Will FO4 still have Ammo types?

Post » Tue Dec 01, 2015 8:26 pm

Will you still get to quickly change between ammo types IE AP and anti personal types or did they remove that from the hard code to the point you can not mod it back in?

Also if they got rid of the ammo type system then will weapon mods let you change weapon projectiles?

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Isabel Ruiz
 
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Post » Wed Dec 02, 2015 3:06 am

I hope they do. I actually really liked being able to craft and use different ammo's for different situations.

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Nienna garcia
 
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Post » Tue Dec 01, 2015 3:40 pm

As far as I'm aware, we don't know. But they won't have "gotten rid of it" - Fallout 3 didn't have an ammo system, either.

(New Vegas had ammo types, but that wasn't made by Bethesda. While it would be nice if they adopted some of the more interesting game mechanics that Obsidian used in NV, I've been considering that Beth is building FO4 off of FO3, not NV.)

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Lexy Corpsey
 
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Post » Wed Dec 02, 2015 12:06 am

True, but it's not like Obsidian has a copyright on it. It would not be begrudging of our lords and masters in the devs office to take the idea, if not expand on it...

...

...Imagine being able to mod ammo with sick effects...hnnnnngh

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danni Marchant
 
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Post » Tue Dec 01, 2015 7:37 pm

Oh, I'm sure the contract gave Beth the rights to any changes they made. I'm just saying that I consider NV a "side game" not part of the main FO3-FO4 line, so I wouldn't see a lack of ammo types as the "removal" of a feature. :shrug:

(having ammo types, and reloading/bench-loading, would be nice. Thinking about it though, reloading - and all the attendant stuff, from boxes of powder & primers, millions of recipes, etc - was kind of a big & convoluted chunk of crafting. I wonder if it would fit in alongside the rest of the new crafting & building system in FO4, or if they just wouldn't want to clutter stuff up more. Could still have ammo types without having the ammo crafting bits.)

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Justin
 
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Post » Tue Dec 01, 2015 10:43 pm

Not impossible, personally I wouldn't mind if it was gone, I basically only used it to make "better" versions of standard ammo, never found the need for other, more specialized ammo.
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M!KkI
 
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Post » Tue Dec 01, 2015 11:28 pm

Like these?

https://www.youtube.com/watch?v=07Biid3hkt0

:P LOL

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Kaley X
 
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Post » Tue Dec 01, 2015 4:20 pm

I would not mind if it was gone just not removed from being usable by modders. Its one thing to remove it from the official game its another when you remove it from the code just to spite people......

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Laura Mclean
 
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Post » Wed Dec 02, 2015 2:29 am

No more convoluted than what we're seeing with crafting. From what we've seen almost everything can be broken down for components, so where's the loss when it comes to ammo on top of settlement pieces and weapon modifications?

If not ammo, I at least want to see mods that alter ammo effects.

Like super-heating bullets, or rail-gunning them from a pistol.

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Matt Fletcher
 
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Post » Tue Dec 01, 2015 6:59 pm


They are professional people, they don't do things "out of spite", if its gone there is a reason.
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celebrity
 
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Post » Tue Dec 01, 2015 9:15 pm

Oh, sure. I'm just trying to picture NV's moderately complicated/details system (casings, powder types, primer types, etc; plus dozens of recipes for dismantling & creating) on top of all the other new crafting stuff. And it feels like it would be kind of unwieldy.

Now, I could see them make a totally different ammo reloading system that ties in more with the new crafting. That could work. :)

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Kayla Keizer
 
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Post » Tue Dec 01, 2015 2:41 pm

Yeah, I agree with this. I never made ammo in FONV, it was just too clumsily put together, which made it a complete drag. If they implement it better I wouldn't mind seeing maybe 2 or 3 different kinds of ammo, but no more than that. Like armor piercing and flat head. Too much ammo just makes it a mess to keep track of and I stopped caring which type I was using for what.

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Kelly James
 
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Post » Tue Dec 01, 2015 3:58 pm

Whole sale removal of elements to replace them with weaker watered down ones because they think modern demographics prefer a walking sim to a real game is pretty much spiteful to me… its unintentional but feels like it regardless.

I never did either, I just like all the ammo types, mainly AP, Anti personal, incendiary and explosive.

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kevin ball
 
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Post » Tue Dec 01, 2015 8:36 pm

No sign of alternate ammo types in the footage we've seen. It would be cool to have them, though, but I agree that the New Vegas implementation was just really cluttered; and honestly, a lot of the bonuses for using different ammo types were negligible. If Bethesda does incorporate different ammo types, I'd like to see it be a bit more focused.

I don't think we can count on this being a thing in Fallout 4, though. As for the ease of modding it in, I have no idea. Assuming they'd hardcode the engine so you can't mod in different ammo types is insane, though; they don't just add and remove functionality from their engine out of malice.

Assuming they're removing stuff solely to appeal to "modern demographics" is silly.

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Leanne Molloy
 
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Post » Tue Dec 01, 2015 6:02 pm

As long as they do more than "boolets fo gunz" and "battries fo lazer" I'm good, really.

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teeny
 
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Post » Tue Dec 01, 2015 8:08 pm

I hope we still get ammo types I loved it....but I'm of the thought process "the more the better " lol
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DeeD
 
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Post » Tue Dec 01, 2015 9:50 pm

I loved being able to break down crappy ammo and make decent ammo at a reloading bench, it added to the whole scavenging/survival thing for me, like when you blow a deathclaws head off from a distance with a .50 mg match, and you think, "I made that".
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David John Hunter
 
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Post » Wed Dec 02, 2015 3:12 am

I would rather have the special effects (anti-personnel, anti-armor, incendiary, ext.) modded into the guns rather than ammo. I know it we are already getting some sort of this from what we have seen from the Baseball bat and the Junk Jet.

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Steven Hardman
 
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Post » Wed Dec 02, 2015 12:39 am

The only thing we have seen so far are incendiary, cryo, and electric weapon mods.

If it works anything like Skyrim

-Incendiary weapon mods will cause fire damage over time, cause more damage to targets already on fire, and possibly cause the enemy to freak out and run away when their HP gets too low.

-Cryo weapon mods will drain AP, slow target movement speed down by 50%, and temporarily paralyze, aka freeze a target, once their HP gets down low enough.

-Electric weapon mods will likely do something like double damage to robots and power armor, and possibly vaporize a target once their HP gets down low enough.

Fallout shelter did have armor piercing weapons, but those were treated as a type of weapon, rather then a type of ammo, and were the best kind of gun below the unique named legendary weapons in Fallout Shelter.

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Lizzie
 
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Post » Tue Dec 01, 2015 7:58 pm

Well said. I didn't do much with the campfires in NV (except to make healing poultices) but I used the hell out of the work and ammo benches.

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Code Affinity
 
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Post » Wed Dec 02, 2015 2:33 am

Well I assume they follow trends like the rest of media and create media based on whatever the popular trend is. Then you have time constraints limiting the whole process more. Skyrim went overboard catering to a demographic that dose not care about gaming they only care about killing time with something lite and fluffy which goes against what the series is.... I'm not seeing much to show me they have improved their design aesthetics..

They can make the game more of a walking sim for all I care as long as they do not remove stuff from the geck/CK so the community can fix the darn thing..

On the up side the more I see the more it looks like weapon mods are based on lists, if so adding a ton of mods should not be hard the trouble is how you switch them in real time would be the issue... they could use 2 keys(1-2) one is mod type 1 which is more bonuses and mod type 2 is more projectile type but I wonder if that's possible on a controller layout since you need a button to select favored weapons..

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Maeva
 
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Post » Tue Dec 01, 2015 2:29 pm

Yeah, ammo types are must for me. I liked choosing between AP, HP, incendiary or even explosive rounds based upon the enemy presented in any given engagement. Are they armored up? Switch to AP; shooting at you while wearing a flannel shirt? Bust their ass with hollow points. Got a group in the open? Add a little fire to the party with incendiaries or explosive rounds. Removing any of that is a step back for me.

Being able to breakdown and create handloads with superior stats, with the inclusion of the reloading bench, was a plus as well...especially on hardcoe where ammo had weight, and you could create your own advantage by carrying less but better. If players didn't want to use the system and dawdle around on easy doing a walkabout, they could completely ignore it. For those of us willing to use up a perk, at least it was there. If nothing else, it gave you more control over your experience and that is always a good thing.

Hell, building settlements is optional. Maintaining an optional ammo crafting system just isn't that big a stretch. Adding in ammo types to negate DT or reduce a target's DR is not rocket science. To remove the system set up in New Vegas would be a bit spiteful in my view...but it certainly is Bethesda's right to streamline their game into a Minecraft-like playground with craftable weapon mods as their instrument of giving players control over their experience; it's their property after all. It's just not that hard to do both. Their tendency has been to add more content, more experience, and the player more control in their game worlds. I hope they maintain that in FO4 and merely add on to the many great things that New Vegas brought to the universe...not merely jettison it like Bioware would do.
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Everardo Montano
 
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Post » Wed Dec 02, 2015 1:44 am

I hope so, it worked great in NV (also in all previous games) and can be made even better if implemented from the start rather than added on later.

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Milagros Osorio
 
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Post » Tue Dec 01, 2015 12:56 pm

I don't think their will be BUT I am sure as this game will be awesome that if it isn't in fact included then it will be one of the first mods to be added.

:fallout: :D

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Isaac Saetern
 
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Post » Tue Dec 01, 2015 9:29 pm

Beanbag rounds were hilarious fun to use.

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Isaiah Burdeau
 
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