• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
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[QUOTE=TheRealRudy;49399497]I actually remember New Vegas leaving out some pretty "iconic" weapons from Fallout 3 though, like the Assault Rifle and Combat Shotgun.[/QUOTE] It left out a lot of weapons. Since I'm not doing anything right now anyway, I decided to go compare their lists just to see. Looking over the wiki page, and not counting DLC weapons, it left out: .32 Revolver Silenced 10mm (just a mod in NV) Chinese Pistol Dart Gun .44 Scoped Revolver (Weirdly there was only a scoped .44 revolver in Fallout 3. New Vegas had a different model for the .44 I think) Assault Rifle Chinese Assault Rifle Hunting Rifle (Sort of, there was a hunting rifle in 3 as well but they have slightly different models, so it kinda counts I guess?) Railway Rifle Combat Shotgun Sawed off Shotgun (Again there were sawn offs in both games, but they were completely different.) The Rock-It Launcher Chinese Officer's Sword Deathclaw Gauntlet
I got the artbook in the mail yesterday, and I think this is the thing that'll make me quit TF2 modding for Fallout 4 modding. I wanna add back ALL THE WEAPONS
[QUOTE=Ganerumo;49399645][img]http://i.imgur.com/8NQOYss.png[/img] Each of these weapons having a different model to some extent, and having a different playstyle/being affected by different perks as well. I think Fallout 4 has pretty good weapon variety.[/QUOTE] Except half of those aren't even remotely different enough to being considered seperate weapons, honestly.
[QUOTE=elowin;49399675]It left out a lot of weapons. Since I'm not doing anything right now anyway, I decided to go compare their lists just to see. Looking over the wiki page, and not counting DLC weapons, it left out: .32 Revolver Silenced 10mm (just a mod in NV) Chinese Pistol Dart Gun .44 Scoped Revolver (Weirdly there was only a scoped .44 revolver in Fallout 3. New Vegas had a different model for the .44 I think) Assault Rifle Chinese Assault Rifle Hunting Rifle (Sort of, there was a hunting rifle in 3 as well but they have slightly different models, so it kinda counts I guess?) Railway Rifle Combat Shotgun Sawed off Shotgun (Again there were sawn offs in both games, but they were completely different.) The Rock-It Launcher Chinese Officer's Sword Deathclaw Gauntlet[/QUOTE] The Hunting Rifle is in New Vegas, the only model change is an additional sight. Also the caliber was changed. The Sawed Off is the same weapon, just with a slight retexture (the metal is light gray instead of black). Interestingly the deathclaw gauntlet is still in the files but left unused. I guess the silenced 10mm still counts since they just included it in a different way.
I think it just feels like fallout 4 has less variety because it's more about the 'best,' most damaging mods rather than the options available to you.
- snip - thought it was about FO4 and not NV
[QUOTE=elowin;49399704]Except half of those aren't even remotely different enough to being considered seperate weapons, honestly.[/QUOTE] They don't shoot the same, they don't have the same ammo capacity, and they don't get buffed by the same perks. I think they qualify as separate weapons, in the same way the tri-beam laser rifle qualifies as a separate weapon from the laser rifle. [editline]27th December 2015[/editline] [QUOTE=Minelayer;49399709]I think it just feels like fallout 4 has less variety because it's more about the 'best,' most damaging mods rather than the options available to you.[/QUOTE] The only things that objectively only improve your weapon are things that don't change the appearance of the gun like most of the receiver mods. What sights you use, what muzzle you use, whether you pick a semi auto or automatic receiver (or in the case of laser guns, these along with a charged sniper capacitor) is up to your playstyle and preference. Also it's the first game in the series that lets you customize unique weapons which is really damn nice.
Just unlocked the ability to use ballistic weave. Whilst the mod is pretty amazing (albeit limited), I wish it could be applied to more full body outfits. I was really hoping to apply it to the helmeted cage armour I acquired early game or some of the neater looking BoS fatigues.
[QUOTE=RenegadeCop;49399738]Firing semi instead of auto doesn't make it an entirely new weapon[/QUOTE] So by that logic the Service Rifle and Assault Carbine are the same weapon because they have a similar base model but shoot differently ?
[QUOTE=TheRealRudy;49399762]If you're going to calculate it like that, you should count every weapon mod atached to a weapon in New Vegas as a totally different weapon too. Lets see who wins then.[/QUOTE] The mod attachments to new vegas are only small stat boosts, akin to what the muzzle/magazine/sight attachments do in Fallout 4 (which I didn't count separately). The Service Rifle and Assault Carbine are the same weapon base - only visual difference is the stock, grip and handguard. Gameplay wise, they use different ammunition and one fire automatically while the other fires semi-auto. The exact same thing can be said of the combat rifle between a version chambered with .308 with a marksman stock, and a version chambered with .45 and an auto receiver with the regular wooden stock.
I think the main problem with Fallout 4 is that aesthetically speaking most of the weapons look identical so it feels like you're using the same weapon all the time. Christ I don't think I've ever used a more boring weapon in a game than the "Combat Rifle".
[QUOTE=Ganerumo;49399645][img]http://i.imgur.com/8NQOYss.png[/img] Each of these weapons having a different model to some extent, and having a different playstyle/being affected by different perks as well. I think Fallout 4 has pretty good weapon variety.[/QUOTE] Saying the Sniper barrel is a different weapon is like saying long/short barrels on the combat rifle are different weapons. You also forgot the recharger weapons, and the Tri-beam is from New Vegas.
[QUOTE=Ganerumo;49399706]The Hunting Rifle is in New Vegas, the only model change is an additional sight. Also the caliber was changed. The Sawed Off is the same weapon, just with a slight retexture (the metal is light gray instead of black). Interestingly the deathclaw gauntlet is still in the files but left unused. I guess the silenced 10mm still counts since they just included it in a different way.[/QUOTE] The hunting rifle and sawn off both use different models and textures, thus in a comparison of how many weapons were added in NV vs how many were kept from Fallout 3, they should be counted as new ones. The Silenced 10mm is also not carried over per se, as while it still exists, it's not counted as a seperate weapon from the 10mm in New Vegas. And quite a few of the unused weapons are still in the files.
[QUOTE=IrishBandit;49399820]Saying the Sniper barrel is a different weapon is like saying long/short barrels on the combat rifle are different weapons. You also forgot the recharger weapons, and the Tri-beam is from New Vegas.[/QUOTE] I do agree with your point but the Tri-Beam is from Fallout 3 Broken Steel. [QUOTE=Ganerumo;49399861]The Tri-Beam was first introduced in Broken Steel, so it's a Fallout 3 weapon. It was added in Fallout New Vegas via Gun Runner's Arsenal.[/QUOTE] It was in vanilla New Vegas. It seems like this thread has turned into Ganerumo VS Everyone else.
[QUOTE=IrishBandit;49399820]Saying the Sniper barrel is a different weapon is like saying long/short barrels on the combat rifle are different weapons. You also forgot the recharger weapons, and the Tri-beam is from New Vegas.[/QUOTE] The Tri-Beam was first introduced in Broken Steel, so it's a Fallout 3 weapon. It was added in Fallout New Vegas via Gun Runner's Arsenal. The sniper barrel is a different weapon in the sense that it charges up, meaning the playstyle's different as it takes longer to fire an optimal shot than if you were using a standard capacitor. [editline]27th December 2015[/editline] The entire "weapon mods don't count" argument is retarded to begin with because the mod system is complex enough to make most of the changes count as new weapons. If putting a new muzzle and changing the amount of beams fired on a laser rifle counts as a new weapon in Fallout 3/NV I don't see why doing the same thing on three different variations of the same concept doesn't count as just as many different weapons. [editline]27th December 2015[/editline] [QUOTE=Pokepunch;49399855]It was in vanilla New Vegas.[/QUOTE] GRA must have added the moddable version then.
I'm defending the fact that Fallout 4 doesn't have "less" weapons than the previous installments, because modded weapons still count as different weapons when they change the way the gun functions, the ammo it uses and other such things. This argument started because people were complaining about Fallout 4 having less weapons, which is wrong.
Ghost Recon Future Soldier lets you customise every part of you gun, it doesn't mean each weapon is actually hundreds of weapons. I agree that the scattered and automatic laser weapons should be considered different but they don't feel like different weapons, the barrel is the only thing that changes.
[QUOTE=Bat-shit;49399666]Lol, any idea what's going on when suddenly your game gets these 5-10 FPS drops, with sounds getting distorted for a second, where just [I]yesterday[/I] everything was rocksteady 60 fps, never happened before?[/QUOTE] Fixed this unnerving FPS/Sound-bug by simply booting the computa. Back to about rocksteady 60 FPS with no sound distorting. I didn't install new drivers or revert back to old ones; I didn't install or uninstall new mods or make changes to load order; nothing that explains this FPS bug occurring, then going away. :vs: [editline]27th December 2015[/editline] Also talk about weapons, I think they're fine but there is just this.. fun-stuff like no semi-automatic revolvers (thus, I never use 'em) and the Combat Shotgun/Rifle looks pretty ugly? Not many complaints from my end.
[QUOTE=Bat-shit;49399964]Fixed this unnerving FPS/Sound-bug by simply booting the computa. Back to rocksteady 60 FPS with no sound distorting.[/QUOTE] If I play the game for too long, for some odd reason more system ram will get eaten up even if I'm not playing FO4. A simple restart like what you did fixes it every time.
A lot of the weapons are near useless by end game anyway. Some are just outright useless even at level 1.
[QUOTE=TheRealRudy;49400051]We can't help he throws himself into that position every time again because of his "open-minded" Fallout series opinions.[/QUOTE] Sorry that not everyone is closed minded :v:
If Borderlands can claim an overinflated number of unique guns just because stuff mixes and matches randomly, why can't Fallout 4? I'm not saying either case is okay, but the former isn't getting any less true.
You claim it all you want, it doesn't make it true.
[QUOTE=Ganerumo;49399645][img]http://i.imgur.com/8NQOYss.png[/img] Each of these weapons having a different model to some extent, and having a different playstyle/being affected by different perks as well. I think Fallout 4 has pretty good weapon variety.[/QUOTE] I'm not sure you can call the energy weapons' pistol/rifle variants different. All it changes is which perk the gun falls under.
[QUOTE=Ganerumo;49399645][img]http://i.imgur.com/8NQOYss.png[/img] Each of these weapons having a different model to some extent, and having a different playstyle/being affected by different perks as well. I think Fallout 4 has pretty good weapon variety.[/QUOTE] You're forgetting the Metal blaster from FO3 The Pitt, which essentially is a laser shotgun.
Parahunters when? According to the concept art book, they were supposed to be 'Poachers for the highest bidder' and they flew around in an odd looking stolen vertibird [img]https://i.gyazo.com/c19883b16cf4d2ef39815a231f6ebc3c.png[/img] [img]https://i.gyazo.com/962e672513a3371877690ca0da750623.jpg[/img] Longshore faction/group/guild when? I'd imagine they'd be a DLC for underwater and sea stuff. [img]https://i.gyazo.com/f2fe3f6694de69aa11a80925af9026c9.png[/img] Also when will we get mobile homeless labor/radio people? [img]https://i.gyazo.com/f0e073332f0e858db68af3323a2cb463.png[/img]
Is it bad that I'm hoping one of the DLCs will take us up north into either Canada or Maine area and the whole place is snowy and has deep snow that might hinder movement and have snowshoes to move around with? I'd love to see a wintery Fallout setting.
[QUOTE=TheRealRudy;49400308]Looking some more at Fallout 4's artwork, why did they ever choose to leave this motherfucker out? [t]http://i.imgur.com/2CA4Nf2.jpg[/t] Not only did they leave out one of the most iconic enemies in the series (that's been in every game so far iirc, not really sure about Tactics and BoS, but eh), but I just love how this redesign looks like an updated version of the classic design. I really loved Fallout 3's take on their design, but this is just so much better, this really looks like a fucking mutated abomination.[/QUOTE] It's good that it didn't make it in. Because I would have shit my fucking pants and thrown my monitor across the room if I saw that jump me.
[QUOTE=TheRealRudy;49400308]Looking some more at Fallout 4's artwork, why did they ever choose to leave this motherfucker out? [t]http://i.imgur.com/2CA4Nf2.jpg[/t] Not only did they leave out one of the most iconic enemies in the series (that's been in every game so far iirc, not really sure about Tactics and BoS, but eh), but I just love how this redesign looks like an updated version of the classic design. I really loved Fallout 3's take on their design, but this is just so much better, this really looks like a fucking mutated abomination.[/QUOTE] That looks less like a Centaur and more like The Thing.
[QUOTE=brenz;49400271]You're forgetting the Metal blaster from FO3 The Pitt, which essentially is a laser shotgun.[/QUOTE] It's practically a unique tri-beam laser rifle though.
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