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Slapstick83

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  1. I just want to throw my voice in with the crowd that dislikes weapon and armor degradation. It's my #1 hated functionality in FNV and to me the implementation feels really unimmersive and unrealistic. I mean, aren't guns supposed to be able to fire bullets without breaking ALL of the time? In addition it seems to only add tedium, rather than excitement or thought. However I would fully support a "condition" state of the weapon, gradually increasing the risk of jamming (adjusted by luck factor). Some cleaning, oiling and changing of springs or gear (aka maintenance kit perhaps?), a gun should be good to go again. There could be two levels of jamming, one "soft" requiring a reload, and a "hard" requiring a full cleaning (and thus not something you can do in combat). How quickly the condition would deteriorate could be dependent on the quality of the gun (pipe/military/experimental, low/mid/high), etc. For Armor I think the degradation/deterioration makes a lot more sense, but on the other hand it's a much less enticing gameplay mechanic to me. I'm trying to come up with a scenario where I would like it, and I just can't. Maybe if it also had a chance to break rather than gradual degradation, and I could bring repair kits. Maybe if the enemy could score critical hits on you (as they ought to be able to), and the armor had a certain amount of criticals it could block before "breaking" and not being able to block any more criticals until reparied. On the notion of Power Armors, I don't see why so many feel the need to nerf them or their gameplay value. It's the equivalent of a personalized tank. OF COURSE it should be AWESOME to be in a tank rather than just your own fleshy self. Going up against someone in a Power Armor should be terrifying and deadly. I absolutely cannot see why it's an issue that it's the nr #1 choice of protection and constant companion. If you're going into a ghoul-infested subway, a power armor and flame thrower ought to be your best bet. The only downside I think befits a power armor should be stealth and maneuverability. Someone going clonking through downtown in a suit of armor should be heard miles away. Removing stealth opportunities, sneak attacks, and surprises should be detrimental enough for people who prefer that kind of gameplay to opt out. Slower movement means you can't dodge that grenade or missile launcher as quickly. Unfortunately the AI isn't good enough to perform coordinated ambushes on you, but a guy in a suit should attract all kinds of unwanted attention. That would be drawback enough for me. Anyways, I wish you the best of luck with the project and I'm *really* looking forward to it
  2. How about this: http://www.nexusmods.com/fallout4/mods/2951/? I think it's hilarious and awesome
  3. Well, automatic weapons are widely in use for a reason. I guess they could take a small hit in accuracy, right now they're quite accurate. Balance wise though, this would count for enemies as well, and they wouldn't be as powerfull as their damage-increasing non-automatic alternatives. I see some people saying they go with only 3 weapons: a side-arm, long-arm, and one auxilary weapon, so you'd have to choose. Automatic isn't always the answer. People also play with reduced carry weight, so the ammo cost could be prohibive, depending on how you play. This obviously isn't right for everyone, and maybe the answer lies somewhere in between. I'm just curious if it could be done, and then see how it plays out.
  4. I have a feeling that there's an agreement that automatic weapons are subpar because of their damage, and there's also many (I'm one) who has an interest in realism & immersion mods. I'm wondering if the automatic weapon damage reduction perhaps could be removed, balance be damned. A .308 to the head is still a .308, regardless of whether the gun was automatic or not. Is this even possible with our current tools, and would someone care to look into it? I have 0 experience with modding, so I wouldn't know where to begin, at least not without the GECK.
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