Longstrider92 Posted February 23, 2017 Share Posted February 23, 2017 Aye the miniguns we use on our helo's actually push the bird back the recoil is so high. Link to comment Share on other sites More sharing options...
antistar Posted February 23, 2017 Author Share Posted February 23, 2017 How do you like your progress on the Glock? You said that the recoil will be more manageable with perks, so how bad is the recoil with full auto on the Glock? The Remington 700 is such a nice weapon! I can't wait for that! Assets for the Glock have been finished for ages (unless I give it a tac-light later), but - as with all the weapons - there's a bunch of stat changes and whatnot still to do. I'm hoping to have recoil be mitigated by skill perks (as opposed to those perks increasing damage). It'll likely take scripting, and like I think I said earlier, it will probably be a pain in the bum to do. Recoil on the Glock in full-auto is going to be pretty damn strong - especially if I give it its real-world rate-of-fire. The shoulder stock should help a reasonable amount with it, though. In case I haven't said before: I'm hoping to base weapon recoil on real-world values; at least in terms of how strong the recoil is for one calibre compared to another. I'll adjust the values based on the weapon, though (and then there's weapon mods like stocks, muzzle devices, etc also affecting it). For example I've seen it noted that you don't feel nearly as much recoil with a Tommy Gun due to how heavy that weapon is. Miniguns IRL have a huge amount of recoil. And none are single-man usable. For example, in the original Predator movie, they used a heavily modified gun in filming. The power cables were run through clothes and hidden away to connect to power. And only blanks or low loads were used. Even then, I heard that firing the gun knocked the actors on their backsides. So they also had to severely step down the rate of fire to reduce recoil even more.Aye the miniguns we use on our helo's actually push the bird back the recoil is so high.Somewhat related; as I understand it the FO4 Minigun's rate-of-fire is much slower than a real minigun, and I'm not planning to change that. The explanation can be the same as for the Predator movie; it would be too fast to use on foot otherwise. Link to comment Share on other sites More sharing options...
protatato Posted February 24, 2017 Share Posted February 24, 2017 I just thought, other than the Glock, will there be any firearms using 10mm ammo? Link to comment Share on other sites More sharing options...
rfriar Posted February 24, 2017 Share Posted February 24, 2017 This mod could be interesting for you to add as a patch sometime down the line: http://www.nexusmods.com/fallout4/mods/4036/? Maybe add jamming animations, breakage animations if conditions are bad enough? (I'm really not a gun guy, don't know if there are obvious signs of breakage during use) Just a mod I came across earlier yesterday. Link to comment Share on other sites More sharing options...
Kreutz Posted February 24, 2017 Share Posted February 24, 2017 Even then, I heard that firing the gun knocked the actors on their backsides. So they also had to severely step down the rate of fire to reduce recoil even more. And we are talking about Jesse Ventura. Imagine Average Joe. Link to comment Share on other sites More sharing options...
protatato Posted February 24, 2017 Share Posted February 24, 2017 Ah, I didn't know about that, with the miniguns I mean. I figured they did but heard they didn't and I'm glad it's been cleared up! Anyway, do you think other modders will be able to add their own weapons or gameplay changes to WARS? What compatibility with other mods do you plan to add/ask others to add, and what incompatibilities do you think will be present? Link to comment Share on other sites More sharing options...
antistar Posted February 24, 2017 Author Share Posted February 24, 2017 I just thought, other than the Glock, will there be any firearms using 10mm ammo? There may not be, come to think of it. There is a Colt Delta Elite out there - and the permissions are there to use it - so I guess that's a possibility. Early on I was considering using that in WARS to replace the 10mm Pistol, actually - but went with the Glock because it seemed more appropriate considering the requirement for full-auto. Not a high priority right now, anyway. Considering the Glock will also be available in 9x19mm and .45 ACP, 10mm ammo will probably become a lot less common with WARS installed. This mod could be interesting for you to add as a patch sometime down the line: http://www.nexusmods.com/fallout4/mods/4036/? Maybe add jamming animations, breakage animations if conditions are bad enough? (I'm really not a gun guy, don't know if there are obvious signs of breakage during use) Just a mod I came across earlier yesterday. I came across AmmoTweaks a while ago, but it looks like it's come along quite a way since then; thanks for bringing it up. I especially like the HUD element showing what ammo variant you've got loaded; I was hoping that would be possible with HUDFramework. It makes it pretty tempting to use it as a dependency for the ammo-switching stuff rather than Loads of Ammo (which is somewhat outdated now). The thing is - as mentioned earlier - I'm currently using a Loads of Ammo script to drive the M203 Grenade Launcher and select-fire switching features. If I was to instead use AmmoTweaks for ammo-switching, that script would be the only thing I was using from Loads of Ammo, and I was considering (trying to) rewrite it a little anyway, so... I'll look into it, and give it some thought. Ah, I didn't know about that, with the miniguns I mean. I figured they did but heard they didn't and I'm glad it's been cleared up! Anyway, do you think other modders will be able to add their own weapons or gameplay changes to WARS? What compatibility with other mods do you plan to add/ask others to add, and what incompatibilities do you think will be present? It'll be fine for people to make add-on patches for WARS that add or tweak things, if they want. I talk a bit about incompatibilities in the Commentary post at the start of the thread, but basically; WARS is an overhaul, so it changes a lot of things. In turn it will conflict with a lot of things; it's the nature of the beast. "Conflict" in this context is a pretty vague term, though; it can mean a lot of things. You can have "hard" or "soft" conflicts, as I put it. With hard conflicts you just can't use two particular mods together, for whichever reason. With soft conflicts you can use these two mods together, but they may clash a little due to different design sensibilities or whatever. There'll probably be a lot of soft conflicts with WARS and mods that add new weapons, since those weapons were probably based on the vanilla weapon system. They'd need patches or alternate versions in order to make more sense alongside WARS. Link to comment Share on other sites More sharing options...
AJIT94EEW Posted February 25, 2017 Share Posted February 25, 2017 When is this mod releasing?? Link to comment Share on other sites More sharing options...
Nadie2283 Posted February 26, 2017 Share Posted February 26, 2017 When is this mod releasing??The author has said time and time again there is no ETA on this being released, its a HUGE undertaking much like that group that is bringing all the weapons from previous fallout games into 4, they wont release until a substantial amount of content and variety is completed, otherwise the constant updates would bog them down and prevent bug testing. Give it time so you can get the best mod this amazing mod author can put together! Link to comment Share on other sites More sharing options...
SaturnVII Posted February 26, 2017 Share Posted February 26, 2017 In reference to the pipe guns, have you considered trying to get a hold of Yanutaku for his Defense Gun model? The Defense gun he made is actually a fairly adaptable yet properly built type of improvised weapon. It draws many similarities to weapons like the Sten Gun, Błyskawica, PPD, and the PPSh. The PPD doesn't really work for this argument much since its metal parts are milled and difficult to produce, but all the others are stamped metal and, while still requiring a craftsman, relatively easy to produce, and most importantly, reliably durable. Anyone vying for power is going to have tertiary personnel working for them. They'll want weapons that are simple and effective. These fill that role. Not to mention their models also work for types of single shot rifles if the magazine is removed and the barrel is replaced or bored out. I think we also need to overcome that hurdle that there's no craftsmen in Fallout because there are. You the player character are one. It's kind of hinted that Arturo creates those weapons he sells. 200 years afterwards, we have to have some sort of manufacturing capability. Anyways, enough pontificating, just as a suggestion, it might be worth looking into that because an effective replacer on that front means that we can still have the pipe weapons without the aesthetic of "This weapon is as dangerous to you as it is to the enemy". Simple, manufactured weapons that have decent enough lifespans. Link to comment Share on other sites More sharing options...
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