weapons - 50 seems low; Only FO3 or also NV Weapons?

Post » Thu Dec 03, 2015 2:52 am

IMO fallout new vegas had MUCH more interesting and fun to use weapon - especially some of the more "weird" things, many more unarmed weapons and makeshift weapons.... fallout 3 on the other hand had imo a very limited selection of weapons...

Yes we can mod the weapons now - but that wont really change the gameplay...

Do you think we can expect some of the new vegas new joiners in fo4? such as ballistic fists, lever action and other cowboy type guns, zap gloves, shishkebabs etc...?

I read there are 50 base weapons in the game - this sounds like a lot at first, but counting the fo3 weapons in the original game there were - not counting "unique variants" - OVER 70 base weapons

sure we can mod them...but 50 doesnt seem like a lot...unless there arent anymore "trash" weapons....

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Lizzie
 
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Post » Thu Dec 03, 2015 8:22 am

50 base weapons * 700 weapon mods = 35000 different weapons
Sure they have some slight differences but some of the mods for the weapons will make them more then different enough to make the satisfying.

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Jamie Lee
 
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Post » Thu Dec 03, 2015 6:35 am

is that 70 in F3 with all of the DLC included?

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Sun of Sammy
 
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Post » Thu Dec 03, 2015 5:36 am

Same video that mention 50 BASE weapons also mentioned that translated to over 700 different weapon variations...

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N Only WhiTe girl
 
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Post » Thu Dec 03, 2015 9:59 am

Mods won't really change the gameplay? Please watch the E3 video again and observe how drastically a particular gun's characteristics change with mods.

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rebecca moody
 
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Post » Thu Dec 03, 2015 12:36 pm

Keep in mind he said 50 BASE weapons with over 700 mods. This doesn't include unique weapons. Unique weapons aren't confirmed but I have a feeling they aren't going to leave out a beloved feature that they've had in all their other games.
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CxvIII
 
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Post » Thu Dec 03, 2015 3:03 am

This is where i feel there is a lot of uncertainty. Because base weapons seem like they are modded into other weapons the variety is much higher.

For instance it would appear that the Laser Pistol is a base weapon (or just, Laser as a base weapon). And through modding you can get different varients of Laser Pistols, you can mod it to be a Laser Rifle, or a Laser Sniper, or a Laser Scattergun. And all of those would fall under just one base weapon.

In Fallout 3 that would've counted as 4 seperate weapons atleast. The Laser Sniper didn't exist for example, but the Laser Pistol and Laser Rifle were two seperate weapons. So what counts as one in Fallout 4 would've counted as four in Fallout 3. Might even be more potential distinct varients, Laser Assault Rifle? Think i saw that one.

Some varients would of course be closer to eachother than others, i dont think there is a large difference between a Laser Rifle with regular stock, and a Laser Rifle with a combat stock. It does matter for the stats of the weapon of course, but gameplay wise they will probably be fairly similar.

So the total pool of weapons would appear to be significantly larger. As for fun weapons, we haven't seen all 50 base weapons yet i think. But the Junkjet can be modded to ignite or electrify the junk it shoots at enemy, so you can blow someones head off with a burning teddy bear. No idea how and if this will work with Unique weapons.

It is just a bit tricky to discuss this because i am honestly not sure how exactly they count base weapons. I assumed Laser was a base weapon and Pistol and Rifle were part of that, but i couldnt tell you for certain they truely are not counted as seperate base weapons.

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carrie roche
 
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Post » Thu Dec 03, 2015 10:55 am

no just base game, dlc's didnt add THAT many weapons - but you can add about 20 to that

this is where im concerned, cause USUALLY people that sell a game dont undersell they rather oversell and like to include huge numbers - like 5000 items etc...

i know lots of mods - but honestly, just cause i get like 3 different type of muzzles doesnt really change the gameplay or weapon for me...unless mods drastically change weapon look and feel

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Emily Rose
 
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Post » Thu Dec 03, 2015 12:09 am

That still translates to 50 weapons, because the mods thing probably won't change up the game very much. It just reminds me of Borderlands with their "over 17 million guns!" bull crap.

I mean.. A rifle with iron sights still functions exactly the same as one with a red dot sight, or a holographic sight, or an ACOG sight. You can dye water any color of the rainbow, but it's still just water.

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Kortknee Bell
 
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Post » Wed Dec 02, 2015 11:54 pm

It is going to be the borderlands system of weapon design, but 50 base is still a good bit.

And hopefully if it's randomized in loot like borderlands will add some excitement back to dungeon crawling.

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Dona BlackHeart
 
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Post » Thu Dec 03, 2015 9:33 am

I think you two need to have a look at the trailer again.

Mods dont just add ironsights, a bayonette, a larger magazine and the sorts. A mod will change a weapon from a pistol to a rifle, to a machinegun, to a sniper rifle, to a shotgun, to a thrower.

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Andrea P
 
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Post » Thu Dec 03, 2015 4:26 am

the mods will change how the weapons operate. Basically changing them to a different weapon, if you mod it enough.

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Jake Easom
 
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Post » Thu Dec 03, 2015 2:28 am

Funny. I only remember 4 weapons being in FO:3. The sniper rifle, the silenced 10mm pistol, the dart gun and the railway rifle.

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Yvonne Gruening
 
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Post » Thu Dec 03, 2015 7:51 am

The main point of my previous post was the part about unique weapons. I think they will be in the game though they aren't confirmed. Which means you'll have the 50 base weapons with 700 mods PLUS all of the unique weapons scattered around the world. Whether the "unique" weapons are modable or not is another question.
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Kahli St Dennis
 
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Post » Wed Dec 02, 2015 11:58 pm

That's a really silly comparison. Like someone else had mentioned you turn a laser pistol into a rifle, sniper, scattergun, etc. That in itself will change gameplay for the weapon. Sure, scopes don't change how a weapon acts, but they do change how you use it. I don't think there will be much to worry about with this. If I can turn a base plasma pistol into 4 or 5 different weapons that would have been separate in 3/NV it should equate to more actual weapons. You'd just start with 4 or 5 of the base and mod them how you want if you want all the separate variations.

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Andy durkan
 
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Post » Thu Dec 03, 2015 3:52 am

Shishkebab was introduced in Fallout 3 bro.

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daniel royle
 
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Post » Thu Dec 03, 2015 6:00 am

Meh 50 is fine in my book and as other has noted, mods will change things up as well, plus I rather take 50 weapons that are well balanced and somewhat useful then say 150 where a good chunck is near on worthless.
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Bek Rideout
 
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Post » Thu Dec 03, 2015 2:23 pm

And you're 100% positive that those are considered the same base weapon? The pistol is the same weapon as the rifle and the machine gun and the shot gun? Because honestly it looked exactly the same as using the Borderlands weapon creator to me where they'd call it a different gun altogether when in reality it was one of the handful of base rifles with a different scope.

So again, could you absolutely guarantee it?

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Wayne Cole
 
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Post » Thu Dec 03, 2015 5:37 am


Fun hypothesis: uniques are closer to non-craftable mods than full blown weapons. For instance, let's say there's a unique laser rifle, called "Scorcher". As befits its name, it sets stuff on fire when shot. You take it to a workbench and find out that you can break it down or add stuff to it. However, you can't make another "Scorcher" laser core. But, you can turn it into, say, a Scorcher Automatic Rifle or Scorcher Scattershot, both of which sets stuff on fire.

The only downside I can see under this system is that you could potentially make horrendously OP weapons, unlesd there's limits to how the uniques can be modded.
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neil slattery
 
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Post » Thu Dec 03, 2015 12:29 pm

50 does sound a lot at first

but when you break it down onto melee, unarmed, rifle, automatic, pistol, energy, big gun, explosive - youre suddenly at 6 weapons per class....doesent sound that much anymore to me....if you differentiate between rifles and shotguns and 1h/2h melee and thrown explosives vs. mines - even less

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Christine
 
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Post » Thu Dec 03, 2015 4:01 am

You can also make them shoot charged rounds and the like.
It isn't just scopes stocks and pistol grips. You can radically change an weapon.
I give a $5 guarantee.

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Claire Lynham
 
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Post » Thu Dec 03, 2015 12:08 am

What do you mean? If they count the laser pistol, laser shotgun, laser rifle, laser sniper, etc as different "base" weapons and there are only 50, we'd have literally like 10 different guns and us just changing them ourselves. No one can guarantee anything at this point but I would put money on there being 50 actual base weapons.

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JD bernal
 
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Post » Thu Dec 03, 2015 10:14 am

We see them changing the laser pistol into different variations during the trailer. I'd say it's safe to think that the laser pistol is the base and those are it's variations. I'd think not all weapons will have that many variations but I don't think we'll be shorted on this aspect. But again, who really knows aside from Bethesda. We're all looking at the same info and just interpretting from there

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Alan Cutler
 
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Post » Thu Dec 03, 2015 10:19 am

I mean, I saw the weapon crafting system, but it just reminded me of the Borderland weapon creator; Especially considering in the video is starts off with him turning a laser pistol into a laser rifle.

Now since the laser rifle and laser pistol were two entirely different weapons in every other Fallout game, I had assumed those would be considered different guns :shrug:

Check the above though. IIRC he starts off with the laser pistol but ends up changing into the same laser rifle we have seen in other games.. In fact I remembered it even being called "laser rifle". I just think it'd be weird if they considered the laser rifle the same base as the pistol.

Edit: https://www.youtube.com/watch?v=unji5X-zl8o

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Stephanie Kemp
 
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Post » Thu Dec 03, 2015 6:34 am

Maybe it's not in this game? And by your reasoning we'd be using 2 base guns to do what 1 base gun could do in the trailer. I don't see that as being a bad thing? Otherwise you'd just have 1 laser pistol that you could change stock and scope on, and 1 laser rifle to do the same.

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El Khatiri
 
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