Weapon mods, hopes, wishes and speculation

Post » Sat Nov 28, 2015 4:32 pm

There's a mod for that...

I couldn't find it the last time I went on the New Vegas Nexus though :(

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Charlie Sarson
 
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Post » Sat Nov 28, 2015 3:36 pm

Well, the word ''revolver'' means that is has a revolving cylinder, this would make no sense with a laser gun that uses MF or E cells since they one can be used as an entire clip. However, many laser guns have different clips and damage, meaning most part of the energy can be directed in one of those? Basically more damage=less magazine size. 6 cells for insane amounts of damage, very ammo consuming since cells are pretty valuable and hard to find outside of factions that use them.

Also, the bullets were insanely good against charging animals, another thing that is taken off if you use...well...a beam of light.

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Peetay
 
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Post » Sun Nov 29, 2015 2:14 am

I hope there's some poisoning options for melee weapons.
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Sylvia Luciani
 
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Post » Sat Nov 28, 2015 8:28 pm

Perhaps it would run off a single energy cell and the cylinder rotates to have the "chamber" to be fired charged somehow and the trigger pull releases the energy? It could be restricted to 6 "chambers" and the "charging" function of the chamber could make the laser shot more intense, thus making it a trade off to the considerably more shots of the standard laser pistol. I don't know, just an idea. I like it because it has a kind of "weapons advanced back to a retro style" kind of feel to it lol
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Prohibited
 
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Post » Sun Nov 29, 2015 3:10 am

The Weapon Customization video has a Silenced Combat Shotgun so Silencers for Shotguns have been confirmed. I somehow doubt the Minigun will have a Silencer.

Personally, I am hoping for a Silenced Plasma Sniper Rifle and a Silenced Sniper Junk Jet. There are very few things more fun than a perfect assassination using a teddy bear fired from half a mile away.

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Dona BlackHeart
 
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Post » Sun Nov 29, 2015 2:46 am

Its kinda weird how energy weapon ammo works. We might have 30 MF cells in our inventory, but we pop a single cell into that Wazer Wifle and shoot it 30 times. The plasma weaponry in New Vegas is also its own flavour of weird.

Could be that you could pop so many e-cells worth of "charge" into the chambers, and it animates as 6 cells despite it taking up much more from your inventory. That's how I would balance it anyways.

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Kelly Osbourne Kelly
 
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Post » Sun Nov 29, 2015 2:05 am


I doubt you can apply silencer to either, one being a clearly visible form of energy, the other firing to iregular projectiles to be even remotely able to be silenced.
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Donatus Uwasomba
 
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Post » Sun Nov 29, 2015 1:18 am

Silencers for shotguns are a common thing in videogames, don't see why it's not possible.

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Nikki Morse
 
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Post » Sat Nov 28, 2015 9:00 pm


I was referring to his idea of silencing the junk jet.
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Michael Korkia
 
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Post » Sat Nov 28, 2015 2:10 pm

A mini liberty prime that I can send into to do things like......KILL ALL THE RED MENACE!
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phillip crookes
 
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Post » Sun Nov 29, 2015 12:46 am

I really just want some skill to govern my use of modded weapons. There's very little reason to put a scope or a laser sight on a gun if it doesn't improve my aim, and in order for that to happen there'd have to be weapon spread and hand sway, like in FO3. As I understand it, aiming is entirely dependent on the player now and not part of the PCs gun skills. Which is really weird.

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Rhysa Hughes
 
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Post » Sat Nov 28, 2015 8:41 pm


Actually Todd clarified there is still character "skill" under the hood, even if the combat is more smoother, and the text on some of the mods suggest they do affect this under the hood RPG elements.
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Manny(BAKE)
 
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Post » Sun Nov 29, 2015 4:52 am

Well, that is good news. I was worried they killed all RPG elements.

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FirDaus LOVe farhana
 
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Post » Sat Nov 28, 2015 11:34 pm

Weapon skill will probably make the crosshairs smaller and tighten up weapon spread.
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celebrity
 
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Post » Sat Nov 28, 2015 1:46 pm

VR MOD!? I would love it...as I am sure most would!

Solving the aiming dilemma...Would it not make sense to disconnect the head-movement from the normal aiming controls of the mouse? The avatar would be similar to a tank…tracks/body movement is controlled by the WDSA Keys, gun-position handled by the mouse (one trick, will be to limit the 360-turn so you don’t break your VR-neck), and the view handled by the VR headset.

The limiting of the mouse from your VH-head to not be able to completely spin the mouse around your virtual body, will also be more life-like. Take a hand gun and aim it behind you with your right-hand and you can still shoot backwards while looking ahead (even looking left). This will also help players not “loose” their gun sight. I would imagine if you call looking straight ahead, you could limit the aim -270d to the right and +270d to the left. I hope that make some sort of sense to a Dev/Modder…

Think about the mechanics of holding a gun in real life. I could easily imagine, in the heat of the battle…

An enemy is spotted and taking aim, but you hear a noise off to the left. You turn your head to take a look but never MOVE your weapon from the original target. Oh what’s this, that thing you heard was another enemy flanking you. You start to panic, begin firing and the first enemy and start running away. You would run, but have your weapon (probably in one hand) firing frantically behind you but mostly looking where you are retreating to, occasionally glancing back to refine your panic fire. Not the current FPS where you have to run backwards but look forward to keep a target on the computer screen.

I would love to see gone…the days of frantically backing up while firing forward, keeping shots limited to the view able screen. Only to back into a wall and be stuck until you turn around and look.

Just like you see the real world…in first person…but can fire (most) any direction without having to adjust your screen (eyes) to do it. Granted, your accuracy will probably be off but such is life.

Using the scope? Well, simply continue to use and hold the Shift key. In real life, when you use the scope of a rifle…you head and gun become one. You would not be able to turn your head while looking through the scope, so if you want to turn and look at that sound you heard, you’ll have to let off the Shift key. For all intense purposes, the shift key will override the VR controls and lock the view to the standard control of the mouse. When released view-controls will, seamlessly, return to the VR headset reset from the point of where you were using the scoped-view.

Just turn off the VATS animation and have the pop-up for the target selection be “as is”.

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Aliish Sheldonn
 
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Post » Sat Nov 28, 2015 7:20 pm

Eh just to be clear, this thread is about the in game weapon moding mechanics, not moding of the game itself.
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Natalie J Webster
 
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Post » Sat Nov 28, 2015 1:34 pm

Yep...sorry got the wrong thread...

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Megan Stabler
 
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