TheOriginalEvilD Posted November 21, 2015 Share Posted November 21, 2015 I'm all for most of this. I can't understand why they would take out such a great feature as ammo crafting and especially ammo types, and where the hell is my anti-material rifle!? Link to comment Share on other sites More sharing options...
Raycheetah Posted November 21, 2015 Share Posted November 21, 2015 And how is a projectile weapon armor-piercing? =0[.]o= Link to comment Share on other sites More sharing options...
DesertEvil09 Posted November 21, 2015 Share Posted November 21, 2015 You're in luck, Idle. Just finished the framework for the ammo list doc. It has all the base ammo types feature in New Vegas along with the specialty ammo types. Fallout 4's ammo got the same treatment, with Flares, Cannonballs, 2mm EC, etc, getting special variants as well. The complete list can be found at [https://docs.google.com/document/d/1Y-8ZHyljIpcnTfzc9OiDI0CNh2VWSRBDj4ENkTzdJbM] but I haven't finished coming up with the recipies. I'm beyond hyped for this. I can't wait to see brand new ammo types, if we can throw back in damage threshold from New Vegas, it'll not only be awesome to have variants in ammo, but ammo that makes sense, and armor that makes sense to combat it. Link to comment Share on other sites More sharing options...
MioneRCP Posted November 22, 2015 Share Posted November 22, 2015 (edited) I think just getting something like the MCM into the game would be invaluable. Face it when was the last time you played Skyrim or Fallout New Vegas without using it?Also we've talked a lot about weapon wear, what about Armour? If it was me deciding I'd make it so there was visible deterioration - pieces fray, buckles break, straps snap, cloth rips, etc. As to maintaining them with a 'kit' you'd need to have cloth, leather and adhesive (at least) for a kit. you could then show how the armour has been haphazardly repaired in the field with things like rope, duct tape and miscoloured patches. like the weapons it could come with reduced armour value and resistances. Take the vault suit I wouldn't thing my radiation resistance would be all that great and I can't really repair that in the field can I? All proper repairs would have to wait until your reach the armour work bench.Also the power armour would have to have its own 'repair kits' like cutting fluid, oil and steal. I agree that an empty fusion core should be added to the inventory you can do that with a lot of items, bullet casing, food containers, etc.All of this is really the very tip of what we all want to be the very basics that was missing at launch, its going to be a hell of a journey! Edited November 22, 2015 by Mione RCP Link to comment Share on other sites More sharing options...
TakaraPRG Posted November 22, 2015 Share Posted November 22, 2015 I'm all for most of this. I can't understand why they would take out such a great feature as ammo crafting and especially ammo types, and where the hell is my anti-material rifle!?There is .50 cal weapons in game. Which is basically your anti-material rifle. Just not called such. Link to comment Share on other sites More sharing options...
MioneRCP Posted November 22, 2015 Share Posted November 22, 2015 a work in progress - someone got a head start and might be able to help. http://www.nexusmods.com/fallout4/mods/2192/? Link to comment Share on other sites More sharing options...
bben46 Posted November 23, 2015 Share Posted November 23, 2015 Re: .50 caliber there is a huge difference between a .50 caliber BMG ( Browning Machine Gun) round and a .50 cal pistol ( usually .50 Action Express) round. I always thought it hilarious that in the game the same round fit both a .50 cal anti material rifle and a Desert Eagle pistol. The original FO3 had the .32 cal as fitting both a pistol and the hunting rifle also. There are rounds that were intended for both pistol and rifle - the .44 Mag is one. And the 45. there is a .45 APC and a .45 colt (usually called .45 long colt) - very different cartridges but both .45 caliber. Looking forward to seeing your mod. :thumbsup: Link to comment Share on other sites More sharing options...
IdleHands90 Posted November 23, 2015 Share Posted November 23, 2015 Something else I just caught that is again bothersome... the bolts on many of the firearms like the shotgun, hunting rifle are all on the left side as opposed to the right. It's clear they did this so that it would look neat to see the bolt on the inside so that it faces the screen better, but for someone like me it's kinda immersion breaking especially since in real life you'd probably have to lean the gun forward if you are only holding it by the action. If you've played New Vegas where they were pretty spot on with it so it's a big let down to see them do it well, wrong. Again such a small thing but it just makes it feel smoother, better and more realistic. Also no lever action or pump..... huge let down, no cowboy action for us i guess.... Link to comment Share on other sites More sharing options...
TakaraPRG Posted November 24, 2015 Share Posted November 24, 2015 Re: .50 caliber there is a huge difference between a .50 caliber BMG ( Browning Machine Gun) round and a .50 cal pistol ( usually .50 Action Express) round. I always thought it hilarious that in the game the same round fit both a .50 cal anti material rifle and a Desert Eagle pistol. The original FO3 had the .32 cal as fitting both a pistol and the hunting rifle also. There are rounds that were intended for both pistol and rifle - the .44 Mag is one. And the 45. there is a .45 APC and a .45 colt (usually called .45 long colt) - very different cartridges but both .45 caliber. Looking forward to seeing your mod. :thumbsup:LOL like five inches of brass with powder yea.....I never even thought about it but you are so right. I suppose they just do it for simplicity. I did always love the 7.62 Pistol in FO:NV Link to comment Share on other sites More sharing options...
konstrukter Posted November 25, 2015 Share Posted November 25, 2015 Something else I just caught that is again bothersome... the bolts on many of the firearms like the shotgun, hunting rifle are all on the left side as opposed to the right. It's clear they did this so that it would look neat to see the bolt on the inside so that it faces the screen better, but for someone like me it's kinda immersion breaking especially since in real life you'd probably have to lean the gun forward if you are only holding it by the action. If you've played New Vegas where they were pretty spot on with it so it's a big let down to see them do it well, wrong. Again such a small thing but it just makes it feel smoother, better and more realistic. Also no lever action or pump..... huge let down, no cowboy action for us i guess.... Beside to make "the handling" of the gun more visible, like many games eject the spend case to the left, it also can be a copyright issue (iirc a lot of even very basic and old muskets designs are still patented or fall into brand/copyright). For example many games have an Automatic Kalashnikov, but naming it differently and the mentioned mirroring makes it copyright free. I know Beth has enough money and quite likely is willing to pay, but licensing has often other agreements developers don't want to be limited or bothered by. Another example is Porsche. EA has exclusive rights to them, that's why Gran Turismo has the "tuning factory" RUF. Link to comment Share on other sites More sharing options...
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