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flaktrooper1

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Everything posted by flaktrooper1

  1. It was useless against robots in Fallout Tactics however. The MEC Gauss Minigun on the other hand is a totally OP weapon though the ammo is scarce and expensive. Only the Gatling Laser survived intact into Fallout 3 and later. The P90 is more likely than G11 since its ammo is shared with FiveSeven and is more modular. I think while the 5.7mm ammo is not common on enemies they can be bought quite cheaply from vendors by midgame, I don't expect it to be expensive since it is basically a low to moderate damage weapon with armor piercing effect. Another possible weapons for the future releases would be the Kriss Vektor and maybe the Skorpion Evo, they are basically fast firing weapons with very little recoil and a good way to feed your accumulated pistol ammo to. I do expect the Institute to have some form of suppressed weapons for their silent assassination purposes instead of just the unstealthy energy weapons and these weapons can fit in quite well, though they would also show up in the hands of Gunners later on.
  2. Even Militarized Minutemen already came with a lot of nice backpacks, including some backpacks that aren't meant to carry items as well.
  3. If it is up to me back then I'd do something similar, so perks like gunslinger, rifleman,commando affect other things as well but don't affect weapon damage. For example without gunslinger you will reload a revolver by fumbling a bit while removing the cases, with one point of the perk you remove the cases faster and reload the rounds at once, at 3 points you gain a speedloader and so on. Same goes with rifles, without a perk you have a little trouble reaching for a magazine in your pack and maybe at times problem with working the bolt, a couple of points will make it normal reloading while at 5 points you get a fancy quick reloading animation.
  4. Some guy did the M240 as well, though it is probably too similar to the M60 for the role.
  5. I heard in Juicehead's channel that some modders are making the FN FAL and M240, maybe worth adding them in when they are ready.
  6. Pretty cool idea, though even more useful addition for another mod like Sim Settlement.
  7. So any mod options tweak with the ammo use? It is kind of a hassle having to resupply ammo to settlers and provisioner bots.
  8. Update the guy above, I try to put in so that you can at least find most of the weapons in the hands of enemies. Gunners: 1. Skorpion, Walther PPK, Double-Barelled Shotgun 2. Mac-10, Colt Police, Glock, M1911 3. Laser Rifle, Mini 14, M29, Mossberg 590, Thompson, Remington 700, Flamer 4. Plasma Rifle, AR-15, SA80, USAS-12, M79 5. M107 AMR, Minigun, FN FAL, Gatling Laser, Gauss Rifle, China Lake Likewise, I do think these guys should be pretty well armed, even at low levels. Minutemen: 1. Colt Police, Laser Musket, Double Barrelled Shotgun, some pipe weapons 2. Mossberg 590, Mac-10, Skorpion vz. 61, M1911, Beretta M9, Remington 700, M29 3. Volkssturmgewehr, Thompson, Mini 14, Laser Rifle, Institute Rifle (after Defend the Castle or equivalent) 4. Lever Action Rifle (?), AR15, AKM, SA80 (maybe) 5. FN FAL, Plasma Rifle, AMR, Gauss Rifle, USAS-12 Minutemen are mostly ordinary folks, so early on they just use what is available at home so they start out weak. However their weapons gets better fairly rapidly as you level up since they started looting their enemies and getting better weapons through trade. Raiders: 1. Pipe Pistol, Pipe Revolver, Double Barrelled Shotgun 2. Pipe Bolt Action Rifle, Mac-10, Colt Police, Glock, Beretta M9, Skorpion vz. 61, M1911 3. Mossberg 590, Lever Action Rifle (?), Volkssturmgewehr, Thompson, M29 4. Mini 14, M79, Remington 700, Flamer 5. AKM, AR-15, FN FAL, SA80, Minigun, USAS-12, China Lake, Makeshift AMR Likewise, strong ones get bigger guns. Since they get their weapons by loot and salvage rather than trade, I do expect them to progress a bit slower than Gunners. Those Other tweaks: I think the Mossberg and some of the SMGs should spawn in the hands of the Vault Security as well.
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