fallout 4 needs more "base" weapons.

Post » Sun Jan 17, 2016 10:16 pm

While yes the amount of customization in fallout four is epic, it sort of feels lacking in the amount of weapons on offer, so yeah game needs more base weapons both pre war and after war design. (also hate finding pipe weapons in pre war safes)



bellow is a list of weapons I feel would work. (note this topic is all personal prefs so yeah debate is going to happen)



weapons that feel like they are missing.



grenade launchers


topic:http://www.gamesas.com/topic/1581522-bethesda-why-you-no-grenade-launchers/






10mm smg


info: the mp5 based smg from fallout 3, this is something I really wanted to play with in fallout 4, but instead we get a .45 smg that is just a drum mag tommy gun, the 10mm smg from 3 was a cool weapon and the fact that it looks modifiable makes it even better.



suggestion


level range: 8+


mod areas: reviser, barrel, mag, sight, stock



resiver mods


automatic (base)


burst: 3 round burst higher damage, better accuracy


hardened automatic: better damage


sprayer: superior fire rate, lower damage


hardened burst: 3 round burst better damage


AP automaic: better damage


AP burst: 3 round burst better damage against armored targets, better accuracy


AP hardened automatic: superior damage


AP hardened burst: 3 round burst superior damage and accuracy




barrel mods


short barrel: base


ported barrel: better recoil control


medium barrel: longer range, higher accuracy


light ported barrel: see ported barrel just lighter


medium ported barrel: better recoil, longer range, higher accuracy


long barrel: better scoped recoil, superior range, slower fire rate (only barrel that effects fire rage)



mag mods


10mm banana: 30 round mag


10mm stub: 24 round mag (from pistols) faster reload


10mm drum: 60 round mag, slower reload


speed drum: 60 round mag, faster reload


speed banana: 30 round mag, superior reload.



sight mods: same as 10mm pistol



stock mods


no stock: base


short stock: better sighted recoil


folding stock: slower to sigh, superior recoil while sighted.







PUMP SHOTGUN


something I think it lacking from fallout 3 and 4 is a pump shotgun, I live in the middle of the USA and every other person in the town I live in has a pump shotgun, while they may not be a city weapon even suburban peiople own them for home defense, these would more likely be a mid level raider weapon and low level safe find.



mod slots: frame, stock, barrel, sight, resiver.



frame mods


wood frame: mosberg 500 look, 8 round tube. (Base)


polymer frame: spas look, 8 round tube, faster reload, better hip fire recoil


tactical polymer frame: spas look, 6 round tube, faster reload, has a flashlight mounted in tube.


combat polymer frame: Bellini m4 look, 10 round tube, semi auto. (only frame that changes how it fires)



stock mods


short stock: default


long stock: better accuracy


folding stock: hip to aim slower, superior aim fire recoil



barrel mods


long barrel: default (longer range, better aim fire accuracy)


short barrel: lower accuracy, and range better damage.


sawn off barrel: lowest range and accuracy, best damage.



sight an resiver same as combat shotgun (also has the slot that includes the suppressor forgot what it is called)





battle rifle


info: a 3 round burst assault rifle, think m16 but not in looks, the battle rifle would be a good mid long range option for player that like to have good all rounder for their weapon choice. this would use 5.56 ammo, at easiest this could be an assault rifle mod.






well thoughs are the weapons I think the game is lacking, though I have to ask what weapons does everyone else think the game is lacking. I personally am really tired of seeing pipe pistols everywhere.

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Melly Angelic
 
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Post » Mon Jan 18, 2016 5:06 am

The 10mm SMG is essentially the 10mm pistol with an auto reciever and extended magazine.

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Juan Cerda
 
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Post » Mon Jan 18, 2016 12:24 am

just incorporate some of the fo3 and nv weapons



-> lever action / brush rifle = 10mm/.44 are for rifles covered


-> .45 auto pistol = .45/.50 for pistols covered


-> zap glove / ballistic fist / this saw-blade glove and you got some love for the very few unarmed options



add to that maybe another energy opion - for example an old school laser revolver like the laser musket or so



and maybe one or two crazy weapons

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Auguste Bartholdi
 
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Post » Mon Jan 18, 2016 11:43 am

I agree with this. I feel like the biggest variety within any specific type of weapons is the pipe weapons, which is stupid because these are basically nothing more than starter weapons. As far as the better ballistic weapons are concerned, you're basically stuck with the hunting rifle, combat rifle, assault rifle (which is so ugly I don't even like using it), 10mm pistol, and .44 revolver, submachine gun, double barrel shotgun, and combat shotgun. And I hesitated to even include the double barrel shotgun in the list of 'better' ballistic weapons. Personally I see that as more of a starting weapon that becomes obsolete once you get a combat shotgun. I really wish there were more options for assault rifles in particular. The assault rifle in the game looks like someone took a level 1 water pump from a settlement and modified it into a gun. It's ugly. Whoever thought that it would be cool to include an "assault rifle" that is basically an old water cooled machine gun really missed the mark. I know of one person that's working on a standalone M16 for the game, and I'm desperately awaiting that mod. The hunting rifle makes a good sniper rifle when it's fully modded, but I'd love to see an -actual- sniper rifle in the game.

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Alexander Lee
 
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Post » Mon Jan 18, 2016 5:36 am

honestly, i STRONGLY think they didnt include too many base weapons so they could later add a few through dlc... i would do the same thing

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Robert Devlin
 
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Post » Sun Jan 17, 2016 11:12 pm


not really, an SMG is a good in between for a pistol and a rifle, heavier then a pistol but lighter then a rifle, with capabilities between the two. that and a machine pistol generally is worse then an SMG.





Also @Quantumcurt got to agree with the assault rifle, it makes no sense even with the astetics of the game, it looks like some one took a 1920's water cooled machine gun (you know the big ugly things) and said lets make this a gun.






yeah, which is sad, but hey if we get something like the gun runners for fallout 4 I will not complain, especially if it does something epic like doubling the base guns.

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Marina Leigh
 
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Post » Mon Jan 18, 2016 4:54 am

Definitely agree.


Fallout 4 needs more weapons from the original games even from F3 or NV. I really missed grenade launchers because I was mostly explosives character in NV.





Also, sorry, but I do not like idea that 10mm pistol with any modification isn't equivalent to my favourite 10mm SMG. Modifications are fine, but I find that Bethesda targeted all it's attention in modifications instead of typical "Falloutish" weapons like before. I also do not like idea of legendary weapons or however were they called. It remeberes me the useless leveled enchanted weapon drops in Skyrim. They are just good for sell in nearest shop.

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Cameron Garrod
 
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Post » Mon Jan 18, 2016 1:02 pm

Just give me "That Gun" and my Rick Deckard character will be forever complete.

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sas
 
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Post » Sun Jan 17, 2016 10:07 pm

The "assault rifle" was originally called the light machine gun, and the Chinese assault rifle was the assault rifle, but it got cut for some reason, and the name got changed for some reason?.



They don't have enough base weapons or special variants, almost all of the unique weapons are renamed legendries, with one or two actual unique weapons.



Chinese gear dlc please

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Amelia Pritchard
 
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Post » Mon Jan 18, 2016 2:38 am


thats what i thought, maybe a chinese dlc...but then again, why already include the chinese officer sword which feels kinda out of place

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X(S.a.R.a.H)X
 
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Post » Mon Jan 18, 2016 3:22 am



not really keep in mind soldiers like to take enemy weapons during war as collectible items, the officer sword was likely a high value collectible to the soldiers during the war like how the Luger was during ww2.




In the fallout world I see the pistol, AR and sword being collectibles that soldiers would take home, the AR would likely be the most common as it is the most common weapon.




Also seeing as the chinese assualt rifle is based of the ak-47 the most reliable assault rifle in the world, the tool of most armies. I see more then a few pre war soldiers taking them cause their standard m-14 variant svcked.





Concept Chinese assault rifle


info: ak-47 base as such has heavy modibility like the real world AK, this is the games jack of all trades weapon, though it is the rarest weapon only found in master lock pre war safes, on high level gunners, and on the Chinese [redacted].



mod slots: mag, barrel, under barrel, muzzle, sights, receiver, grip, stock



mag mods


standard mag: 25 round banana mag, standard


short mag: 15 round mag, faster reload


light drum: 50 round mag, slow reload


heavy drum: 100 round mag, slowest reload


fast eject standard mag: 25 round mag, faster reload


fast eject short mag: 15 round mag, fastest reload


fast eject light drum: 50 round, moderate reload


fast eject heavy drum: 100 round, slow reload



barrel mods


short barrel: standard


medium barrel: better range, better accuracy (Sighted and standard)


long barrel: superior range, superior sighted accuracy


short railed barrel: allows under barrel mods, and muzzle mods


medium railed barrel: better range, and accuracy. allows under barrel mods and muzzle mods


long railed barrel: Superior range and sighted accuracy, allows under barrel mods and muzzle mods.




under barrel


none: default


bipod: when aiming from cover incrased accuracy and superior recoil.


grenade launcher: see topic linked in Op


master key: shotgun one shell, not a weapon instead allows user to blow open any expert or lower lock door at the cost of a shotgun shell. (doors only)


front grip: supperior recoil control when free aiming.





muzzle


nothing: basic


muzzle break: lower recoil


suppressor: duh


small bayonet: increased melee (found ones have a 50% chance of having this for lore reasons)


large bayonet: superior melee





sights


standard sights: basic


glow sights: same as normal


short scope


medium scope


long scope


recon scope


medium night vision scope


both reflex sights


launcher sight: used with grenade launcher under barrel mod increases range of its projectiles by 25%




receiver


wooden light automatic receiver: basic, automatic fire light weight (gives the wooden look)


polymer light automatic receiver: basic, automatic fire light weight (gives a more plastic look)


(note all receivers bellow have wooden and polymer designs, wooden takes wood polymer takes plastic)


burst receiver: 3 round burst, better damage


semi automatic receiver: single fire, better damage, longer range. (3 round and semi auto do same damage only difference is range)


hardened automatic receiver: better damage, higher fire rate.


hardened burst receiver: 3 round burst, superior damage


hardened semi automatic receiver: single fire, superior damage, better range


advanced automatic receiver: automatic, superior fire rate, superior damage. (all advanced receivers do same damage as hardened semi auto, they are just pref things)


advanced burst receiver: 3 round burst, superior damage


advanced semi automatic receiver: single fire, superior damage, superior range


other receivers


by default the chinese AR uses 5.56 in its top there are different ammo types


.308 semi automatic receiver: variant of advanced same stats different ammo type. (lower ammo cap by 20%)


.45 burst receiver: variant of hardened burst, changes to a more common ammo. (higher ammo cap by 20%)


.38 automatic receiver: inferior damage, inferior range, superior ammo cap, superior fire rate. (cuts damage by 80% but triples ammo cap meaning a heavy drum can hold 300 rounds)





grips (note grip and stock are different on this weapon)


wooden grip: default, inferior recoil


polymer grip: default, inferior recoil (grip will always match the receiver type aka a wooden receiver will spawn with a wooden grip, the other type will not be avalible, all grips have a wooden and polymer stile)


yeah the grips are pretty much standard.




stocks


note: grips are where most of the recoil stuff is on the AK, though it does have most the standard stocks, it also has a rare one called flip stock.


flip stock: slower to sight, superior recoil while sighted, better standard recoil. (Based on the stock that is on the ak-74u)

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Samantha Wood
 
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Post » Sun Jan 17, 2016 10:59 pm

Yep. I also find there are a significant lack in the variety of weapons in this game. While I imagine they thought the extensive weapon modification was enough to accommodate the lack of weapons, there really isn't a whole lot to make them differentiate. Only with the plasma and energy weapons does it feel like you can make a number of different weapons with them (although it doesn't take long for laser weapons to lose their use). Besides that, it's just a choice of making weapons automatic or not.


Much prefer the variety of weapons found in New Vegas, or even Fallout 2, that offered tons of choices in weaponry.
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Dragonz Dancer
 
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Post » Sun Jan 17, 2016 11:08 pm

yeah it sort of feels like they went all out on the mods thinking that will make up for the lack of well weapons.

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Bedford White
 
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Post » Mon Jan 18, 2016 2:07 pm

I liked the .50 Anti-material Rifle from NV. Miss the shear power of that. Blam!


At the other end of the scale I was also fond of the dart gun made from a toy car. I would put on the stealth suit, walk up to stupid Super Mutants and kill them slowly with poison darts whilst they staggered around trying to find me.


Also once I figured out how to swap ammo I enjoyed that. Making ammo was OK but the breakdown system confused the hell out of me at first though.


Maybe it needs some more unique and quirky weapons but still useable. Some of the quirky ones at the moment you try once then stash in a box somewhere.
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Ilona Neumann
 
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Post » Mon Jan 18, 2016 10:03 am

yeah, some of the quirky weapons... are well useless think the only one I actually used was the 10mm pistol you get as part of [redacted] and that was more for looks then anything.

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Victoria Bartel
 
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Post » Mon Jan 18, 2016 10:56 am

Just a new assault rifle, I cant stand the one in game. The R91 would be a good addition, Theres already a nice mod for it.
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Causon-Chambers
 
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Post » Mon Jan 18, 2016 6:12 am



And the 10mm SMG is basically a machine pistol. There is no good place to grip it with both hands unless you're using the pistol stance, or using the magazine as a foregrip (which is probably a bad idea).
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Dewayne Quattlebaum
 
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Post » Mon Jan 18, 2016 8:57 am

Marksman Carbine
Grenade Rifle
Pump Shotgun
M1911A1
5.56mm Pistol (That Gun)....for a Fallout-y weapon
M-14
Stand-alone Antimateriel Rifle comparable to the Gauss.

My short list
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Peter lopez
 
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Post » Mon Jan 18, 2016 11:18 am


I doubt that. It seems like their design philosophy was to make fewer base weapons that could fill almost all possible roles, and then instead of changing the weapon progression so that you'd phase out a weaker gun from earlier in the game with a stronger alternative, you'd just be able to mod the one gun to keep being useful into the lategame. In that regard I think they're almost square on the mark, although I would have liked to see more mods at the bottom of the crafting list that serve as alternatives like the Marksman's/Recoil Compensating Stocks, instead of just "Here's the best mod in this category".



I'm sure they were planning to add new weapons with DLC regardless, but I hope these threads give them a good idea of what gaps they ought to fill. Easily the most common weapons I see requested in threads like these are a more normal looking Assault Rifle, a Lever-Action Rifle, and a Pump-Action Shotgun. I wouldn't be so sure Bethesda will jump to add more guns from New Vegas, especially not guns that were exclusively in New Vegas, like the Anti-Materiel Rifle - but it might be possible they look at guns that were in all of the other Fallouts, like the 5.56 Pistol or the Bozar.



For what it's worth, I'd love to see (among all the other weapons mentioned in this thread):



- A cowboy style revolver


- A cowboy style carbine


- .45 Pistol (same purpose and modding options as the 10mm, but stronger and with higher crafting requirements)


- Pulse Gun (modded into pistol or rifle)


- Tesla Cannon

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Jonathan Egan
 
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Post » Mon Jan 18, 2016 3:06 am

I wish there was a base version of the Deliverer.
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Sarah MacLeod
 
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Post » Mon Jan 18, 2016 8:03 am



I don't know how they could have left this out. The 5.56 pistol is one of the most iconic fallout weapons.
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Andrew Tarango
 
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Post » Mon Jan 18, 2016 9:11 am

i agree, i think the dlc is gonna add more than enough extra weapons, maybe some more weapons for the ammo types that are abundant like 10mm .38

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Stephanie Nieves
 
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Post » Mon Jan 18, 2016 3:53 am



This x10
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Albert Wesker
 
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Post » Mon Jan 18, 2016 7:11 am


actually the 10mm smg is based on the mp5 which you are suppose to hold form the mag or bellow the barrel. your calling the 10mm smg a machine pistol is contrived, if you just hate the design of the weapon state it don't say it is the same as an automatic 10mm pistol cause it is not.

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El Khatiri
 
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Post » Mon Jan 18, 2016 12:18 am


My thing is, how would they differentiate between a 10mm SMG and a 10mm Auto Pistol in terms of function?

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james reed
 
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