Techy dev question: What exactly changes with ammo types?

Post » Tue Feb 01, 2011 3:50 pm

What exactly changes in a Weapon's object form when you switch out ammo types? Does the weapon object effect (AKA enchantment from the TES days), or does the projectile type get altered?

Anticipating the thumper gun grenade launcher, I recalled that one of the alternate munitions for the http://en.wikipedia.org/wiki/M79_grenade_launcher was essentially a shotgun round. I was considering trying to make such a round, but would like to know how the ammo switching system works behind the scenes.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Tue Feb 01, 2011 3:02 pm

Spoiler
A quote from a PAX thread I made:

I also caught a near complete screen shot of the tutorial of the different ammo types:
Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage.
Hollow Point: Does much more damage but is easily blocked by armor.
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.
Slug: Used by shotguns, slugs replace buckshot with a single, powerful bullet that is more accurate.


Note: That is not all of them but it is most of them. Hmm... maybe I should stop reminding the devs about those threads.

User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Tue Feb 01, 2011 10:48 pm

Hmmm... If shotties can shoot slugs instead of just buckshot, that may mean that altering the projectile may be possible. I'll wait for a dev to go into details on the workings if they can here before calling it...
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Tue Feb 01, 2011 5:46 pm

Honeslty it is kind of overwhelming in a way, the ammo types, I mean wouldn't the ideal situation usually always be to just use armor piercing rounds?

Let me explain, lets say your playing hardcoe mode & so ammo has weight and you just kinda decide on which ammo type will be the best for you to use over all throughout the game?

So im not saying you can't use more then one ammo type, but over all when it comes down to it which ammo type is going to be the best to use throughout the game?
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Tue Feb 01, 2011 8:15 pm

Honeslty it is kind of overwhelming in a way, the ammo types, I mean wouldn't the ideal situation usually always be to just use armor piercing rounds?

Let me explain, lets say your playing hardcoe mode & so ammo has weight and you just kinda decide on which ammo type will be the best for you to use over all throughout the game?

So im not saying you can't use more then one ammo type, but over all when it comes down to it which ammo type is going to be the best to use throughout the game?


Well it depends on the situation. Obsidian doesn't kid around with balancing so the Armor Piercing rounds would work better against armored enemies, Hollow Point would work better on wildlife, overcharge for taking down big critters, and the slugs for saying "You know what, I don't have to use a sniper rifle outside, I deserve to be able to take a walk outside with my trusty lever action shotgun!" HOT JUICY BURGERS!!!!
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Tue Feb 01, 2011 8:54 am

Since this thread is an ammo thread. I have to ask, how exactly do we switch between ammo types? :confused:
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Tue Feb 01, 2011 8:42 pm

Since this thread is an ammo thread. I have to ask, how exactly do we switch between ammo types? :confused:


You don't I don't think but I could be wrong, there just is different ammo period. So if you have 9mm hollow point's and you have 9mm AP rounds, then you have two different sets of ammo.
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Tue Feb 01, 2011 5:38 pm

Since this thread is an ammo thread. I have to ask, how exactly do we switch between ammo types? :confused:


I think that this was an oversight that no one has ever brought up before. Hmm, maybe you equip the ammo in the inventory?
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Tue Feb 01, 2011 7:59 pm

I think that this was an oversight that no one has ever brought up before. Hmm, maybe you equip the ammo in the inventory?

I just asked it in here since I wasnt sure if it's been asked. In Fallout 1-2 it's easy since you could unload it and load another ammo type in. But with F3 styled games, unless it's a cumbersome 'Please choose your ammo type' pop up menu occurs, I'm rather baffled as to how you can switch ammos :bonk:
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Tue Feb 01, 2011 11:06 pm

I think that this was an oversight that no one has ever brought up before. Hmm, maybe you equip the ammo in the inventory?


It's just like in Fallout 2 and Fallout Tactic's (if you've played them) you right click ammo or you can drag different ammo types onto the gun. Now how you switch different ammo types in New Vegas I am not sure of, but the answer is probably yes you most likley equip the ammo in the inventory.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Tue Feb 01, 2011 1:56 pm

It's just like in Fallout 2 and Fallout Tactic's (if you've played them) you right click ammo or you can drag different ammo types onto the gun. Now how you switch different ammo types in New Vegas I am not sure of, but the answer is probably yes you most likley equip the ammo in the inventory.


I'm guessing it must be equipped since us lowly console users don't have the luxury or right-clicking anything. Must be able to hot-key them as well for on-the-fly ammo switching without going to pipboy every time.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Tue Feb 01, 2011 9:08 pm

I am not wanting to know how ammo types are switched in the interface, folks. I want to know the underlying mechanics of the ammo system so that I, as a modder, can maybe know what I will and will not be able to do once I get my paws on the FONV GECK.

Please keep on topic. :)
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Tue Feb 01, 2011 3:02 pm

First, ammo types can alter, among other things, the projectile being used, including the number of projectiles per round consumed (particularly useful for buckshot/slugs).

Second, ammo types can be switched through the PipBoy inventory menu or in real-time by using a hotkey.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Feb 02, 2011 12:15 am

First, ammo types can alter, among other things, the projectile being used, including the number of projectiles per round consumed (particularly useful for buckshot/slugs).

Second, ammo types can be switched through the PipBoy inventory menu or in real-time by using a hotkey.

Thank you for clearing this up Mr. Sawyer. If I may ask, what do exactly do you do while in the PipBoy menu to change out ammo types?
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Tue Feb 01, 2011 7:08 pm

Oooooh, ehhhxcellent. :chaos:
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Tue Feb 01, 2011 11:37 am

Thank you for clearing this up Mr. Sawyer. If I may ask, what do exactly do you do while in the PipBoy menu to change out ammo types?

You equip the ammo in the ammo section of the inventory. It works pretty much like equipping weapons or apparel but any ammo that is invalid for your current weapon is "dark" (like a broken piece of gear would be).
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Tue Feb 01, 2011 10:03 pm

First, ammo types can alter, among other things, the projectile being used, including the number of projectiles per round consumed (particularly useful for buckshot/slugs).

Second, ammo types can be switched through the PipBoy inventory menu or in real-time by using a hotkey.


Thank you very much :)

The weapon mods, are they effectively a completely new weapon? Or does it just change the things you change?
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Tue Feb 01, 2011 12:24 pm

You equip the ammo in the ammo section of the inventory. It works pretty much like equipping weapons or apparel but any ammo that is invalid for your current weapon is "dark" (like a broken piece of gear would be).

Oh wow, that sounds alot more simple than it seemed to be. Thank you for clearing this up even more. :laugh:
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Tue Feb 01, 2011 7:38 pm

You equip the ammo in the ammo section of the inventory. It works pretty much like equipping weapons or apparel but any ammo that is invalid for your current weapon is "dark" (like a broken piece of gear would be).


Thank you for clearing this up :tops:
:cookie:
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue Feb 01, 2011 10:25 pm

EDIT: :facepalm:
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Wed Feb 02, 2011 12:23 am

First, ammo types can alter, among other things, the projectile being used, including the number of projectiles per round consumed (particularly useful for buckshot/slugs).

Second, ammo types can be switched through the PipBoy inventory menu or in real-time by using a hotkey.


Does this also include altering the visual ammo shown on the weapon itself ? Say I wanted to make a Bow and several different arrows will the Arrow Model be getting set by the Weapon.nif (Like FO3, effectively making this type of weapon impossible to do correctly) or from the Ammo/Arrow.nif (like TESIV).
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Tue Feb 01, 2011 8:51 pm

If you can hot-key ammo do you hot-key armor piercing 9mm or is it a general, armor piercing for whatever gun you have that has ammo in the inventory?
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Tue Feb 01, 2011 3:28 pm

First, ammo types can alter, among other things, the projectile being used, including the number of projectiles per round consumed (particularly useful for buckshot/slugs).

Second, ammo types can be switched through the PipBoy inventory menu or in real-time by using a hotkey.


Did you just say hotkey? Or am I dreaming that? :o
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Tue Feb 01, 2011 8:12 pm

You don't I don't think but I could be wrong, there just is different ammo period. So if you have 9mm hollow point's and you have 9mm AP rounds, then you have two different sets of ammo.


I would guess similar to the way you equipped different arrow sets in TES, just in the ''Ammo'' section rather than the ''Weapons'' section. In other words, you jump into the ammo screen, and, lets say you have a Assault Rifle equipped, you put your curser or highlight 5.56 AP (armor piercing), and press enter, 'A', whatever the select button is, and you'd load a magazine with that into your current gun (assuming your current gun uses 5.56).

It's also possible that the game will allow us to have multiple ammo types selected, though not for a single gun. To simplify, it might allow us to have it so, if we pull out a gun that uses 10mm ammo, then it automatically loads it with hollowpoints, but if we pull out a gun using 5.56, it loads it with AP rounds. In other words, we get to pre-set what ammo variant we use when we pull out a gun using that type of ammo. I think that would be kind of nice, because then we might, say, have an assault rifle that is pre-loaded for AP rounds, and we pop off a few guys wearing, say, NCR Ranger armor or Power Armor, but then get attacked by some raiders in their usual gear, and we switch over to a 10mm SMG pre-loaded for hollowpoints, and blast away at them.

In regards to hardcoe mode, I'd say there will be some types of ammo I will carry more of, probably the ones best used against un-armored enemies, but I'll keep a good stash of all types on me at all times, just in case I run into a few armored baddies. Then again, if you know you'll be running into armored enemies, it might be a good idea to stash some of your regular ammo, and take on more AP rounds (alright, could we just call the hollowpoints shredder rounds? Such a nicer sound to the name.. :P) to deal with the armored enemies.

Overall though, I just think that pre-selecting your ammo variants for guns would be a great idea, as that way you don't have to worry about it, you just know ''oh, if I pull out my shotgun, it's pre-loaded with slugs, but if I run into a raider, my 9mm pistol is loaded with hollowpoints.''

A possible version of this idea would be to have each weapon itself has it's own loadout type - in other words, if you pull out a standard Assault Rifle, it might be loaded with hollowpoints, but then if you pull out a Military Rifle (or whatever they're calling the M16 now, I swear, it's name has been changed like 5 times...), it will be pre-loaded with AP rounds. So each individual weapon would remember its ammo variant, instead of each weapon catagory. (this is confusing isn't it?)
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue Feb 01, 2011 10:02 pm

I wonder how the alt ammo types get ref'd... Hopefully it'll be minimally conflictive, like having the alt ammo type ref to a "base ammo type", and then the correlation between the base ammo in the weapon form will allow loading.

Though that would make for an interesting situation if someone made http://en.wikipedia.org/wiki/Shotgun#Hunting.2C_defensive.2C_and_military shotgun rounds and you loaded it into the http://fallout.wikia.com/wiki/Ballistic_fist... :blink:
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Next

Return to Fallout: New Vegas