like it was scrapped halfway through creation, then at the last minuite, picked back up again, only it was finished to where it was left off, so that it would function within the game, and no futher mods were created beyond that point.

Every weapon (except maybe Uniques) should be able to be equippped with two to three mods, from a choice of several possible mod types.

#1: Weapon Damage
#2: Weapon Speed
#3: Weapon Accuracy
#4: Weapon Distance
#5: Weapon Durability
#6: Ammo Capacity

This would enable a much higher level of user customization choice.

This is how the weapon modification system should have been implementated from the start.




Please post your opinions, and remember to keep your comments civil.

Thank you.
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Sun Dec 11, 2011 3:34 pm

Twendideblion!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :fallout:
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Sun Dec 11, 2011 3:59 am

I modded a laser rifle, and then never bothered again. Mods only seem to exist for low-level weapons, and they're ridiculously hard to come by.

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Sun Dec 11, 2011 4:18 pm

It's very similar to the WMK mod for Fallout 3.

Go ask the guy who developed that how much work is involved in making all the different models and seeking some balance to the weapons.
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Sun Dec 11, 2011 7:10 pm

I have no complaints. I loved FO3 and had no mods. Now I buy the next Fallout game and get something I did not have before, weapons mods! I'm not about to complain that there are "only a few" when it didn't give me heartburn when there weren't ANY in FO3.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Sun Dec 11, 2011 4:30 pm

next time can you make a poll answer that doesnt make it seem like were freaking out? cause i wanted to answer no but i felt that if i clicked it i would seem like an a-hole... but yea the wep mod system is kind of lacking
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Sun Dec 11, 2011 9:11 am


Every weapon (except maybe Uniques) should be able to be equippped with two to three mods, from a choice of several possible mod types.



I agree with this - would be nice to be having to make a choice between several mods, but I don't really see the lack of it as too much of a problem, and same goes for some weapons having more mods than others. As you said yourself, the modsystem works.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sun Dec 11, 2011 10:08 am

I thought it was done pretty well actually, but I do wish there were "more". :) I don't consider it a flaw because the system is good-enough to make me use it alot and want more, plus we can mod it further on the PC.

I do wish there was a JHP .556 round :D But hey, we cant have everything!

Still, I have to say that if there were more mods available, I would have used them.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Sun Dec 11, 2011 6:14 am

I like the weapon mod system. Sure, it would be better if ever weapon had 6 mods to choose from, but I think it's fine the way it is. Like someone else said, it's a big step up from FO3 (though a step down in the build-your-own-weapon-with-schematics area).

Another big improvement I've found is also in the number of available weapons, and the usability of them. In FO3 pistols weren't very effective. I remember needing to unload a full 10mm clip into someones head to kill them. In NV you can still use a 9mm (though it is on the weaker side) to some decent effect. And it has mods.

I don't use energy weapons but it sounds like they could have use more modding choices to reach the level of 'it's a decent system', which is where I think guns are.
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sun Dec 11, 2011 11:54 am

next time can you make a poll answer that doesnt make it seem like were freaking out? cause i wanted to answer no but i felt that if i clicked it i would seem like an a-hole... but yea the wep mod system is kind of lacking


It is ok to answer positive or negative, i just enjoy adding "flair" to my polls/posts to inject humor into possibly controvesial topics.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Sun Dec 11, 2011 7:04 am

I wish there were more mods (oh what I would do for a silencer, sight, and tactical grip mod for the Assault Carbine) but I'm not going to complain about it. I'm sure it won't be long before Obsidian expands the mods to larger numbers... It'd be a good move on their part.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Sun Dec 11, 2011 9:55 am

Stalker owns armor and weapons mods. The upgrade path can be very complex though. Fallout is pretty lame in this area, few choices and nothing that requires much thought.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Sun Dec 11, 2011 8:10 am

I would of liked a ton of mods, making you actually have to think about what your going to put in those three slots. Also I would of liked to see purely aesthetic mods.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sun Dec 11, 2011 3:07 pm

I like the system. I like the aesthetic changes attached to mods and I like the stat boosts. My minigun now shoots faster and has a cool red and black coloring.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sun Dec 11, 2011 5:36 pm

I modded a laser rifle, and then never bothered again. Mods only seem to exist for low-level weapons, and they're ridiculously hard to come by.

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.

http://fallout.wikia.com/wiki/Wattz_1000_Magneto-laser_pistol

Fallout 2 did it. :)
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Sun Dec 11, 2011 6:46 am

When I saw that each weapon would have no more than 3 mods each I assumed you would have to mix and match your favourites out of say 5 available. I agree that unique weapons shouldn't be modded as their are sort of inbuilt. However I do not dislike the current system, it still adds some flavour, I just thought it would have been/can be tweaked and improved a little. :)
But then again I play on pc so I can make use of the vast pool of resources that is the mod community =]
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Sun Dec 11, 2011 5:54 am

I don't see a real problem with it. Add a boatload more mods, and all that'll happen is we'll be back to Fallout 3 and "Which unique weapon is your permanent weapon"- except now it'll be "Which weapon with which 3 standard, guaranteed-uber mods is your permanent weapon." :shrug:
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Sun Dec 11, 2011 9:54 am

Mods are a pain to find! I have found that i may as well "rest" for days just to get the mod I am looking for. I went through two resting periods just to get the varm night scope and i'm still waiting for the larger clip.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sun Dec 11, 2011 12:38 pm

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.


This and this. Energy weapons svck, mainly because they have no ability to pierce armor. Although, I was thinking more like a perk that would add 2-3 DT penetration to energy weapons for each rank.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Sun Dec 11, 2011 3:01 pm

My idea of a perfect weapond mod system is scrap metal hammers bolts and duck tape. Take ur gun apart take the fussion reactor or whatever of the laser riffle and replace it with the gear box of a hunting rifle and wala! A laser hunting rifle. It would be all about hey i have parts to every gun in the game lets take these parts and make a .50 cal mini gun expensive on bullets but i would be thinking 105 damage per shot. But you would have to have your repair skill at 100 to make it. If you see what im goin with here plz comment your aprroval
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Sun Dec 11, 2011 5:13 am

I've got a Varmint rifle with a night scope and a Sniper Rifle with a supressor. I had neither of these things in Fallout 3. So yeah, I'm pretty happy with weapon mods. Sure, you could always want more, and it can be a pain to find a specific mod when you need it, but overall it's an addtion I like and see the point of, unlike, say, ammo crafting.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Sun Dec 11, 2011 5:15 pm

so far i've only come across weapon mods in merchant inventories. A great weapon mod would make for excellent loot in one of the many remote locations i've explored.

I'm always on the lookout for silencers and scopes. I've found a scope and reloading speed mod for the hunting rifle as well as a silencer and "laser sight" for the 10mm pistol. The 10mm laser sight does not seem to have any effect on the animation or accuracy of the pistol.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sun Dec 11, 2011 4:57 am

I liked what they did put in the game but more would've been better by far but we will have mods for more sooner or later so I can wait, besides they need to fix some other things first.


@showler I'm sure the WMK modder would say indeed it does take a great effort to make weapon mods, but that's a person who mods for free on their own time and doesn't have developer software for the game. Obsidian did promote the weapon modding heavy before release so with a team of paid programmers they could of come up with some more weapon modding options.


my .02 lousy caps

bigcrazewolf
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Sun Dec 11, 2011 10:43 am

Only part I'm disappointed in is that Energy Weapons didn't have more mods.
But it would be nice to have a mods merchant in Freeside, Westside or Strip. (Which sells mods x5 the original price)
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Sun Dec 11, 2011 7:29 pm

Nope, not dissapointed at all in the weapons and mods, especially conventional ones, but then I got this game to for the RPG element, not to make uber weapons.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Next

Return to Fallout: New Vegas