fallout 4 needs more "base" weapons.

Post » Mon Jan 18, 2016 5:17 am

10mm smg would have a higher range and be more accurate but have a lower firing speed.

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Laura Shipley
 
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Post » Mon Jan 18, 2016 2:16 am


Let's compare:



http://vignette4.wikia.nocookie.net/fallout/images/7/7f/10mm_SMG_with_extended_mag.png/revision/latest?cb=20110207230331


https://upload.wikimedia.org/wikipedia/commons/4/4a/MP5.jpg



The design on the MP5 clearly allows for the use of a proper rifle grip; the 10mm SMG does not. Without knowing the design specifications of the 10mm SMG, we can't say for certain that it was designed to be held by the magazine (which is something you do not want to do unless the gun was designed for it, as it can lead to feeding issues.)

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Austin Suggs
 
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Post » Sun Jan 17, 2016 11:28 pm

uh wrong mp5



http://i46.tinypic.com/2po30p0.jpg



mp5k, no grip



also by the look of the 10mm smg, it can be designed to support a grip if needed, as stated we do not know the design specks so this hole things is moot.

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Robert DeLarosa
 
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Post » Mon Jan 18, 2016 11:09 am

I like the idea of more weapons being available due to the possibilities for new character playthroughs and builds.

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Charlie Ramsden
 
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Post » Mon Jan 18, 2016 12:04 am

All of the different weapons would have made my time earlier in the game more fun, but honestly, I don't think I'll use anything they offer in any DLC. I have a fully leveled Legendary two-round assault rifle, and with fully leveled Rifleman, Mr. Sandman, and Ninja perks, it's just gamebreaking. I one-shot-one-kill pretty much everything, to the point that I'm focusing a tad on some settlement building for another day or two, then this game is getting shelved until DLC comes out. I've done all the endings, so there's literally nothing for me to do now. Skyrim was so much more fun, for me anyway. :(

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Maeva
 
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Post » Sun Jan 17, 2016 11:11 pm

I read SMG as squad machine gun, an weapon who is build on the standard combat rifle but is designed so it can do lots of automatic firing, heavier and barrel is lower so it don't climb so much.

Think combat rifle on full auto, the next step up is an .308 machine gun, it can not be fired from shoulder, only lying down or from the hip.

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Cartoon
 
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Post » Mon Jan 18, 2016 8:43 am

Increase difficulty, overseer guardian don't feel so OP at higher levels against higher level enemies.

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Abi Emily
 
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Post » Mon Jan 18, 2016 2:28 am

You said it's based on the MP5, I gave you the MP5.

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James Hate
 
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Post » Sun Jan 17, 2016 11:29 pm

you have the wrong mp5 though. At this point you are just whining about a concept to whine.

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Emma Pennington
 
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Post » Mon Jan 18, 2016 1:30 pm

And you told me the wrong MP5.



Also, the "MP5" Desgination is from the orignal german, Maschinenpistole 5, or "Machine Pistol 5", when Heckler & Koch designed the original MP5. The MP5k variant is a shortened version of the MP5.



The gun is literally called a Machine Pistol.

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matt oneil
 
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Post » Mon Jan 18, 2016 2:07 am

keep in mind many machine pistols are considered sub machine guns and vise versa.



the point though is to get a weapon with range between that of a pistol and full rifle, along with a high fire rate and better accuracy.

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Louise Lowe
 
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Post » Sun Jan 17, 2016 11:51 pm

yes but it is more of a submachine gun, the MP7 however is much closer to a machine pistol. even that has a adjustable stock to turn it into a SMG.
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Jessica Lloyd
 
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Post » Mon Jan 18, 2016 1:36 pm

yeah, decided to wiki and gun search it



https://en.wikipedia.org/wiki/Heckler_%26_Koch_MP5



ok the mp5 is called a machine pistol only in name even the people that made it think of it as an smg.

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Nick Jase Mason
 
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Post » Mon Jan 18, 2016 8:24 am

One more wrinkle- the MP5k (unlike your claim) was not designed to be gripped by the magazine.



Here's the original version of the http://world.guns.ru/userfiles/images/smg/smg15/hk_mp5k.jpg. Do you see what it has that the http://vignette2.wikia.nocookie.net/fallout/images/f/f1/10mm_SMG_CA1.jpg/revision/latest?cb=20120229173244 lacks?

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Farrah Lee
 
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Post » Mon Jan 18, 2016 1:03 am

Think about this for a second or three.



More bases weapons means a lessened chance at a specific Legendary drop.



Example:



If there are five Legendary attributes for weapons, and five for armor, and there is only one weapon type in game and only one armor type in game, when you kill a Legendary creature, there would be 10 different possible drops. So if you want a Two Shot Gauss Rifle you would have a 10% chance of getting it when you kill a Legendary creature.



If there are two base weapons and two base armor types in game, you have a 1 in 20 or 5% chance of getting your drop.



Basically, the more base weapons and base armor pieces there are, the lower your chance is to get a specific drop on each kill.





I am not saying that there should NOT be more base weapons in game, I am just saying that if BGS (or a modder) were to put them in, it would not be all gravy for everyone.

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Julie Ann
 
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Post » Mon Jan 18, 2016 12:50 pm

- Id like a PPK12 Gauss Pistol


- also Fallout 1/2 had the 10 mm SMG which had a unique animation :)


- the Laser and Plasma Weapons looked better in Fallout 1/2


- the Combat shotgun looks the same as combat rifle :(


> rather have Fallout 2/Tactics styled shotguns


- solar scorcher pistol and YK42B pulse rifle from Fallout 2


- please also add all the vehicles from Fallout tactics


> especially the beloved APC :)

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Samantha Wood
 
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Post » Sun Jan 17, 2016 11:07 pm


I'm so good with that being that I despise the Legendary system. All it is, in effect, is the introduction of magical abilities. "Legendary" effects were far better handled through specialization perks (which we no longer have with everything throw into generic pools); better thought out and relevant weapon mods (match barrels, etc); ammunition types and the ability to switch between them (armor piercing, explosive, incendiary, hollow point); or being able to craft and actually use handloads (match ammo, semi-wad cutters, +P's).

The Legendary system is not a plus for this game in my view. It is a step back that forces us to rely on magic. Spray and Pray? Please...give me explosive rounds. Armor piercing barrel? BS...reintroduce AP ammo and let me change it on the fly. Double shot weapons? Just...NO. What's next?...magical staffs?
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Milagros Osorio
 
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Post » Mon Jan 18, 2016 10:52 am

I thought the 10mm automatic pistol was......................Wait for it..........



An automatic pistol!



Cause you know.................Automatic pistols exist....You know that right???.............



I mean like you knew that of course.



So a 10mm pistol with a mod to its firing rate that's like you know something you can actually do to a semi automatic pistol in real life....



Thing is unlike in real life those bullets don't suddenly get weaker.

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Camden Unglesbee
 
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Post » Sun Jan 17, 2016 11:13 pm

All the caps for a Fallout 4 Tesla Cannon.

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James Rhead
 
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Post » Mon Jan 18, 2016 1:38 pm

I want to use a rad roach as a suppressor by sticking it on the end of my gun, make it happen Bethesda.
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Amie Mccubbing
 
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Post » Sun Jan 17, 2016 11:29 pm

Does increasing the difficulty mean that the enemies will gain new, more interesting AI behaviors? If not, no thanks. Just jacking up the hit-points won't change my experience at all. Again, I have something like 5.9 times damage with sneak attacks (which all of mine are, because I am a Sneak player). So, I don't think anything would be different.



Now, if changing difficulties meant that I'd start seeing better squad tactics, flanking, actually coming to find me, etc., then I'd be all about it.

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brian adkins
 
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Post » Mon Jan 18, 2016 3:01 am

I sort of wish they included skyrims shield stuff, though in a lighter capacity.




example rarely finding riot shields and make shift shields in the wastes, these would have health like power armor and can take a huge amount of damage, but limit you to one handed weapons like pistols and small blades.

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Robert Jr
 
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Post » Sun Jan 17, 2016 11:07 pm

I agree, but as others have said, weapon modding probably limits their number. The Combat Rifle being able to be SMG/assault rifle/sniper rifle (that's better than the .50 Hunting Rifle) is boring. Also, the Combat Shotgun looks like the Combat Rifle! It's like it was originally a receiver-mod to the CR but they made it a separate weapon at the last moment because it was a bit too much.



The only weapon I'd really want is a pistol that's more powerful than 10mm Pistol but with a lower RPM. .44 Revolver is too slow-firing for my taste. New Vegas had good pistols.





Oh, what gun?







Non-English European countries usually call SMGs something other than 'sub-machine gun', like 'machine pistols'.



It seems Swedes call them 'kulsprutepistolen'. I am forced to assume they think of them as 'weapons that fire bursts in a cool way'.



Spruuut! Spruut spruut spruuuut!


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Laura
 
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Post » Sun Jan 17, 2016 10:43 pm

yeah the mods seem to have cut down on everything. I am just waiting for the inevitable mostly guns DLC, like the gun runners from NV.

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Lloyd Muldowney
 
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Post » Sun Jan 17, 2016 10:27 pm

Doesn't help that the line between "machine pistol" and "SMG" is really blurry.



For instance, the https://upload.wikimedia.org/wikipedia/commons/3/39/H%26K_MP7.jpg. Which is both a SMG and a machine pistol. Somehow.

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Javaun Thompson
 
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