Who misses a Unique Gatling Laser like the Vengeance from FO

Post » Fri Oct 02, 2009 11:33 pm

I miss all the old laser weapons from Fallout & Fallout 2.

This I want the L30 to return! and Wattz weapons!
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Kate Norris
 
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Post » Fri Oct 02, 2009 6:33 pm

If we had the art resources to make unique textures and/or unique models for every weapon, we would have made unique versions of every weapon. I think it's important that if the player finds a unique version of something, it should look different than the base version. That's also why most of the weapon mods are externally visible.

That said, the Gatling Laser has been increased in power for the next patch so hopefully it will be more generally valuable instead of an anti-tiny-critter weapon.
If you can't do it by yourself - cooperate with community. Modmakers will be happy to help. WME or WMX - they have much more useful mods than original game.

Energy weapons have a big problems with uniques. AER14 Prototype could be nice as energy sniper weapon, but it can't be scoped, and without scope it is clise combat weapon only, and in close combat Q-35 is much better. Pew Pew? Another useless thing - eats ammo in tons and useful only in close combat. Plasma Defender is much better. Tesla-Beaton Prototype - another strange thing. Maybe deathclaw killing who can't get YCS/186 because of perk. Ok, YCS/186 and Q-35 are not bad.

Where is unique Plasma Defender, main close combat energy weapon? Where is unique RCW, energy SMG? Where is unique Flamer? Instead of them we got tons of unique close combat weapons and low level junk, which will mostly never used. Only really useful low weapon is Ratslayer (at low and middle difficulties), sometimes Lucky.

Guns? Maria - 9mm pistol, which you can get at the end of game. Just a trophy, useless. Vance's 9mm SMG, same. This Machine, mostly useless without scope, but good weapon for Boone. Gobi Campaign Scout Rifle is really unique. It is WEAKER then normal. That Gun? Mostly useless. La Longue Carabine? Have 10 times larger spread than usual version. CZ57 Avenger? Have very limited use.

Where is unique Anti Materiel Rifle? 12.7mm SMG? Trail carabine? Brush gun?

TL;DR: there are a lot of unique weapons, but most of them are low but obtainable late in game and useless because of that, or have major issues and useless because of them. And most useful weapons have no unique versions or they are worse then usual ones.
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Jesus Duran
 
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Post » Fri Oct 02, 2009 10:54 pm

They also snap the weapon balance in fifty thousand pieces. Would have been cool if they can be stuff to balance the mods.
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Caroline flitcroft
 
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Post » Sat Oct 03, 2009 3:44 am

They also snap the weapon balance in fifty thousand pieces. Would have been cool if they can be stuff to balance the mods.

You do realize the whole point of a weapon mod IS to make it more powerful right?
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Adrian Morales
 
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Post » Fri Oct 02, 2009 3:52 pm

But not breaking the balance between weapons, below is some of the problems:
For example, Marksmen Carbine have a silencer, improve rifling and extended mag. While extended mag is OK, silencer and improve rifling however allow it to phase out all other 5.56mm.

Riot shotgun with a choke; defeated the fact that it is suppose to be a close quarter only weapon.

Laser sight for the Plasma Caster? really? and an extra module to increase RoF?

Scope for Laser RCW? and further decease the already featherweight of whooping 4lbs?

Further weight decrease for Gauss Rifle when it have the best DMG/lb for EW (aside from Holo Rifle)?

Brush Gun long tube and scope....may as well give it a silencer.

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Soph
 
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Post » Sat Oct 03, 2009 4:27 am

Wait, are you talking about the Nexus weapons mod? Because I've never seen these mods in the game.
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Julia Schwalbe
 
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Post » Sat Oct 03, 2009 7:37 am

Yes Martyr, I was replying Oblitus' post about community mods which introduce extra weapon modules.
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Luis Reyma
 
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Post » Fri Oct 02, 2009 4:33 pm

Yes Martyr, I was replying Oblitus' post about community mods which introduce extra weapon modules.

FFFFFFFFFFFFFF. Communication error. I thought you were saying the base game mods are all overpowered. :facepalm:
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Trey Johnson
 
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Post » Sat Oct 03, 2009 8:41 am

Did I just see that right?? Did someone call This Machine useless??
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Nick Swan
 
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Post » Fri Oct 02, 2009 9:10 pm

Did I just see that right?? Did someone call This Machine useless??

http://www.newvegasnexus.com/downloads/images/39651-2-1295165331.jpg

Not mine surely! :)
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kat no x
 
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Post » Sat Oct 03, 2009 7:30 am

Energy weapons have a big problems with uniques. AER14 Prototype could be nice as energy sniper weapon, but it can't be scoped, and without scope it is clise combat weapon only, and in close combat Q-35 is much better.


This is not true. I prefer the AER14 over Q35 by quite a big margin.
It works on all ranges, long, mid, and short.
In contrast to Q35 and its slow moving Plasma Bolts, it can be used efficiently with or without VATS, and it has a higher DPS, especially when Laser Commander was taken as a perk.
The only real thing the Q35 has over the AER14 is its ammo economy.
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Shirley BEltran
 
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Post » Fri Oct 02, 2009 9:32 pm

This is not true. I prefer the AER14 over Q35 by quite a big margin.
It works on all ranges, long, mid, and short.
In contrast to Q35 and its slow moving Plasma Bolts, it can be used efficiently with or without VATS, and it has a higher DPS, especially when Laser Commander was taken as a perk.
The only real thing the Q35 has over the AER14 is its ammo economy.

Q35 also have better damage per shot.

Plasma bolt a hit scan AFAIK, so as long as you have the cursor on it you would hit.

The real killer on projectile speed is successfulness of sneak attack.

But all is irrelevant with Dead Money.
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keri seymour
 
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Post » Fri Oct 02, 2009 11:59 pm

All weapons vanilla with mods turn up to another thing and the unique weapons i myself for example dont use the "this machine" M1 Garand lookalike but i have 2 friends that love it and headshot everything in the game, its the personel choice that i find amazing in fallout 3 and New Vegas for it has everything for the heavy weapons specialist to the smartguy mafia to the sneaky sniper for the VATS melee fighter player. I also use the WMX mod for my weapons and find it amazing, but i dont discard the hard work Obsidian took with the weapons and doesnt go unnoticed that we got our Plasma Rifle with another name (plasma caster), a little nod to fallout 1 and 2. As a player that grew up with fallout all i can say to Mister Sawyer and team is thank you.

Someone said that the Gatling gun is less effective in New Vegas then in Fallout 3, that is not true but the news from mister Sawyer that they will be buffed up came with a great joy to me since im a heavy weapons nut. Still i miss a unique gatling laser and wanted to see if that nostalgia was felt by the community since i take myself as an example going to Deathclaw sanctuary was the high point of my character's development. As i expected some dont use heavy weapons so dont miss it that much or prefer to use plasma to lasers, but those that played with the veangence do miss it.

The mercy grenade machinegun is an amazing weapon, and i myself am a user and fan of that amazing unique weapon but the splash damage makes it very hard to use since you have to lead it to hit something coming at you like for example a Super mutant in full sprint, which the gatling laser we dont have to lead the target but its degradation does make it a weapon to use cautiously, but with a unique gatling laser with slower degradation oh that would just be amazing, making it for a hardcoe walkthrought a better overall weapon for a heavy weapons specialist, and if we had a unique version on some "dungeon" like the mercy or the vengeance would be a welcomed challenge. And here between us and with Mister Sawyer reading this im kinda curious to see what the fine gentlemen would cook up as a unique Gatling laser to be honest if that ever came to pass.
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roxanna matoorah
 
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