weapon mods in game

Post » Sat May 29, 2010 8:57 am

I have been playing FONV. Is it me or is the weacpon mods laking a litlte.It feels like there should be more(different) weapon mods .
I know this is a funny thing to get hung up .Also Vegas could use a landscaping to get rid of some of the gliche terran.
Adding a few weapon mods would not be too difficult.. This could be done by not even changing the look of the weapon , if it were internal part that changes.

I would like to see other peoples comments on this game.
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Elina
 
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Post » Sat May 29, 2010 6:07 am

I have been playing FONV. Is it me or is the weacpon mods laking a litlte.It feels like there should be more(different) weapon mods .
I know this is a funny thing to get hung up .Also Vegas could use a landscaping to get rid of some of the gliche terran.
Adding a few weapon mods would not be too difficult.. This could be done by not even changing the look of the weapon , if it were internal part that changes.

I would like to see other peoples comments on this game.



Yeah, I have to agree with you, like a targeting system for a fatman with a grip? to reduce recoil and stabilize it.
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XPidgex Jefferson
 
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Post » Sat May 29, 2010 12:07 am

I dont think accuracy is the primary concern of a weapon that shoots Nukes. "Darn, I hit 5 feet to the left... Oh well"

I'd like to see more mods, and even conflicting mods so that you have to choose. For example: a rifle might have a muzzle extension (to increase range and decrease spread) or a silencer but you can't equip both on the same weapon. Or maybe mods with positives and negatives. A body kit that makes a weapon MUCH lighter, but decreases it's accuracy a bit. For a melee weapon, you could mod denser parts, making it weigh more, but give it more durability and more damage.

My 2caps
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Glu Glu
 
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Post » Fri May 28, 2010 10:47 pm

I dont think accuracy is the primary concern of a weapon that shoots Nukes. "Darn, I hit 5 feet to the left... Oh well"

I'd like to see more mods, and even conflicting mods so that you have to choose. For example: a rifle might have a muzzle extension (to increase range and decrease spread) or a silencer but you can't equip both on the same weapon. Or maybe mods with positives and negatives. A body kit that makes a weapon MUCH lighter, but decreases it's accuracy a bit. For a melee weapon, you could mod denser parts, making it weigh more, but give it more durability and more damage.

My 2caps


It is, thats half what the game is about, and you mean you're one cap, the first sentence didn't relevant to what the OP posted, but what i did.
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Beth Belcher
 
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Post » Sat May 29, 2010 1:35 am

It is, that's half of what the game is about. And you mean your one cap; the first sentence isn't relevant to what the OP posted, but what I did.


First: damn. I try not to be the grammar police, but... Damn. That post was hurting. Hopefully the changes I've made can help you going forward.

Second: the phrase "my 2 cents" just means "My Opinion." I just altered it to reflect Fallout currency.

Third: no really, extreme accuracy is not the primary concern of a weapon that launches NUKES. As long as you hit near the target, it's dead. The blast radius is absurd.

Fourth: From a mechanical standpoint, it would be near impossible to safely launch a nuke from a handheld platform with extreme long range accuracy. Given the size of a mini-nuke it would be too heavy for a light propellant, like what is used to launch grenades. And I don't want to be the one who straps a rocket engine to a nuke.

Forty-second: yes I know it's "just a game." But this game thrives on willing suspension of disbelief. Aside from a few Wild Wasteland encounters, everything else is roughly feasible on a long enough time frame.
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Robert Bindley
 
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Post » Fri May 28, 2010 11:40 pm

I don't think the amount of mods is lacking, but I do think they lack in substantial effects (aside from scopes and silencers). The way I see it, the mods should have an effect that made an actual "touchable" difference to the way the weapon handles. Without having tested if the latest patch covers this up at all, I'd say there should be less mods but with far greater effects (by decreasing the default effect of the weapons the mod mods) and at far higher cost.
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Sunnii Bebiieh
 
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Post » Sat May 29, 2010 9:10 am

Fourth: From a mechanical standpoint, it would be near impossible to safely launch a nuke from a handheld platform with extreme long range accuracy. Given the size of a mini-nuke it would be too heavy for a light propellant, like what is used to launch grenades. And I don't want to be the one who straps a rocket engine to a nuke.

http://en.wikipedia.org/wiki/Davy_Crockett_(nuclear_device). I know, it's not hand held, but I just love posting the link to it.

-Gunny out.
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Danny Warner
 
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Post » Sat May 29, 2010 4:34 am

Nice find. Wouldn't mind having on of those in the back yard. However, you'll notice in the article:

Both recoilless guns proved to have poor accuracy in testing,

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Chris BEvan
 
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Post » Sat May 29, 2010 2:02 am

http://en.wikipedia.org/wiki/Davy_Crockett_(nuclear_device). I know, it's not hand held, but I just love posting the link to it.

-Gunny out.

That just shows there could be a "fat man"
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yessenia hermosillo
 
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Post » Sat May 29, 2010 9:21 am

That just shows there could be a "fat man"


Sure. True. But as the Davy Crocett was a failure, and as the concept of such a thing is ridiculous to begin with, and most importantly as the setting of Fallout itself (up until Fallout 3) was very weary and cautious of nukes and holding them in great respect for their power, it should've reflected the weapon. The "Fatman" and exploding cars (which were, to pleasant amounts, absent from New Vegas) should've never been there to begin with, as the concept of nuclear weapons as the bane of humanity was always considered a serious matter, and not one to be toyed with as done in Fallout 3 (and to an extent in New Vegas). Imo.
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Alexandra Ryan
 
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Post » Sat May 29, 2010 9:21 am

I feel a desterbents in the forum ....weapon mod.
So, you think that weapon mods need to change.How you use a weapon and I agree.
Second mods that have both a posideve effect and a negitive effect.
Example, High compress tank for a flamer increases range and also reduces the duribility of the weapon.
or in game example Silencer ( silences weapon but reduces damage)/

Very intersting.
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Bryanna Vacchiano
 
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Post » Sat May 29, 2010 9:50 am

I feel a desterbents in the forum ....weapon mod.
So, you think that weapon mods need to change.How you use a weapon and I agree.
Second mods that have both a posideve effect and a negitive effect.
Example, High compress tank for a flamer increases range and also reduces the duribility of the weapon.
or in game example Silencer ( silences weapon but reduces damage)/

Very intersting.


Did you misspell "positive"? It's like the easiest word in the English language to sound out if you don't remember how to spell it...
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Fam Mughal
 
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Post » Sat May 29, 2010 10:18 am

desterbents
posideve
duribility
intersting.

:stupid:

Just a joke, not being a grammar hound.

I would like to see more weapon mods that have benefits and detriments.
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Russell Davies
 
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Post » Sat May 29, 2010 1:52 am

That's the reason wht I play on pc- WMX and WME.
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Andrew Tarango
 
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Post » Sat May 29, 2010 12:41 am

That's the reason wht I play on pc- WMX and WME.


WMX and WME can't go around the one thing that this thread seems to be suggesting:

Weapon mods with both positive and negative effects can't be physically achieved with how the weapon mod system is set up at the moment:

1) It's hardcoded to 3 mods, and 3 mods only. The only way around this is to add in items that physically change a weapon, i.e. having a ACOG scope item and selecting it will swap it out with Iron Sights. However, this requires script functions that FNV currently doesn't support by default (PC players have NVSE to achieve this)
2) Effects on mods are hardcoded as well. In FNVEdit, when you attempt to add a mod option to a weapon, you will get a http://i4.photobucket.com/albums/y123/celica62/New%20Vegas/DropdownMenu-1.png that pretty much justifies what each option does. Again, this may, or may not (I haven't seen it myself), be able to be worked around based on the items on #1.

Course, unless Obsidian wants to revise the weapon mod system to support dual effects by default, or just more options in general...
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Kelly John
 
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