Happy About the realism of firearms as I am?

Post » Mon Dec 20, 2010 5:01 pm

So in New Vegas were geting hollowpoints, +P, hand loads ect. If you are a gun enthusiast as I am tell me if youre happy about a game actually knowing a thing or two about firearms and not just think they know everything there is to know from other video games. A good example of guns in games that work nothing like they would in real life is the shotgun in just about any game ever. In most games shotguns are only effective at up to 10 yds. while in reality, they are effective up to 30 yds. depending on type of shot, barrel length ect. So yeah, its just nice to see that they actually put some thought into there guns......
And if you dont recognize the terms at the start of this post, then ill explain them.

Hollowpoint: A round that is hollow at the tip, rather than rounded, it concaves inward. This causes the bullet to mushroom and near quadruple in size on impact with the target, doing massive damage.

+P: Plus Pressure, bassically means more gunpowder= more powerfull round.

Hand Loads: Any round that is home loaded, with certain tools. The empty/used shells of a round are taken and fitted with a new primer, bullet, and gunpowder. So basically with the right materials in New Vegas youll be able to make your own ammunition. :D
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Phoenix Draven
 
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Post » Tue Dec 21, 2010 8:42 am

Yeah I am happy, this http://www.gamesas.com/index.php?/topic/1117466-weapons-mods-and-ammo-mega-thread-4/ raised my expectations, the way Sawyer talks about the guns and how carefully designed they were makes me excited!
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Makenna Nomad
 
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Post » Tue Dec 21, 2010 3:18 am

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:
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Melis Hristina
 
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Post » Mon Dec 20, 2010 9:04 pm

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:


I love you! :hugs:
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Ross Zombie
 
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Post » Tue Dec 21, 2010 2:00 am

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:

Slap, rack and tap. Gonna name my next band after that.
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Charlotte Buckley
 
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Post » Tue Dec 21, 2010 5:04 am

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:


Trust me, the effort you guys put into it is going to make A LOT of people happy, I mean A LOT. I cant wait!!!!!! :bowdown: :fallout: :drool: :intergalactic:

(oh yeah, that last emoticon....is that a beastie boys reference or a DEVO reference?)
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Jade Payton
 
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Post » Tue Dec 21, 2010 1:36 am

Trust me, the effort you guys put into it is going to make A LOT of people happy, I mean A LOT. I cant wait!!!!!! :bowdown: :fallout: :drool: :intergalactic:

(oh yeah, that last emoticon....is that a beastie boys reference or a DEVO reference?)

Those are the Beastie Boys
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Liv Brown
 
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Post » Mon Dec 20, 2010 7:16 pm

Trust me, the effort you guys put into it is going to make A LOT of people happy, I mean A LOT. I cant wait!!!!!! :bowdown: :fallout: :drool: :intergalactic:

(oh yeah, that last emoticon....is that a beastie boys reference or a DEVO reference?)

:intergalactic: Don't know. It's name is "intergalactic". :jammasterjay: This one's jammasterjay. :run: This one's Run and this one's :dmc: Dmc.
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Brandi Norton
 
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Post » Mon Dec 20, 2010 10:00 pm

@ Obsidian Dev
I'm sure it's far from perfect but most games don't even remotely touch the subject.

I'm just happy there's a reloading table and different ammo types. I think it's not only a cool feature but it's something that would be necessary to survive a post-apocalyptic world.

Just curious are there going to be ballistics now?
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Kate Schofield
 
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Post » Mon Dec 20, 2010 8:49 pm

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:

It's... It's beautiful.
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lillian luna
 
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Post » Tue Dec 21, 2010 3:40 am

It's... It's beautiful.

That brings up a good point, Josh. Did you guys do a little updating on the misfire animations on the FO3 weapons you ported? I don't remember off the top of my head which ones were a little wonky, maybe someone else can remember?
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Jessie Rae Brouillette
 
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Post » Tue Dec 21, 2010 5:32 am

I really hope that the shotgun is effective at a longer range that 3 inches from the barrel in this one. Hopefully there will be slugs to increase effective range. And please if anyone from Obsidian is reading this please do not make all guns that have automatic fire have disgustingly huge recoil. It wasnt a problem in Fallout 3 that I remember but games like CoD just piss me off with that. the M4 and Scar in MW2 do not have that kind of kick.
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Nikki Morse
 
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Post » Mon Dec 20, 2010 9:44 pm

From an engine perspective, a jam animation only follows a reload animation, so there are certain things we couldn't do. For example, when your character thumbs the slide release on our 9mm Pistol, the slide will travel all the way forward, completing the reload cycle. This is followed by a weak hand "slingshot" animation for the jam. Of course, if you've had a jam, the round wouldn't have gone into battery and the slide wouldn't have finished its travel. But we couldn't branch the animation, so that's just the way it is. Similarly, if you perform a reload mid-magazine on the 9mm Pistol, the slide will snap back as though you fired the last round in the mag. To be fully realistic, the slide would stay forward and you would manually rack the slide after reloading the new magazine. Bonus realism: when the left arm is crippled, you should manually rack the slide on your leg using the sights.

So, like I said, we tried to get most things right, but there are a few details that we couldn't do or may have overlooked.
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Pawel Platek
 
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Post » Tue Dec 21, 2010 12:35 am

This is indeed wonderful! i have come to accept that compromises will always need to be made but i always appreciate it when a extra effort is employed!
For anyone that doesn't know, a forward assist is a thumb button on the upper receiver commonly seen on ar-15 style rifles (m4/m16). Due to debris buildup in the chamber it is possible that a bolt may not always close in which case the operator may use the forward assist to force the bolt closed. Unfortunately in Vietnam what is called a "double feed" where one round is in the chamber and another is loaded behind it would occur, this would prevent the bolt from closing and the soldier would then press the forward assist forcing the tip of the rear bullet into the primer of the front and thus detonating them both often injuring the soldier and destroying the gun. I imagine that Mr. Sawyer is implying we will detonate the round if we do more than tap. It is common in situations similar now to pull the charging handle and check for any objects in the chamber before rechambering. Many rifles now are made without a foreward assist due to injuries.
As a reloader (5.56, .308, and 40 s&w) i can say this is exciting indeed. While i reload for more accurate rounds and also a slight cost edge it will ad a lot to the game experience for me. I am that +p was chosen over +p+ not that it is a large difference here’s hoping for JHP’s?
As previously stated the dedication to gameplay and detail does not go unnoticed!
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Gemma Flanagan
 
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Post » Tue Dec 21, 2010 9:23 am

I really hope that the shotgun is effective at a longer range that 3 inches from the barrel in this one. Hopefully there will be slugs to increase effective range.

Long-barreled shotguns retain pretty tight groupings at long range, but short-barreled ones have wide spread. And yes, there are both 20 ga. and 12 ga. slugs.

And please if anyone from Obsidian is reading this please do not make all guns that have automatic fire have disgustingly huge recoil. It wasnt a problem in Fallout 3 that I remember but games like CoD just piss me off with that. the M4 and Scar in MW2 do not have that kind of kick.

Not all automatic weapons do, but many of ours do. This wasn't done for realism, but for game balance. This is a game where you are carrying around a 9mm SMG at the same time as a Cowboy Repeater. Because we don't use a progressive recoil system but a flat "spread" value, our automatic weapons tend to have a very wide spread by default. They make up for this by doing a high amount of DPS (damage per second) and are intended for short-to-mid range use. While I know that many automatic weapons can be extremely accurate, especially in semi-auto (e.g. Carlos Hathcock's record-setting long-distance shot in 1967 with a scope-equipped Browning M2 machine gun), for us automatic weapons are the high spread, high DPS weapons.
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sam smith
 
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Post » Tue Dec 21, 2010 11:07 am

As a reloader (5.56, .308, and 40 s&w) i can say this is exciting indeed. While i reload for more accurate rounds and also a slight cost edge it will ad a lot to the game experience for me. I am that +p was chosen over +p+ not that it is a large difference here’s hoping for JHP’s?

The hand loads are an area where we mayyyyy stretch realism a bit. I'm sure someone will look at the stats for a custom .308 JSP and say, "Why does this have a slight DT bypass bonus AND damage bonus if it's soft point?" In cases where hand loads require a high skill investment, we tend to make the rounds better all-around because yeah, you're just that good at selecting the perfect bullets and power loadings. We could have called the variants all "Hand Load", but well... honestly that just seemed kind of boring.

One great thing is that our recipe editor for GECK is extremely easy to use and the ammo forms also allow a lot of customization. So if you're an ultra-purist and want to haul out your reloading table for 50 different flavors of 5.56mm, it's pretty easy to do. We stopped short of overwhelming the player with recipes because I think our general audience cares less about reloading than you or I.

EDIT: One more thing: ammo lists for weapons are standard GECK form lists, so if you want to make really specific form lists that would be appropriate for a specific weapon or a "realistic" list of appropriate bullets for the likely twist of a weapon, you can do that as well. For example, you can make a .38 Special pistol that fires only .38 Special and its variants and you can also make a .357 Magnum revolver that fires all the .38 and all of the .357 Magnum. Similarly, you could make different ammo form lists for weapons with a given twist that use heavier weight bullets and a separate form list for weapons with a twist more well-suited to lighter bullets. That's a lot of nitpicky detail, but yeah you can do it.
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Mr.Broom30
 
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Post » Tue Dec 21, 2010 1:05 am

The hand loads are an area where we mayyyyy stretch realism a bit. I'm sure someone will look at the stats for a custom .308 JSP and say, "Why does this have a slight DT bypass bonus AND damage bonus if it's soft point?" In cases where hand loads require a high skill investment, we tend to make the rounds better all-around because yeah, you're just that good at selecting the perfect bullets and power loadings. We could have called the variants all "Hand Load", but well... honestly that just seemed kind of boring.

One great thing is that our recipe editor for GECK is extremely easy to use and the ammo forms also allow a lot of customization. So if you're an ultra-purist and want to haul out your reloading table for 50 different flavors of 5.56mm, it's pretty easy to do. We stopped short of overwhelming the player with recipes because I think our general audience cares less about reloading than you or I.

I respect your priorities, ruining game mechanics is not worth a little extra realism. Threat generation, dps, and effective range are things i know you guys carefully consider. There was a discussion earlier about repairing guns without a table and whatnat, and i while i recognize a field strip could be utilized in terms of game mechanics i think it works very well the way it is and i am happy with it.

EDIT: I wont nail you guys for ft pounds of pressure or muzzle velocity. It must be hard to get programmers to multi task as a group so effectively. Just with the 5.56 you can be looking at a 40 gr to a 95 gr round making data sheets for that and checking them must be tedious.
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Eliza Potter
 
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Post » Mon Dec 20, 2010 11:38 pm

An inquiry for Josh...

Will weapon schematics be returning (preferably new ones), or where they totally replaced by the weapon modding system?
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Carolyne Bolt
 
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Post » Tue Dec 21, 2010 2:04 am

I'm sure we screwed up a thing or two along the way, but we tried to get most things right.

And if anyone's wondering, on FNV's Service Rifle, you only tap the forward assist on a jam. :disguise:

are you seriously JE Sawyer?
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Marlo Stanfield
 
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Post » Tue Dec 21, 2010 12:01 pm

are you seriously JE Sawyer?

Yeah... That's him alright.
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NeverStopThe
 
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Post » Tue Dec 21, 2010 8:06 am

are you seriously JE Sawyer?

I am comedically J.E. Sawyer.
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Emmanuel Morales
 
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Post » Tue Dec 21, 2010 10:42 am

I am comedically J.E. Sawyer.

oh
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katsomaya Sanchez
 
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Post » Mon Dec 20, 2010 10:24 pm

So i hope i am not too much of a nuisance, if you are able to divulge the details, are powders/primers/bullets found while scavenging similar to ammo in past games or are there specific methods to aqcuire them? And do you automatically save your brass when shooting? Thanks again for joining the discussion!
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Elizabeth Falvey
 
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Post » Tue Dec 21, 2010 8:13 am

oh

No really, he is, he's just trolling you. J.E. Sawyer lives for lolz.
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Kirsty Wood
 
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Post » Tue Dec 21, 2010 2:11 am

I'm happy about the realism, although I'm a little biased on the topic considering the fact that I'm a firearms enthusiast. :tops:
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Craig Martin
 
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