What weapons do you want in future DLC?

Post » Mon Aug 31, 2009 11:50 pm

A armour that doubles as an energy weapon.

Wait what?
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Kate Norris
 
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Post » Tue Sep 01, 2009 7:46 am

like an armour that has energy weapons built into it. Gauss rifle in you hand.
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James Wilson
 
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Post » Mon Aug 31, 2009 11:08 pm

More Grenade Rifle/Launcher options =
(speed/ROF mods, range mod for the rifle,lighter stocks, better uniques (thump-thump made me cry),a 6-8 round launcher)
More Grenade launcher Ammo options=
(HE, CRYO, etc)
...and i know this is a perk/talent thing but this above all else would make me (and im sure all the other 25mm/40mm users very happy=
The ability to make your own 25mm/40mm rounds at the work bench...tied through a perk or a quest

More scope options for Energy weapons

Oh, and fig the bug that makes launcher seem to do zero damage to most critters :sadvaultboy:
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Chica Cheve
 
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Post » Tue Sep 01, 2009 12:29 am

An R91 assault rifle
The infiltrater and the railway rifle I was pissed to see it in Mic and Ralphes but you cant get it.
An electricity rifle like the wonder waffle in world at war.
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gemma
 
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Post » Mon Aug 31, 2009 8:44 pm

Lets see...........

Some type of staff.

Claymore

Electric boots, could increase your movement speed and be used as an unarmed weapon.

A lightsaber.

Poison filled syringes.
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Melis Hristina
 
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Post » Mon Aug 31, 2009 9:46 pm

A pistol, that fires 40mm rounds
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Marcus Jordan
 
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Post » Tue Sep 01, 2009 5:09 am

- Throwing knives/shuriken that I can poison.
- A golf club that discharges a 20 gauge shotgun shell... the impact triggers the blast and only holds 1 shot so reloading is a pain. Just imagine a 9-iron to the head with that!
- A sword/bumper sword that discharges electricity into the target on contact, and low ammo capacity like the golf club.
- Tommy-gun
- M2 Browning machine gun
- p90 or whatever it is called SMG..... extremely high rate of fire and a decent size ammo capacity
- Silencer for the hunting-shotgun. think "No Country for Old Men" or whatever that movie that won an oscar not too long ago which had the hitman using a silenced shotgun.
- Incendiary mines
- A fist weapon that discharges a shotgun blast into the target on impact.... reload every hit like the golf-club
- A flash-bulb that temporarily blinds nearby enemies
- concussion grenades (this and flash-bulb are the explosives and energy weapon equivalent of boxing gloves and bean-bag rounds)
- teargas grenades
- small explosive charges or acid/liquid nitrogen spray for taking out locks
- a circular saw-blade slingshot (rotates the blade then flings it at the target)
- tame a mole rat, giant rat, or nightstalker to replace Rex


That is all I could think of off the top of my head.

There are already throwing knives and hatchets in the game, but they're hard to come by. Maybe they should be more common in a future patch or DLC.
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Karine laverre
 
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Post » Mon Aug 31, 2009 7:26 pm

Since this is going to be long, and detailed, I'm going to separate out everything and put them in spoilers so that I don't stretch the page:

Guns
Spoiler
http://en.wikipedia.org/wiki/EM-2: It looks pretty futuristic, was developed in 1951, and was developed by one of our allies. Place it in 5.56mm rather than 7.62 though. Or bring in 7.62, and create a few weapons that use that round. I'm sure every gun nut would love to have the AK-47 if 7.62 is brought in.

http://en.wikipedia.org/wiki/Pancor_Jackhammer: Also pretty futuristic looking, but a blast from the past. This could be 12 gauge, fully automatic shotgun. Although powerful, it'd eat your ammo right up.

http://en.wikipedia.org/wiki/Smith_%26_Wesson_500: Sure, there's the 12.7mm pistol and submachine gun, but neither of those have the grace and beauty of a revolver. This weapon would hold five rounds, and would be chambered in 12.7mm/.50 AE.

http://en.wikipedia.org/wiki/Colt_revolving_rifle: As you can probably tell, I love revolvers. Why not a revolver rifle? This would be chambered in .44 Magnum, and would house six bullets per clip.

http://media.moddb.com/images/mods/1/4/3047/24758.jpg: Seeing as .50 BMG is only chambered for the Anti-Materiel Rifle, what better way to expand it then to bring in the gun that bullet was developed for? Seeing as the M2 is pretty darn heavy, and not meant to be used as a moving weapon (it's meant to be stationary, even if it's mounted to a humvee, it's still stationary), this would have to be modified a bit. Also I suggest it has a somewhat slower firing rate, but a huge amount of kickback. This weapon although powerful would be pretty darn inaccurate.

http://world.guns.ru/sniper/sniper-rifles/rus/vss-e.html: Although the war was with China, and not Russia, the Chinese were notorious for copying weapon ideas. The Chinese Type 56, which the Chinese Assault Rifle is based off of was a Chinese
clone of the AK-47. It wouldn't surprise me if in the Fallout world they too copied the VSS Vintorez, a silenced fully automatic 9mm sniper rifle that was designed so it could fit into a briefcase.

http://world.guns.ru/sniper/sniper-rifles/rus/sv99-e.html: Seeing as the Varmint Rifle uses 5.56mm, I thought .22LR deserved a rifle. The SV99 is yet another Russian rifle, but could be copied from the Chinese. This gun is designed to take out lights silently, but at times is used as an anti-personnel rifle (in case you didn't know, a .22 to the skull has enough force to break through the skull, but not enough to escape it. Because of this, the bullet simply ricochets around the skull, tearing apart the brain until it's stopped dead in it's tracks).

http://www.fullyautomaticairgun.com/: So there's the Red Ryder BB rifle, but why not a BB machine gun? Not quite as strong as the American 180/Silenced .22 machine gun, but with a faster firing rate.

http://en.wikipedia.org/wiki/Mosin-Nagant: My personal favorite rifle, I suggest the Mosin-Nagant be brought in if 7.62mm is brought in for the EM-2 or another similar weapon [AK-47 anyone?].

http://www.seahornet.com/spear/spearguns/marxmangun.htm: While not a gun in the traditional sense, the Spear Gun is essentially crossbow that fires an oversized arrow. Either new spears could be implemented as ammo, or if possible, this gun could be modified so it shoots out throwing spears instead. Though I'm sure that would be problematic.


Explosives
Spoiler
Molotov Cocktail:
Ratios of each item will vary, as I'm sure there will need to be more than just one of each (except the empty bottle) for balance reasons. The Molotov Cocktail is similar to the incendiary grenade, but with a bigger blast radius, but less damage.
-Turpentine
-Empty bottle
-Box of Detergent

Pipe Bomb:
Stronger than a stick of dynamite, but with a heavier weight, the pipe bomb is a prospector's new best friend.
-Lead Pipe
-Dynamite
-Duct Tape (?)

http://fallout.wikia.com/wiki/Bio-gas_canister:
A weapon from Fallout 3's Point Lookout, I thought the Bio-Gas Canister was creative and interesting. Lower the damage from 1 to 0, and make them spawn randomly, rather than a short supply like there was in Point Lookout.

Flashbang Grenade:
Vipers got the drop on you? Jackals kicking your butt? The Flashbang will save your day by leaving your enemies disoriented and confused. But watch out, it can work on you too. (the flashbang would do very little damage, but would have the same effect as it does in Call of Duty and other games with flashbangs, where the screen goes white, and a buzzing sound is heard).

Nail Grenade:
Frag grenades not enough? Just glue some nails on and let the fun ensue!
-1 Frag Grenade
-? Wonderglue
-? Nails/Box of nails (new misc. item)

Mini-Nuke Mine:
Add the power of a Mini-Nuke to the tactics of a mine!
-1 Mini-Nuke
-1 Lunchbox
-? Cherry Bombs
-? Sensor Modules

Nerve Grenade:
Similar to the Bio-Gas Canister, however it deals damage over time for anything within it's hazy, yellow cloud.

Knife Bomb:
While the knife is an effective weapon, one good shank doesn't always finish the job. With the knife bomb however, you're sure to give any enemies one hell of a blast!
(the knife bomb could either be craftable, or a new weapon that randomly spawns. I suggest it works by getting close to the enemy, placing in a thrusting animation, and then having the knife stick in them. Then the player has about two or three seconds to back up before the enemy goes kaboom)

Dynamite Spear:
A spear's always great, but an exploding spear is always better.
-1 Throwing Spear
-4 Sticks of Dynamite

Proxy Bomb:
The poor man's C4.
(essentially a new version of the powder charge that works by using a detonator rather than using a sensor module and working like a landmine)
1 Tin Can
3 Dynamite
1 Scrap Electronics
1 Duct Tape

http://www.free-images.org.uk/military/07-flare-pistol.htm
Need a light for the darkness, or an enemy set ablaze?
Flares would set enemies on fire and do damage over time, but would be weaker than say, the Incinerator.

Flares:
Similar to the Flare Gun, but thrown. Flares do hardly any damage, but create a bright, radiant crimson glow for those dark corridors.


Energy Weapons
Spoiler
Pulse Rifle: There was the Pulse Gun, which is a pulse pistol, but why not a pulse rifle? Super effective against robots and power armor, but weak against human targets. I suggest using the http://fallout.wikia.com/wiki/YK42B_pulse_rifle_(Fallout_2), but change the diamond pattern of the coils by the base of the gun with an X pattern to allow an ADS design, or a scope to be mounted.

The Boom! Box: A much different weapon, the Boom! Box is a bulky sonic rifle. Using the same animation as a Mirelurk's sonic cry, the Boom! Box can also easily cripple enemy heads, but unlike Mirelurks, it's not very devestating. It will however make any enemy stop their firing to try to get the ringing out of their ears.

PEP (Pulsed Energy Projectile): Similar to the Plasma Rifle, the PEP fires an orange glob of energy (instead of the Plasma's green goo) that on impact sets any targets ablaze.

High Intensity Radiation Laser (HIRL): Ever play Halo 3? You remember the Spartan Laser? Basically a clone of that. Essentially a laser-based Tesla Cannon, that also puts out the radiation level of a destroyed mini-nuke. Highly effective against non-ghoul organic targets, but not so effective on robots.


Melee
Spoiler
Tesla Trident: A special, three-pronged staff with electrical shockwaves jolt through the three-prongs. Towards the opposite end are two slender batteries designed to counteract the weight of the electrical head.

http://en.wikipedia.org/wiki/Fire_lance: While the Fallout version would be more modernized, this is what it's based off of. The Fire Lance would be a large metal staff that at one end has a bit of gunpowder and sharpnel. On impact, the head would discharge a small explosion similar to the Ballistic Fist.

http://en.wikipedia.org/wiki/Pilum: A Roman spear, the Pilum was designed for both close quarter and thrown combat. Once it impaled an enemy, it was designed to break so the enemy could not use the spears from fallen allies against the Romans.

http://en.wikipedia.org/wiki/Morning_star_(weapon): Well if Power Armor is supposed to make you look similar to a knight, why not give him a medieval weapon? =P This could be a more modernized version of a broke table leg with black nails jutting through the broken head of the leg.


Unarmed
Spoiler
Defibrillator: Need to jumpstart a heart or stop one? The defib is for your best friend. The defib would be a two handed melee weapon, where both fists are pulled up, holding out the paddles, and the attack animation would the character thrusting out the paddles. On impact, some static would bounce around the enemy and knock them back, possibly knocking them out (based on your unarmed skill level and luck).

Katars: For anyone unfamiliar with katars, they're an Indian (that's eastern, not western/native American) weapon that's essentially a wooden handpiece attached to a large blade in front of the knuckles. It's generally used as a stabbing weapon, but also is designed as a slashing weapon.

http://en.wikipedia.org/wiki/Tonfa: Not a night stick, the Tonfa is a large beam with a handle. It is wielded by holding the outer piece, and having the long beam extend down the forearm for blocks and punches (protects the forearms, and the head of the beam increases the force of a punch), or with the beams sticking away from the forearms and pointing out from the knuckles for increased range and blunt attacks.

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Christie Mitchell
 
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Post » Tue Sep 01, 2009 3:32 am

http://www.free-images.org.uk/military/07-flare-pistol.htm
Need a light for the darkness, or an enemy set ablaze?
Flares would set enemies on fire and do damage over time, but would be weaker than say, the Incinerator.

Fire weapons belong in Energy Weapons not Explosives.
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Rach B
 
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Post » Tue Sep 01, 2009 6:00 am

I like the thought of a mini-nuke mine. :celebration:
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luis ortiz
 
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Post » Tue Sep 01, 2009 4:23 am

Bring the Metal Blaster back from Fallout 3 I really miss that weapon.
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Chris BEvan
 
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Post » Tue Sep 01, 2009 8:37 am

http://www.gizmag.com/aa-12-combat-shotgun-frag-12-automatic/11393/

I also want everything Volundarkvioa listed.
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CORY
 
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Post » Tue Sep 01, 2009 3:33 am

Bring the Metal Blaster back from Fallout 3 I really miss that weapon.

While I agree, they would have to nerf the weapon since it was the absolute best weapon in Fallout 3.
Maybe keep it's extreme damage, high critical chance and high critical damage but raise it's AP cost, ammo consumption to and lower it's item HP.
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Raymond J. Ramirez
 
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Post » Mon Aug 31, 2009 11:07 pm

More mines like the bouncing betty.
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Silvia Gil
 
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Post » Mon Aug 31, 2009 8:52 pm

Chinese Assault Rifle with Iron Sights.

Maybe some alien armor. :3
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Rob
 
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Post » Tue Sep 01, 2009 6:41 am

I would like an american styled Stealth suit AKA everything Sam fisher wears, including night vision specs, maybe it could inject you with cat eye when your wearing them and then when you unequip them it svcks the Cateye juice from your eyes so that its efficient and effective.

"svcks the cateye juice from your eyes"
Riiiiight...
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JR Cash
 
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Post » Mon Aug 31, 2009 8:49 pm

A pipe bomb is a nail bomb. Well the way the IRA make it.
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JUDY FIGHTS
 
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Post » Mon Aug 31, 2009 5:48 pm

I'd like an energy revolver, something sleek yet practical, like the hunting revolver of energy weapons. It should have the reload animation of a revolver too, instead of swaping a cylinder you swap a microfusion cell.
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natalie mccormick
 
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Post » Mon Aug 31, 2009 11:14 pm

Seven shell grenade launcher.
It is a big thing, with seven in front of it lines up in a circle with one in the middle. (Take 7 coins of the same size and put them together to a circle with one in the middle, that's basically the pipes.)

Heat Seeking Twin Homing Missile launcher. or The Homing Twins to shorten the name.

An electricity rifle.

An acid thrower. Basically a shotgun for Energy Weapons, it flushes out a canister of acid in short distance.

Flame-Pistol, see Tactics weapons.

High-Burst Flamer, better version of the existing flamer with a new model and skin design which burst fires at double the range of the regular flamer.

Compact Flame Rifle, an energy weapon which fires a small compact flaming projectile, the projectile looks like a spear of fire. On impact it splashes and causes an AOE like effect and throws fire onto every other enemy.
It only has a great base damage on the first enemy, the rest of the enemies including the first one all get fire dmg 7hp/6s.

Sun-Beam Pistol, this pistol generates power from the sun and only works during daytime, it fires away a shiny golden projectile which sets the enemy on fire.

Military Issue Laser Pistol V.27, (Laser V.27 to shorten it's name) this laser pistol is like a revolver variant of energy weapons, it uses it's own kind of ammo.
Once found you will also find a schematic for it's ammo.
The conversion rate is 10:1. This weapon does not have any Max Charge or Over Charge crap, nope, this guns ammo is always fixed at -7 DT.


Nice ones, Energy Weapons/Explosives FTW. Plus, the electricity rifle and acid add a nice new tough to the game. Would IMO be even better if damage types are introduced, but that's more something for the next full FO game, not DLC. Would still save them time if the model and stats of the gun are already in DLC though. Sun-beam is also fun in it's day only use.

One of these in .45-70...classed as a lever action so the cowboy perk applies to it....so I can put down anything that walks on legs in the Mojave old school.

http://www.dixiegunworks.com/images/18723.jpg


Is that the CSA's Sharps Rifle? Sounds like a great one for Fallout:Manassas J/K

10mm Tommy Gun

Energy Weapons
Star Trek: The Next Generation style phaser weapon.. the one w/ the wand grip.
laser pistol with iron sights
laser assault rifle w/ scope or iron sights.
phaser rifle



How can the Tommy Gun not be in the game already, not iconic enough? Same goes for a regular more common version of the M1 Garand and possibly the http://en.wikipedia.org/wiki/StG44 come on, the world's first modern Assault Rifle?

I also agree, laser pistols and rifles need iron sights. do you by any chance know what items/guns the phaser props are made from, might make for some interesting crafting schematics. Or maybe you can find premade props and turn them into functioning weapons using some technological stuff, like conductors, scrap electronics and a focussing lens, made out of a pair of glasses, wasteland technology FTW.

I'd like an energy revolver, something sleek yet practical, like the hunting revolver of energy weapons. It should have the reload animation of a revolver too, instead of swaping a cylinder you swap a microfusion cell.


Something like http://starwars.wikia.com/wiki/DE-10_blaster_pistol?
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Vickey Martinez
 
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Post » Tue Sep 01, 2009 6:19 am

A 12.7 Chinese Pistol
A .308 Chinese Assault Rifle
A .45-70 Derringer Pocket Pistol
A 10mm M1A1 Thompson Submachinegun
A Concentrated Light Grenade (Like pulse but yellow, does laser-type damage, and ignites people)
A .22 Pump-Action Rifle (I have a Winchester .22 Special Pump-Action Rifle, 15 round magazine tube, octagonal barrel, made in the 30's)
A Sawed-Off Caravan Shotgun
A full-length 12 Gauge Double Barrel Shotgun
The .32 Pistol from FO3 rechambered in .308
A Gauss Pistol
A .44 Repeater (Lincolns Repeater but not as godly)
An actual Sword (Not hard to make after 200 years, just take the rusty iron shortsword/longsword from Oblivion)
A Mantrap (That's what they call a beartrab with nails welded on to it)
A Tin Can Grenade (Tin Can + Rifle/Pistol Powder + Scrap Metal)
A Chemical Grenade (Tin Can + Rifle/Pistol Powder + Turpentine + Abraxo Cleaner)
A Crossbow
A 5.56 R91 Assault Rifle
A 5mm SMG (Based off the Mac-10?)
Chemical, Depleted Uranium(High impact DMG, no AOE DMG), and Blank 40mm/25mm Grenades
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Lisa
 
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Post » Mon Aug 31, 2009 11:58 pm

Any [censored] AK-series rifle in .308 i dont care which Galil? AKM? it doesn't matter
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Tracy Byworth
 
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Post » Tue Sep 01, 2009 6:43 am

Those are modern weapons and dont exist in Fallout for all we know, guns in Fallout are either pre-50's or BASED on real guns by are different.
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Celestine Stardust
 
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Post » Mon Aug 31, 2009 6:50 pm

A 12.7 Chinese Pistol
A .308 Chinese Assault Rifle
A 5.56 R91 Assault Rifle
A 5mm SMG (Based off the Mac-10?)


I like these very much but i think the .308 chinese assault rilfe aint gonna happen cause we already have a automatic .308 so it would be inbalanced :(
and i like the 5mm smg idea but instead of a Mac i would prefer a p90 or an mp5-ish gun :biggrin:
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Soku Nyorah
 
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Post » Tue Sep 01, 2009 7:31 am

To each their own. .308 because it is basically a 7.62.
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Chris BEvan
 
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Post » Mon Aug 31, 2009 8:20 pm

To each their own. .308 because it is basically a 7.62.

Well it IS a 7.62.
7.62 by 51. There isn't too much headspacing differences between .308 and 7.62 NATO- most of the differences is in powder loads.

But it's certainly not anything like 7.62x39, which is what a Chinese AR would more likely use, and .308 is more similar to the 7.62x54r (but not the same as it), so if a Chinese AK based AR was going to be in a caliber comparable to .308, it would be 7.62x54r.

There are Galils in .308 and AK type weapons made for export/assembled in the USA that are chambered in .308, but this is a Chinese weapon we're talking about here.
The Chinese AR would probably just use 5.56 like it did in Fallout 3, because it was made to use captured American Ammo. I say just port the Fallout 3 CSA. We're needing a Full Auto 5.56 AR anyway- the only auto 5.56 is the LMG.

There were Chinese infiltrators at the Dam as evidenced by their suits- no reason why there couldn't be Chinese weapons in the Mojave. Maybe since they were stealth operators the CARs could have integrated silencers. Also, bring back the 10mm Chinese Mauser but give it power matching the 10mm (was pathetic in Fallout 3).


For the .308 weapon, I say bring in the R91, put it in .308 like a G3, and call it the R93. Don't make it full auto- that role is fulfilled by the "Automatic Rifle". Make it semi, like "This Machine", though obviously it will have more ammo capacity and a higher fire rate. It will be the .308 equivalent of the Service rifle. You could give it a scope, but it would be a very low zoom scope. Perhaps the "R93M Marksman Rifle" or something like that.

I want to see a unique plasma caster or perhaps a mod that converts the plasma caster back to its original purpose as a plasma torch, the caster would fire like a flamethrower except instead of a jet of flame doing fire damage, it's a jet of plasma that does plasma damage and can melt the enemy.

I'd like to have "mixed" unarmed weapons. While knuckles go on both fists, things like the power fist only go on one fist. I want to see something like a power fist and displacer glove, or a ballistic fist and a mantis gauntlet, linked as one weapon. You attack with one fist and then the other. Maybe this is too complicated to put into the game, since it needs one weapon to have multiple effects at different times. Tricky.

Explosives has been neglected- we need the nuka grenade to come back. Victory isn't quantum, but I bet it has isotopes that can be used to make a potent explosive. I'd also like to see an explosive sniper- maybe some sort of Gauss rifle that propels 25mm/40mm grenades at high speeds to ensure flat trajectory, or maybe a grenade launcher with an advanced holographic sight (in the Dead Money style, not like real holosights) which will let you aim the grenade accurately.
I think explosives in general need a boost of effectiveness anyway.

I still really want to have a man-portable .50 BMG M2 HMG designed to be used by Power-Armored troops, call it the Heavy Machine Gun. A full auto drum fed 12 gauge with a 20 round drum would be neat too.
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LADONA
 
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