vroix Posted November 28, 2013 Share Posted November 28, 2013 I play my game as immersive as possible and I wonder, how the energy weapon ammunitions work? In the game, weapon like laser pistol use 1 Energy Cells per shot. But when I see the reload animation, we only put 2-3 energy cells in it. The same goes with Laser Rifles, despite it uses 1 MC per shot, we only put one MC in the rifle when reload. Does that mean on laser rifle, "one Microfusion Cell" actually capable of 24 shots and on laser pistol, "three Energy Cells" actually capable of 30 shots ? But the game engine can't make the weapon use 1/24 ammo or 1/30 ammo per shot, so we use 24 Microfusion Cell in one round while in fact we only put 1 Microfusion Cell in it. I chose energy weapon as my main weapon because I assume I don't have to bring a bunch of ammo to be able to shoot (only 1 "real" Microfusion Cell to be able to shoot 24 times. So if I bring 10 "real" Microfusion Cell, I can shoot 240 times. Save me some space in my bag "realistically". Compare it to conventional weapon such as hunting rifle. I actually have to bring 240 .308 bullet in order to be able to shoot 240 times which consume a lot of space "realistically"). Also, I have other question regarding Gauss Rifle. It uses MC as ammo but it doesn't generates beam as the projectile, instead it generates some kind of ballistic projectile with some electric effect. How does this weapon really works? Does the rifle can change energy from MC to a ballistic projectile? Link to comment Share on other sites More sharing options...
McclaudEagle Posted November 28, 2013 Share Posted November 28, 2013 Unfortunately, engine limitations are probably the reason why you can't have a single ammo carry x amount of charge. It may be possible to script it in, but that's not something I have any experience doing. The Gauss Rifle is supposed to be a 'coil gun', a weapon that uses one or more electromagnets to accelerate the speed of the fired projectile. It could be possible that the MC ammo is used to power the electromagnets, as the actual projectile itself would be a conventional ballistic similar to bullets or shells. This means there would probably need to be two different ammo types, or in real life, the ammo (projectile) and some form of battery to power the electromagnets. Link to comment Share on other sites More sharing options...
Danny159 Posted November 28, 2013 Share Posted November 28, 2013 That's an eye opener! o_0This must be fixed! Though the Gauss rifle you could argue it uses one of the 5 MC's per shot as the projectile? Link to comment Share on other sites More sharing options...
vroix Posted November 28, 2013 Author Share Posted November 28, 2013 Unfortunately, engine limitations are probably the reason why you can't have a single ammo carry x amount of charge. It may be possible to script it in, but that's not something I have any experience doing. The Gauss Rifle is supposed to be a 'coil gun', a weapon that uses one or more electromagnets to accelerate the speed of the fired projectile. It could be possible that the MC ammo is used to power the electromagnets, as the actual projectile itself would be a conventional ballistic similar to bullets or shells. This means there would probably need to be two different ammo types, or in real life, the ammo (projectile) and some form of battery to power the electromagnets. So then it's true that is the concept of energy weapons ammo. The only thing that prevent it from working like that in-game is the limitation of Fallout game engine. If that's the concept of Gauss Rifle, then I think it doesn't belong with energy weapons since it actually use conventional bullets. The MC there is only to power it up. But I don't think Fallout engine can make a weapon use two kind of ammo at once. I guess this Gauss Rifle is some kind of hybrid weapon then? combination of old fashioned gun and advance energy weapon. Oh yeah, does anyone know the concept of making energy weapons ammo? In the game, making bullet is quite realistic because we need primer, gunpowder, and all those stuff. But the making of energy cells, MC, and ECP is not quite detailed and immersive. We just "recycle" it. I think we need at least fission battery to "recharge" the cells. Link to comment Share on other sites More sharing options...
McclaudEagle Posted November 28, 2013 Share Posted November 28, 2013 I'd expect energy weapon cells are similar to batteries, and so using a fission battery as at least one component of a cell would make sense. However, I'm not sure what other components of energy cells could be. I reckon most of it would be electric-based. Link to comment Share on other sites More sharing options...
Dudeman325 Posted December 4, 2013 Share Posted December 4, 2013 (edited) You may like how Craft Pack handles recharging Energy Weapon ammo. You can recharge one type with another (For example, recharge Microfusion Cells with Electron Charge Packs), with Fission Batteries, or with Flamer Fuel + a generator. You can even craft drained cells from raw materials like Brass, Ceramic, and various chemicals. Edited December 4, 2013 by Dudeman325 Link to comment Share on other sites More sharing options...
Recommended Posts