Just to Confirm, will there be gun mods?

Post » Tue May 17, 2011 7:25 am

I have it in my memory somewhere that I heard that the game will have gun mods, like putting on a scope on some guns that arent found with them normally..


Is this true? Ive always wanted to put a scope on my trusty hunting rifle, screw the sniper. IM NOT GENERIC!!~~
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Nichola Haynes
 
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Post » Tue May 17, 2011 12:25 pm

Yes it's confirmed.
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Micah Judaeah
 
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Post » Tue May 17, 2011 2:01 am

http://fallout.wikia.com/wiki/Weapon_mods
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Lakyn Ellery
 
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Post » Tue May 17, 2011 4:51 am

Good. and just to clarify...

i am NOT generic..


But, undeniably, just as I am sure most fallout players did
On my first game, I didnt use energy weapons.
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Andrew
 
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Post » Tue May 17, 2011 7:56 am

i am NOT generic..

Ok?
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Life long Observer
 
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Post » Tue May 17, 2011 6:33 am

Good. and just to clarify...

i am NOT generic..


But, undeniably, just as I am sure most fallout players did
On my first game, I didnt use energy weapons.

What?
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Helen Quill
 
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Post » Tue May 17, 2011 4:21 am

What?


Adding to what you said..
..lolwut?
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Megan Stabler
 
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Post » Tue May 17, 2011 1:19 pm

Woooooo!! Not generic brah, that's what it's all about man, gotta be non generic! :mohawk:












:rolleyes:
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Marie
 
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Post » Tue May 17, 2011 3:45 am

Woooooo!! Not generic brah, that's what it's all about man, gotta be non generic! :mohawk:

:rolleyes:


yeah! conforming to non-conformist views!
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Rhiannon Jones
 
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Post » Tue May 17, 2011 4:20 am

I'm completely lost. :confused:
Anyway since the question's been answered we should either discuss weapon mods or the thread should be locked.

I'll start.

Would a mod to the flamethrower that give it twice the range make it OP?
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Nick Pryce
 
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Post » Tue May 17, 2011 2:00 am

Would a mod to the flamethrower that give it twice the range make it OP?


Maybe, it depends on the damage it does. I'd rather go with more width to the flame (haven't seen that done before) and slight damage/ap boost at the cost of slightly higher fuel consumption speed and degradationrate. (Yes, I still think mods should have drawbacks too, much more interesting that way)
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Sweets Sweets
 
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Post » Tue May 17, 2011 8:45 am

Good. and just to clarify...

i am NOT generic..


But, undeniably, just as I am sure most fallout players did
On my first game, I didnt use energy weapons.


I however am generic ! On topic there will be many many mods ranging from silencers, extended clips and even different types of ammo : )
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Lily Something
 
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Post » Tue May 17, 2011 11:34 am

Maybe, it depends on the damage it does. I'd rather go with more width to the flame (haven't seen that done before) and slight damage/ap boost at the cost of slightly higher fuel consumption speed and degradationrate. (Yes, I still think mods should have drawbacks too, much more interesting that way)

Yeah I think some mods should have drawbacks but not all of them though.
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jenny goodwin
 
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Post » Tue May 17, 2011 5:45 am

Yeah I think some mods should have drawbacks but not all of them though.


At least those that have the most drastic effect (like, I can't figure out what would be a drawback of a speedloader for revolvers be - should that even be in the game - but attaching a scope would result in poor close range accuracy, for example). Though I am generally of the opinion that all mods should have them with the magnitude being in good relations to the benefit (like expanded clips affecting reload speed and stuff).
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Adam Baumgartner
 
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Post » Tue May 17, 2011 11:37 am

At least those that have the most drastic effect (like, I can't figure out what would be a drawback of a speedloader for revolvers be - should that even be in the game - but attaching a scope would result in poor close range accuracy, for example). Though I am generally of the opinion that all mods should have them with the magnitude being in good relations to the benefit (like expanded clips affecting reload speed and stuff).

It would probably be for the best.

But with drawbacks it would be a lot of fun reading through the complaints here on the forum. :P
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Antonio Gigliotta
 
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Post » Tue May 17, 2011 7:50 am

But with drawbacks it would be a lot of fun reading through the complaints here on the forum. :P


Sure would. :P
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REVLUTIN
 
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Post » Tue May 17, 2011 2:41 pm

An interesting mod that I've read about is a mod for the grenade launcher. It allows the 'nade launcher to have an under slung tube of grenades that are brought into the chamber by means of a pump-action. I didn't see any shells being ejected, which makes me wonder.
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Krista Belle Davis
 
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Post » Tue May 17, 2011 10:49 am

An interesting mod that I've read about is a mod for the grenade launcher. It allows the 'nade launcher to have an under slung tube of grenades that are brought into the chamber by means of a pump-action. I didn't see any shells being ejected, which makes me wonder.


That would be fun - I actually saw a MIRV mod within weeks of the release of Fallout3 that fired automatically with 1,000 magazine (not that anyone could carry it). It sure made an impressive display of Evergreen Mills and was worth a laugh.

But in all seriousness to the thread, Gun mods were one of the most popular and common mods found for Fallout3. With New Vegas putting so much more attention into the weapons as well as adding Weapon Mod Kits and unique ammo types, I suspect that the number of mods will be far more than even for Fallout3. We'll have everything from the ridiculous (like the auto-MIRV described above) to downright cool stuff that becomes a mega hit (like WMK was for Fallout3). Should be a ton of fun. :)
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Rachyroo
 
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Post » Mon May 16, 2011 11:54 pm

Would a mod to the flamethrower that give it twice the range make it OP?

I'd like it if it made the "fire beam" half as wide but had twice the range. Gives the term "precision fire" a new meaning.
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REVLUTIN
 
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Post » Tue May 17, 2011 10:33 am

have u watched any interviews!? they say it in 80% of the interviews the wil be gun mods!!
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Rachell Katherine
 
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Post » Tue May 17, 2011 1:07 pm

I however am generic ! On topic there will be many many mods ranging from silencers, extended clips and even different types of ammo : )

Funny how I see people saying there will be so many different mods and these are the only three I ever see mentioned. I think people are going to end up being disappointed when they can only keep modding their guns with the same handful of mods over and over.
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Emily Jones
 
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Post » Tue May 17, 2011 2:52 am

Funny how I see people saying there will be so many different mods and these are the only three I ever see mentioned. I think people are going to end up being disappointed when they can only keep modding their guns with the same handful of mods over and over.

For the pistol, I've seen an extended magazine and a scope. For the hunting rifle, I've seen an extended magazine, a scope, a different stock and a different spring. For the minigun there was a mention of something speeding up the fire rate. For the plasma rifle, there was some "excelerator" thingie. There are also several weapons in previews and trailers that looked modded. All weapons have mods. Many weapons are very different so of course it just isn't an extended magazine and a scope for all of them.
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Roberto Gaeta
 
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Post » Tue May 17, 2011 12:09 am

For the pistol, I've seen an extended magazine and a scope. For the hunting rifle, I've seen an extended magazine, a scope, a different stock and a different spring. For the minigun there was a mention of something speeding up the fire rate. For the plasma rifle, there was some "excelerator" thingie. There are also several weapons in previews and trailers that looked modded. All weapons have mods. Many weapons are very different so of course it just isn't an extended magazine and a scope for all of them.

Point being they all seem to either be related to scope, extended mag, or increasing fire rate for the most part.
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Miss Hayley
 
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Post » Tue May 17, 2011 12:16 am

Funny how I see people saying there will be so many different mods and these are the only three I ever see mentioned. I think people are going to end up being disappointed when they can only keep modding their guns with the same handful of mods over and over.


There's many different mods - besides the obvious scope/silencer/e-mag, there's also weapon specific kits like the little boy (reduces fatman weight) and some sort of laser rifle mod. I believe the plasma caster has a turbo mod as well, based on one of the many video interviews. Basically, I expect there to be plenty of mods.

Besides, if the mod framework is there, we can always just mod in more weapons mods to our little hearts' content. Which leaves the console players out in the cold... But that's the way things are.
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Matt Terry
 
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Post » Tue May 17, 2011 6:51 am

Point being they all seem to either be related to scope, extended mag, or increasing fire rate for the most part.

Well, they're standard firearms.
Not much to add besides the usual stuff.
I'm guessing that Explosives, Energy Weapons and Melee Weapons will get the most fun mods.
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Richus Dude
 
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