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Let's talk about legendary weapons for a second.


LordTonyZ

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Legendary weapons don't even look cool, there is no unique parts to them.


Say you found a "mutant slayer shotgun" that deals 15% extra damage to mutants, wow that must be cool! Now when you go to inspect it you'd figure it would have like anti-FEV tubes attached to it or something, right? Nope. Just an ordinary shotgun.

How about a "Vats assisted rifle" now I know what you're thinking, this rifle has a special vats monitor taped to it or something? Nope. Just an ordinary rifle.

How about one of those "junkie bats" right? Oh cool it increases damage based on your withdraw effects? It probably has like drugs taped on it that will auto inject? Nope, just an ordinary bat.

 

Oh you found a "freezing knife" it must have some kind of cryo modulator taped on it. Nope, it's just an ordinary knife that can somehow freeze people.

 

 

 

Maybe someone could modify legendary weapons and give them the special parts like I just suggested above. You figure with some kind of "legendary" weapon it would at least look different.

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Legendary weapons don't even look cool, there is no unique parts to them.

Say you found a "mutant slayer shotgun" that deals 15% extra damage to mutants, wow that must be cool! Now when you go to inspect it you'd figure it would have like anti-FEV tubes attached to it or something, right? Nope. Just an ordinary shotgun.

Do you know why?

Because they are picked randomly from a list. Still a cool weapon pack mod idea.

 

 

 

I would think, bethesda had the mods-system already finished, the designs were made, ans someone, totally drunk, stumbled into the monday-morning-meeting 1 week prior to release and states "letsssssss dooooa legeeendaaaari mods".

If you opened fallout 4 esm on in fo4edit, you will notice they are called enchantments and effects called spells. You can even see the same enchantments from Skyrim like fire. It seems they wanted to import it fo4.

It a tweaked Skyrim enchantment system.

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But we can't extract them, Think about however op that would be :sad:

Mods, mods never change.

There is already a mod a mod for that.

 

This.

 

I have the "Two Shot Gauss Rife". Shoots an extra shot with one trigger pulled, made my Gauss rifle go from 482 damage to 964 damage with one shot.

 

I have a "Never Ending Combat Shotgun". It never runs out of ammo with max fire rate.

 

I have a "Radiated Fat Man". When the blast hits, also whoever is in the blast radius, also takes +50 Radiation damage.

 

Lastly, i have a "Penetrating 6 charged minuteman rifle". Its the regular minuteman rifle, 6 charges, but it ignores 30% armor and 15% energy resistance.

 

Im thinking about making a Two Shot Gatling Laser.

 

 

OP OP OP

Edited by xJaegermeifter
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Aside from the unfortunate grinding for RNG loot which inevitably results (clearly Bethesda's attempt to foster replayability), I am really unsure how well I like some of the Legendary effects. Some of them seem more like magic, and kinda spoil the feel of the game. Yes, yes, we have mutants and lasers and such. Still not sure how that explains "cowboy pistol" weapons which never require reloading, for example, or a weapon which makes your ammunition explode. ='[.]'=

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There are a couple of legendary mods that actually have a visible part. E.g., Kremvh's Tooth actually has a weird blade, although it's an epic mod for a machete. E.g., the legendary automatic musket you get at the end of the game actually is a special receiver.

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