Minimum Strength for Weapons?

Post » Tue Feb 01, 2011 8:57 pm

There would have to be http://i69.photobucket.com/albums/i63/softnerd/don_pa.jpg when he realized he'd grazed the 'horner. :P


That's so good :P ^

On topic, im actually really happy with the way this is going to be. it means that my character will have to be more of a specialist then a jack of all trades, Which means the RP element is increased.
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Ebou Suso
 
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Post » Tue Feb 01, 2011 10:20 pm

YUP!!!! Im investing at least 8 strength (for the anti material rifle). Plus, Strength will come in handy on hardcoe mode sents bullets have weight, and more strength = greater carry limit. And I like this setting, Its no fun being able to use any gun any time right away.
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Juan Suarez
 
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Post » Tue Feb 01, 2011 11:34 pm

Does weapon sway actually effect non-VATS/non-zoomed/Iron Sights accuracy? It apparently did not in Fallout 3 - you could get both your arms crippled and still be just as accurate as ever even though your weapon was swaying all over the place, so long as you didn't use a scope or enter VATS.
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Daniel Brown
 
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Post » Tue Feb 01, 2011 1:41 pm

Does weapon sway actually effect non-VATS/non-zoomed/Iron Sights accuracy? It apparently did not in Fallout 3 - you could get both your arms crippled and still be just as accurate as ever even though your weapon was swaying all over the place, so long as you didn't use a scope or enter VATS.


well you have to remember that inaccuracy was also portrayed with what angle a bullet left the barrel, so I would not be surprised if your really low on skill and/or strength youl be seeing bullets leaving the barrel at a 45 degree angle.
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Mimi BC
 
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Post » Tue Feb 01, 2011 11:27 pm

It is a logical abstraction. If you can't hold it properly, you won't fire it properly and as a result you will do less damage.

A melee weapon yes, but a rifle will fire its bullet the same speed and power no matter the individual's strength(minus maitenence and condition). Buy accurately, yes it will be affected.
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Nicole M
 
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Post » Wed Feb 02, 2011 1:13 am

Ralos: That's kind of what I'm hoping for, except I'd hope they'd fix the animations so the barrel aligns with the direction the bullet is going to travel prior to the bullet leaving the barrel. Still, let's hope the bullets don't wind up going 90 degrees off-barrel or something silly like that;)
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Krystina Proietti
 
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Post » Tue Feb 01, 2011 4:25 pm

Ralos: That's kind of what I'm hoping for, except I'd hope they'd fix the animations so the barrel aligns with the direction the bullet is going to travel prior to the bullet leaving the barrel. Still, let's hope the bullets don't wind up going 90 degrees off-barrel or something silly like that;)


problem is not every bullet travel out the same angle so each round could jump between 25 to 35 degree, in turn making auto fire look silly as your guy would move the barrel in all manor of directions as the bullet shoot.

Frankly sounds like waste of time animations.
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Sista Sila
 
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Post » Tue Feb 01, 2011 7:27 pm

Couple questions here...

1. So is there any bonuses for exceeding the minimum STR req.?

2. Do any weapons have requirements for other skills? or is STR the only weapon-related S.P.E.C.I.A.L. stat?
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Dragonz Dancer
 
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Post » Tue Feb 01, 2011 3:00 pm

Couple questions here...

1. So is there any bonuses for exceeding the minimum STR req.?

2. Do any weapons have requirements for other skills? or is STR the only weapon-related S.P.E.C.I.A.L. stat?


1. besides the fact it gives you leeway to temporaly loose stength and still be 100 effective, not so far as we know

2. nope, Strength and the appropriate weapon skill are the only two factors.
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jodie
 
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Post » Tue Feb 01, 2011 8:51 am

A melee weapon yes, but a rifle will fire its bullet the same speed and power no matter the individual's strength(minus maitenence and condition). Buy accurately, yes it will be affected.



It would probably be a side-effect of the basic "more skill = more damage" method that gun skills had in FO3, assuming FO:NV does it that way.

After all, if being under strength gave a -X skill penalty, and your damage is effected by skill..... being under strength would therefore reduce damage.
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Tamika Jett
 
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Post » Tue Feb 01, 2011 3:01 pm

Ralos: Then they should make it more realistic and have the 'bullet jumps different directions' bit seem like it's due to recoil. Other games have done this very well (though I don't think any tied it into an RPG-like stat).
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Kelly Tomlinson
 
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Post » Tue Feb 01, 2011 10:36 pm

Ralos: Then they should make it more realistic and have the 'bullet jumps different directions' bit seem like it's due to recoil. Other games have done this very well (though I don't think any tied it into an RPG-like stat).


well therein lies the issue, since the bullet directions are based on stats rolling in the background, they can′t just copy/paste the recoil system from a run of the mill FPS

in this case I would just knock realism on the head and let him sleep in a corner, in the end it′s a game for fun.
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Dalton Greynolds
 
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Post » Tue Feb 01, 2011 12:18 pm

It would probably be a side-effect of the basic "more skill = more damage" method that gun skills had in FO3, assuming FO:NV does it that way.

After all, if being under strength gave a -X skill penalty, and your damage is effected by skill..... being under strength would therefore reduce damage.

I thought he meant this in real life, not how the game responds to Str. But yeah I was assuming it would effect something other then accuracy.
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CHARLODDE
 
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Post » Tue Feb 01, 2011 11:11 pm

Sure they could - they'd just need to then go ahead and modify it so the amount of recoil is affected by your stats, including possibly the direction of the recoil (so low stats might mean your aim would also jump somewhat to the sides when you feel recoil since you svck at controlling your weapon, but high stats mean the weapon would have more predictable recoil). I doubt they did this for New Vegas, but don't pretend that it isn't entirely possible to do if someone were creating a brand-new game and engine.

Also: Yes, it's a game for fun, but making it so your accuracy is only affected while using a scope or VATS is just silly and bad game mechanics.
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Nims
 
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Post » Tue Feb 01, 2011 7:20 pm


Also: Yes, it's a game for fun, but making it so your accuracy is only affected while using a scope or VATS is just silly and bad game mechanics.


eh that is why I mention the bullet spread thing in the first place...to tell ya how you accuracy is affected outside scopes or VATS


less accuracy= wider bullet spread
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Nana Samboy
 
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Post » Tue Feb 01, 2011 11:08 pm

Except that's not how it worked in F3 - crippled arms, for example, did nothing to affect bullet spread. They just made your weapon sway, which had no effect on accuracy or spread.
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Joe Alvarado
 
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Post » Tue Feb 01, 2011 3:19 pm

Except that's not how it worked in F3 - crippled arms, for example, did nothing to affect bullet spread. They just made your weapon sway, which had no effect on accuracy or spread.


a classic case of personal perception, as I did notice accuracy was affected outside scope or VATS.
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DAVId MArtInez
 
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Post » Tue Feb 01, 2011 6:16 pm

*shrug* I honestly don't remember (I haven't had F3 installed in a year or more) - I'm simply going by what's on http://fallout.wikia.com/wiki/Main_Page. I'm assuming someone actually tested it prior to adding it into the wiki, since it'd be relatively easy to do.

Still, I'd prefer it if they changed the way accuracy penalties work - instead of modifying the weapon's innate spread (which shouldn't change due to skill or anything else besides condition), it should make the gun wobble a bit, and wherever the weapon's pointed should be where the bullet pops out when fired, etc., etc. It's not going to happen in New Vegas, of course, but it'd have been nice.
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Ron
 
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