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Change weapon skills


subtledoctor

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Seems kinda stupid to be skilled in "guns" (every kind of gun?) or "energy weapons" (and remind me again which category the gauss rifle is in, being an energy-based weapon that fires a physical projectile... which, when it comes down to it, is precisely what firearms do.)

 

Seems to me a more sensible distribution would be:

1) Pistols, including energy pistols and SMGs

2) Rifles, including energy rifles, shotguns, and light machine guns

3) Big Guns, including minigun, SMMG, K9000, flamer, incinerator, tesla cannon, gatling laser, and plasma caster.

 

Missile launchers and grenade launchers should probably go under explosives.

 

Of course without a Big Guns skill there's one missing... I suppose you could combine unarmed and melee (you really trying to tell me all those fists and gauntlets don't count at melee weapons?) and free up a skill that way.

 

I don't have the skills to do this... would it be difficult?

Edited by subtledoctor
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It would be impossible. Skills are hardcoded; no new ones can be added and the effects of the existing ones can not be changed.

 

And I don't agree with your assessment that being proficient with conventional pistols translates into proficiency with energy based pistols. If we ignore for a second the obvious scientific impossibilities of the energy weapons in Fallout and focus instead on how such weapons would function in real life, your training with pistols would probably be close to useless if you attempted to use a laser pistol.

 

There's no recoil, for one thing, and real laser weapons would likely operate by firing in continuous pulses, not in "shots", so the weapon would have to be focused on the target for the duration of the attack for maximum effect. There's some interesting reading about it here.

 

So in conclusion, I think a separation of guns and energy weapons is very fitting, even though the energy weapons seen in Fallout has more in common with guns than any real hypothesized laser weaponry.

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It would be impossible. Skills are hardcoded; no new ones can be added and the effects of the existing ones can not be changed.

 

And I don't agree with your assessment that being proficient with conventional pistols translates into proficiency with energy based pistols. If we ignore for a second the obvious scientific impossibilities of the energy weapons in Fallout and focus instead on how such weapons would function in real life, your training with pistols would probably be close to useless if you attempted to use a laser pistol.

 

There's no recoil, for one thing, and real laser weapons would likely operate by firing in continuous pulses, not in "shots", so the weapon would have to be focused on the target for the duration of the attack for maximum effect. There's some interesting reading about it here.

 

So in conclusion, I think a separation of guns and energy weapons is very fitting, even though the energy weapons seen in Fallout has more in common with guns than any real hypothesized laser weaponry.

 

 

Lasers would be a continuous stream but plasma weaponry would be hot globs of plasma which would be a bit more like bullets again... ^^

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True, the gauss rifle is closer to conventional guns than energy weapons actually. I do think it would be more fitting to have it affected by guns. Like guns, it fires a projectile, the only difference is the source of energy. Guns use tiny explosions to propel projectiles forwards, the gauss rifle use magnetism, there's not much of a difference.

 

The points I made in the first post are really only applicable to weapons that fire focused energy beams, which make up a sizable portion of energy weapons in the game. I didn't adress plasma or gauss.

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Lasers would be a continuous stream but plasma weaponry would be hot globs of plasma which would be a bit more like bullets again... ^^

Gauss rifles are a combo as well ^^

Huh, what's up with the lawyer ball? Ladez didn't say all energy weapons are the same, rather he's explaining there are significant differences between a conventional pistol and a laser pistol, suggesting a different or modified skillset. For example he mentioned kick, and there are other aspects to consider (leading your target, windage etc).

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Oh well, I played a little lawyer ball with the OP myself, it's really no biggie. :)

 

But to get back to the point, there's unfortunately no way to modify skills in this way. I really wish there were though, I think we all have our own idea of what the ideal selection of skills would be.

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  • 3 weeks later...

But... rather than changing skills, wouldn't it be possible to change each weapon to be affected by a different skill?

 

Of course it would be very confusing if you couldn't also change the *names* of the skills to reflect the new values. And it wouldn't play nice with weapon mods, unless they checked for the presence of this one. And it still leaves the problem of the missing Big Guns skill...

 

Ah, too bad, a man can dream.

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