Weapons, Mods and Ammo Mega-Thread #3

Post » Mon Jun 28, 2010 7:26 am

I just want my http://forum.pafoa.org/imagehosting/3580478b42f1e5f02.jpg

(longer one :tops: )
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victoria gillis
 
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Post » Mon Jun 28, 2010 10:07 am

I just want my http://forum.pafoa.org/imagehosting/3580478b42f1e5f02.jpg

(longer one :tops: )


Yeah I was hoping there would be a chunky large bore revolver in the game... the Colt SAA .357 is pretty, but... it's not a CANNON
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Betsy Humpledink
 
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Post » Mon Jun 28, 2010 5:51 am

So, just to add: In the recent Fallout article in this months Game Informer, one photo has a picture of what looks to be part laser pistol, part nail gun. I obviously can't link, but I was gonna mention it. Anyone who has it should take a peek.

Thats a new Sub-Machine Gun from what I heard. (We've only speculated on what it could be chambered in.) :tops:

http://fallout.wikia.com/wiki/Cyberpunk_Cowboy_SMG
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Matthew Warren
 
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Post » Mon Jun 28, 2010 8:44 am

Thats a new Sub-Machine Gun from what I heard. (We've only speculated on what it could be chambered in.) :tops:




Is there a confirmed difference between the CCSMG and the 9mm SMG?
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Emily Graham
 
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Post » Mon Jun 28, 2010 7:57 am

while on the subject on the shotgun, something that struck me, how do you make it feed from a drum magazine in the first place? I could Imagen you somehow change the insides to make it semi auto and lok the pump handle in place, but that′s the only way I can see it work.
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Life long Observer
 
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Post » Mon Jun 28, 2010 5:21 pm

I hope there is a new type of heavy gun....
A Mortar perhaps? (Perhaps the arc will make it hard to use, but it will be useful against entrenched enemies behind cover/walls (with no roof)
Or...... i know! Why don't we add the http://http://en.wikipedia.org/wiki/FN_FAL
It is already existed in Fallout 1/2, and it is made in the 50's, so it will make sense.....
Also, i think it's a good idea to add a slug-firing shotgun (To you who doesn't know what a slug is, it's a type of shotgun shell which have no pellets, and more powerful and long-ranged than the buckshot).
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Siobhan Thompson
 
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Post » Mon Jun 28, 2010 9:20 am

I hope there is a new type of heavy gun....
A Mortar perhaps? (Perhaps the arc will make it hard to use, but it will be useful against entrenched enemies behind cover/walls (with no roof)
Or...... i know! Why don't we add the http://http://en.wikipedia.org/wiki/FN_FAL
It is already existed in Fallout 1/2, and it is made in the 50's, so it will make sense.....
Also, i think it's a good idea to add a slug-firing shotgun (To you who doesn't know what a slug is, it's a type of shotgun shell which have no pellets, and more powerful and long-ranged than the buckshot).


The grenade launcher and grenade machine gun are filling those roles
The FAL is only in Fallout 2 and Tactics and having actual modern weapons just detracts from what Fallout is
I would be very surprised if there wasn't a slug ammo type for either 20 or 12 gauge or even for both
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jennie xhx
 
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Post » Mon Jun 28, 2010 2:38 pm

The grenade launcher and grenade machine gun are filling those roles
The FAL is only in Fallout 2 and Tactics and having actual modern weapons just detracts from what Fallout is
I would be very surprised if there wasn't a slug ammo type for either 20 or 12 gauge or even for both

FAL isn't exactly a modern weapon- it was designed in the late 40s early 50s. It's similar in design to the CETME and G3- all of which are descendants of the STG-45.

So that's pretty ripe Fallout territory as far as gun design.


On a side note, I was just thinking about the grenade launchers, both the grenade MG and the thumper- it would be cool if there were custom ammunition for them, like pulse grenades for use against robots, for example. The grenade mg seems like something you'd be able to buy plasma ammo for, but the thumper would probably be better served by converting existing enclave plasma grenades into launchable ammo.

Maybe if nuka-nades are still in you can make custom nuka rounds for your thumper.
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Jennifer Rose
 
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Post » Mon Jun 28, 2010 10:18 pm

Is there a confirmed difference between the CCSMG and the 9mm SMG?

From what I've heard its been confirmed by folks who played the demos of Fallout New Vegas that the 9mm SMG is an M3 Greasegun, that Cyberpunk Cowboy SMG looks nothing like an M3 so I'm pretty sure its a whole new weapon. :tops:
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Eve Booker
 
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Post » Mon Jun 28, 2010 1:19 pm

Yeah, but what ammo will it use? 10mm? Maybe this is the 10mm SMG. Unless they're just bringing back the 10mm SMG from F3. Which would make sense because the F3 SMG looks somewhat similar to the original 10mm SMG from F1/2. Like they combined the F1/2 SMG with a MP5K or something.

Maybe it will use some other caliber. .22 I think is reserved for the american 180. Maybe it's a 12.7mm SMG? It has similar aesthetics in a way to the 12.7mm pistol.
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Sanctum
 
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Post » Mon Jun 28, 2010 9:52 am

while on the subject on the shotgun, something that struck me, how do you make it feed from a drum magazine in the first place? I could Imagen you somehow change the insides to make it semi auto and lok the pump handle in place, but that′s the only way I can see it work.

Baikal makes pump shotties with box mags so a drum would work no different. Also thaere are a few dual action shotguns - they work both semi-auto and slide.
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Jade Payton
 
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Post » Mon Jun 28, 2010 9:23 am

FAL isn't exactly a modern weapon- it was designed in the late 40s early 50s. It's similar in design to the CETME and G3- all of which are descendants of the STG-45.

So that's pretty ripe Fallout territory as far as gun design.



The R91 was for all intents and purposes a FAL/CETME in a different caliber , so I just don't see the point.
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Manuela Ribeiro Pereira
 
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Post » Mon Jun 28, 2010 5:36 pm

The R91 was for all intents and purposes a FAL/CETME in a different caliber , so I just don't see the point.

CETME/H&K G-3. FAL was a completely different style of design.
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Stay-C
 
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Post » Mon Jun 28, 2010 3:14 pm

CETME/H&K G-3. FAL was a completely different style of design.


I understand that but when you have these massive timeline divergences , there is just not a reason to use real firearms.
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A Boy called Marilyn
 
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Post » Mon Jun 28, 2010 7:59 am

I hope there is a new type of heavy gun....
A Mortar perhaps? (Perhaps the arc will make it hard to use, but it will be useful against entrenched enemies behind cover/walls (with no roof)
Or...... i know! Why don't we add the http://http://en.wikipedia.org/wiki/FN_FAL
It is already existed in Fallout 1/2, and it is made in the 50's, so it will make sense.....
Also, i think it's a good idea to add a slug-firing shotgun (To you who doesn't know what a slug is, it's a type of shotgun shell which have no pellets, and more powerful and long-ranged than the buckshot).

To be fair there were P90s in fallout 2 and that's definitely not happening.
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Rach B
 
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Post » Mon Jun 28, 2010 9:56 am

I understand that but when you have these massive timeline divergences , there is just not a reason to use real firearms.


Why not? Just because the timeline diverged doesn't mean different weapons had to be made. They don't even use the exact same firearm, they mix elements of different guns or make them resemble their real life counter part..
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Trevor Bostwick
 
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Post » Mon Jun 28, 2010 10:10 am

Why not? Just because the timeline diverged doesn't mean different weapons had to be made. They don't even use the exact same firearm, they mix elements of different guns or make them resemble their real life counter part..


Sooooo, R91 = Good? I like the R91. I want to make my own Perforator.
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Sxc-Mary
 
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Post » Mon Jun 28, 2010 10:45 pm

Sooooo, R91 = Good? I like the R91. I want to make my own Perforator.


Is it in F:NV? If so them I guess you can lol I loved the Perforator.
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Chris Cross Cabaret Man
 
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Post » Mon Jun 28, 2010 8:01 pm

Saw another screenie of the rifle decked out in camo from the Japanese convention vids. It clearly is in the AR family judging by the front sight. I'm still sayin it's a modded assault carbine where the stock mod includes the magpul like buttstock, the picatinny rails and the paint job. I really doubt this is a distinct weapon in it's own right. 3 AR family weapons seems just a bit too much to me.
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Umpyre Records
 
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Post » Mon Jun 28, 2010 4:06 pm

Saw another screenie of the rifle decked out in camo from the Japanese convention vids. It clearly is in the AR family judging by the front sight. I'm still sayin it's a modded assault carbine where the stock mod includes the magpul like buttstock, the picatinny rails and the paint job. I really doubt this is a distinct weapon in it's own right. 3 AR family weapons seems just a bit too much to me.

Someone on NMA suggested it looks a lot like the K-YOTE Varmint rifle.
http://www.mgarmsinc.com/k-yote.html
It really is a spitting image of the gun in many ways, from the stock to the rails and even the camouflage. However, we've seen the varmint rifle and it doesn't look like that.

Also, the K-YOTE looks a bit longer than the gun in the game, which appears to be equal in length to the Assault Carbine, suggesting it's a mod or unique version of that gun. And the stock, like you said, could just as easily be identified as a Magpul Precision Stock.

Still, it's interesting that the gun is so similar in many ways.

I'm thinking the Camoflage Rifle is a unique. It could be a Carbine with 3 mods, being camo, scope, and stock. The rails could show up with the scope mod, but why? There's nothing on them, as far as I can tell. So it makes more sense that the rifle just started that way.
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Brandon Wilson
 
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Post » Mon Jun 28, 2010 4:43 pm

Someone on NMA suggested it looks a lot like the K-YOTE Varmint rifle.
http://www.mgarmsinc.com/k-yote.html
It really is a spitting image of the gun in many ways, from the stock to the rails and even the camouflage. However, we've seen the varmint rifle and it doesn't look like that.

Also, the K-YOTE looks a bit longer than the gun in the game, which appears to be equal in length to the Assault Carbine, suggesting it's a mod or unique version of that gun. And the stock, like you said, could just as easily be identified as a Magpul Precision Stock.

Still, it's interesting that the gun is so similar in many ways.

I'm thinking the Camoflage Rifle is a unique. It could be a Carbine with 3 mods, being camo, scope, and stock. The rails could show up with the scope mod, but why? There's nothing on them, as far as I can tell. So it makes more sense that the rifle just started that way.


Hmmm. That's exactly what it looks like. Hopefully it is a modded Assault Carbine, because that means there's definitely a chance that the R91 is returning (since the Assault Carbine/Camouflage Rifle both appear to be semi-auto).
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candice keenan
 
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Post » Mon Jun 28, 2010 7:14 pm

Hmmm. That's exactly what it looks like. Hopefully it is a modded Assault Carbine, because that means there's definitely a chance that the R91 is returning (since the Assault Carbine/Camouflage Rifle both appear to be semi-auto).

Wait the Assault Carbine isn't semi-auto, Considering you'd be a mad man to bring a semi-automatic rifle to any sort of "assault" situation in the first place. I've seen a few videos where its a fully automatic weapon. (I'm all for variety in weapons but I don't know if the R91 will be making an appearance this time around, but with all the new options we probably won't even notice its disappearance.) :tops:
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courtnay
 
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Post » Mon Jun 28, 2010 12:44 pm

Someone on NMA suggested it looks a lot like the K-YOTE Varmint rifle.
http://www.mgarmsinc.com/k-yote.html
It really is a spitting image of the gun in many ways, from the stock to the rails and even the camouflage. However, we've seen the varmint rifle and it doesn't look like that.

Also, the K-YOTE looks a bit longer than the gun in the game, which appears to be equal in length to the Assault Carbine, suggesting it's a mod or unique version of that gun. And the stock, like you said, could just as easily be identified as a Magpul Precision Stock.

Still, it's interesting that the gun is so similar in many ways.

I'm thinking the Camoflage Rifle is a unique. It could be a Carbine with 3 mods, being camo, scope, and stock. The rails could show up with the scope mod, but why? There's nothing on them, as far as I can tell. So it makes more sense that the rifle just started that way.

I suppose it could be a unique. That wuld explain the radical change from the standard assault carbine. Chris did say "they'd be awesome all their own". The only thing that comes to mind with this is that appearantly Raul has one at some point. Do we get the unique from him, or did they have the PC give the unique to him? And if It's the former, is it the reward for his companion quest?
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Alisia Lisha
 
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Post » Mon Jun 28, 2010 11:17 am

I suppose it could be a unique. That wuld explain the radical change from the standard assault carbine. Chris did say "they'd be awesome all their own". The only thing that comes to mind with this is that appearantly Raul has one at some point. Do we get the unique from him, or did they have the PC give the unique to him? And if It's the former, is it the reward for his companion quest?

I suppose that could be a explanation for it, If that is what the unique weapons are going to be looking like I'm very impressed and pleased with the design decision by Obsidian. (Hopefully this is the case) :tops:
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City Swagga
 
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Post » Mon Jun 28, 2010 8:37 pm

Wait the Assault Carbine isn't semi-auto, Considering you'd be a mad man to bring a semi-automatic rifle to any sort of "assault" situation in the first place. I've seen a few videos where its a fully automatic weapon. (I'm all for variety in weapons but I don't know if the R91 will be making an appearance this time around, but with all the new options we probably won't even notice its disappearance.) :tops:

Actually, semi-auto is probably preferred in most combat situations, for a few reasons, namely ammo conservation and accuracy. Even when you're using full auto you'd do better to fire in short bursts. The only times you want to use full auto is: suppression and "Oh crap" moments where you need to put a lot of lead downrange at once.

I suppose it could be a unique. That wuld explain the radical change from the standard assault carbine. Chris did say "they'd be awesome all their own". The only thing that comes to mind with this is that appearantly Raul has one at some point. Do we get the unique from him, or did they have the PC give the unique to him? And if It's the former, is it the reward for his companion quest?

I suppose it could come from Raul, but the screen we've seen with him is inside black mountain I believe, so it probably was given to him. Since Raul is a former vaquero, I bet if you get a companion reward gun from him it would be a unique revolver.

I suppose that could be a explanation for it, If that is what the unique weapons are going to be looking like I'm very impressed and pleased with the design decision by Obsidian. (Hopefully this is the case) :tops:

Well, the only other unique I know that we've seen is the very elaborate "virgin mary" version of the 9mm pistol, so you can expect the same level of uniqueness for all the unique weapons.
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Daniel Holgate
 
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