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Do energy pistols get any weapon mods?


SpellAndShield

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the reality is that the machine grenade launcher exists with no modding it, in fact, no mods exist for it.

Its got a mod.

 

triples rate of fire

 

I agree...but once pro modders on these forums get to work...you will get a lot of new mods...I think.

Ah yes,

 

let the skilled community do what Bethesda ignores

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I'd rather have only a few mods per gun that way the community can do a better job. After all, we don't want to waste the devs time with something that is going to get replaced :laugh:

say that with a smile

 

if you are using a console

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I'd rather have only a few mods per gun that way the community can do a better job. After all, we don't want to waste the devs time with something that is going to get replaced :laugh:

say that with a smile

 

if you are using a console

Exactly why I didn't buy it for console

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I find it disquieting that with WMK in Fallout 3, some weapons could have around 4 weapon mods if I recall correctly, whereas in New Vegas, the GECK supplies only three mod slots for us to use.
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I find it disquieting that with WMK in Fallout 3, some weapons could have around 4 weapon mods if I recall correctly, whereas in New Vegas, the GECK supplies only three mod slots for us to use.

The 3 slots don't bother me so much as the lack of customization. I would like to see more of a variety, perhaps having to sacrifice one mod in order to utilize another. For instance having to choose between a heavy barrel that increases accuracy or a suppressor that silences the shot; between a long range scope or a red dot sight. An extended mag should increase weight, so that you're making a real choice rather than just adding all the mods your find. I would've loved to see mods increase the usefullness of low end weapons. I loved the varmint rifle, but even fully modded, it was useless by level 5 or 6. And that night scope should definately be available on other rifles. all in all, the mod system was really disappointing, but it's a great opportunity for modders. I don't mod myself, 2 kids really lowering my ammount of gaming time, but i would certainly love to see soemone take up this cause!

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I find it disquieting that with WMK in Fallout 3, some weapons could have around 4 weapon mods if I recall correctly, whereas in New Vegas, the GECK supplies only three mod slots for us to use.

The 3 slots don't bother me so much as the lack of customization. I would like to see more of a variety, perhaps having to sacrifice one mod in order to utilize another. For instance having to choose between a heavy barrel that increases accuracy or a suppressor that silences the shot; between a long range scope or a red dot sight. An extended mag should increase weight, so that you're making a real choice rather than just adding all the mods your find. I would've loved to see mods increase the usefullness of low end weapons. I loved the varmint rifle, but even fully modded, it was useless by level 5 or 6. And that night scope should definately be available on other rifles. all in all, the mod system was really disappointing, but it's a great opportunity for modders. I don't mod myself, 2 kids really lowering my ammount of gaming time, but i would certainly love to see soemone take up this cause!

Oh without a doubt someone will take it up. I think right now everyone is just busy playing the game right now, I know I'm going to take the time to play it before I work on any mods. For some reason I have to play the vanilla version first to fully appreciate mods.

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