Suggestion: Give rapid fire weapons higher AP

Post » Fri Dec 11, 2015 5:28 pm

The minigun, flamer, and other high ROF weapons need a fix.

I am level 36, and it can take HUNDREDS of 5mm rounds to take down a regular raider/super mutant using Ashmaker, while the combat rifle does the trick in 10 rounds.

This is silly, and should be fixed for players that want to use high ROF weapons.

The problem is, the game penalizes you twice for having a lower damage weapon. Not only is your damage per shot lower, but the enemy armor blocks an absurdly high percentage of the damage, too.

Couple this with the increased ammo needs for automatic weapons, and it is easy to see this is broken, and prevents whole archtypes from being effective.

Needs a tweak. Thoughts?
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Holli Dillon
 
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Post » Fri Dec 11, 2015 1:35 pm

Youre absolutely right. At the moment, allmost all high rof guns are trash. Especially heavy guns dont pay off (except missile stick and fat man ofc :B)
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Dominic Vaughan
 
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Post » Fri Dec 11, 2015 9:39 pm

Meh, maybe its because I play on normal, but so far auto weapons work like they always do in shooters, quantity over quality.

Pro trip, minigun are affected by both commando and heavy weapon, so you can really up the dmg per shot. Plus folks with bleed or explosive minigun disagree.
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Siobhan Thompson
 
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Post » Sat Dec 12, 2015 1:00 am

Only if critical strikes would work the way they should work...

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Danny Blight
 
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Post » Fri Dec 11, 2015 4:41 pm

I am honestly surprised this never came up in testing.

Did no one use automatics/big guns? No one thought the math behind damage resistance would hurt the autos?

Kind of bummed out - I wanted a big guns run first time around. Kind of shoehorned into other weapons for now.
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Farrah Barry
 
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