Bayonet and Apature sight?

Post » Fri Jul 01, 2011 7:45 pm

Do you think these weapon mods should be finished and used in Lonesome Road?
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat Jul 02, 2011 12:08 am

Do you think these weapon mods should be finished and used in Lonesome Road?

I don't know how they would implement the bayonet into the game, outside of maybe a VATS attack.
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Sat Jul 02, 2011 3:01 am

The only way I would see the bayonet happening is if it was a whole new weapon in your pip-boy, and had to be switched to in order to use it. And to me, that sounds like a waste of time.

And I'm pretty sure I've heard the DLCs are done.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Fri Jul 01, 2011 2:24 pm

Do you think these weapon mods should be finished and used in Lonesome Road?


In my opinion, no. The aperture sight would be redundant (the sights on the Service Rifle are good enough for me). And that there are no buttons left on consoles to map a bayonet to, as well as J. E. Sawyer (to the best of my memory) saying that the engine couldnt handle it and that it was scrapped early.

In a side note, I really need to work on my grammar.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Sat Jul 02, 2011 4:44 am

It is impossible to include switchable firing modes, but it can be faked. For example for Fallout 3 there is a mod for a gunsword from Final Fantasy XIII that can function either as a gun or a sword. The trick is that they are two different items, and the mode switcher is just a script that equips the wanted item. Bayonet could work the same way, except there is no stabbing melee animation to use it with. I think?
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri Jul 01, 2011 2:23 pm

The bayonet is a nice idea.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Fri Jul 01, 2011 2:41 pm

Bayonet cannot be implemented.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Fri Jul 01, 2011 9:54 pm

perhaps if you switch it like the ammo type
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Fri Jul 01, 2011 4:49 pm

I don't know how they would implement the bayonet into the game, outside of maybe a VATS attack.


Im not sure but they would have to make a melee button but with the keys and buttons left from the other controls it would have to be similar to Call of Duty this is probably the main reason the bayonet for the Service Rifle was cut from the regular game.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Fri Jul 01, 2011 11:01 pm

Im not sure but they would have to make a melee button but with the keys and buttons left from the other controls it would have to be similar to Call of Duty this is probably the main reason the bayonet for the Service Rifle was cut from the regular game.


I don't think they cut it because it would be similar to COD (you do know that there are other games that use a bayonet, right?), I think the reason is that there are no available buttons to map this to on consoles, and that the engine would not support it. You never know with the Creation engine, though.
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Fri Jul 01, 2011 7:41 pm

i like the bayonet idea but an ap sight would lose out to the idea of a red dot/infrared/thermal/night sope/x-ray scope i mean the devs would put the more popular or more fallout styled sight in the game the ap sight is not far fetched but not stand out either know what im saying
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Fri Jul 01, 2011 5:36 pm

Why not add extra content? Keeps the game interesting.
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm


Return to Fallout: New Vegas