Just to Confirm, will there be gun mods?

Post » Mon May 16, 2011 10:34 pm

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.


This was true of the Weapon Mod Kits mod for Fallout3, in which Antistar created 4 to 5 basic addons for weapons and most guns fell into those ranges. Granted to his credit, there are not an infinite number of weapon mods that would make sense and add something to the game (no one is going to care about swapping out barrels or frames to get a better picatiny rail). Stuff like the silencer, extended magazine, laser sight, auto-fire mechanism are classics. I wouldn't mind seeing a true weapon light added, but the pip-boy light removes the need.

And that was Fallout3. We know for a fact that Obsidian has taken on the weapon mod kits and greatly expanded them, as well as adding ammunition types. I wouldn't be so quick to judge this as "insufficient", as we have frankly NO IDEA who many mod kits Obsidian has planned OR what special/cool stuff thats coming - so its much too early to say much about what we are getting with weapon mod kits.
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Kill Bill
 
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Post » Tue May 17, 2011 12:23 pm

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.

Yes turbo mod which is a fire rate increase. That's pretty much all that's mentioned like I said. Fire increase, silencer, extended mag and scope...so yea we cam cycle through the same handful of mods for all the weapons!

@miax is laser sight in? Red dot?

@gabriel whoa melee weapons have mods too? Is that confirmed?
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Darren Chandler
 
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Post » Tue May 17, 2011 10:17 am

@gabriel whoa melee weapons have mods too? Is that confirmed?

Nah, just speculation on my part.
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Kortniie Dumont
 
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Post » Tue May 17, 2011 12:34 pm

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

I don't appreciate everyone making fun of us geriatrics.

I can't figure out what would be a drawback of a speedloader for revolvers be -

Ammo loaded in speedloader takes up a lot of space and can't be easily loaded into another weapon. PS speedloaders in FO3 .32

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.

Alpha build.

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.

Wide cone or long cone would come at the cost of lower damage (less fire) or higher fuel consumption. Higher consumption is probably better.

have u watched any interviews!? they say it in 80% of the interviews the wil be gun mods!!

Killjoy

Funny how I see people saying there will be so many different mods and these are the only three I ever see mentioned.

Less than accurate statement.

Nah, just speculation on my part.

Melee weapons will have at least one mod: poison.
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Travis
 
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Post » Tue May 17, 2011 2:34 pm

Y'all are disregarding the absolute PIMPATUDE of gold and rhinestone gun plating.
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Nicole M
 
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Post » Tue May 17, 2011 3:16 am

Just confirming, the reality is that the game is going to be more or less balanced on the fact that you will actualy use thoes gunmods. . . not the base gun.
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Soku Nyorah
 
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Post » Tue May 17, 2011 7:17 am

Alpha build.

What? The so called "mod" or the lack of ejecting shells? I assume that you mean the shells, if so I agree with you.
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Matthew Barrows
 
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Post » Tue May 17, 2011 1:36 pm

Wide cone or long cone would come at the cost of lower damage (less fire) or higher fuel consumption. Higher consumption is probably better.

"Wide cone" upgrade - Greater area of effect but shorter range, has less damage. Effective against many targets in close-to-medium range.
"Long cone" upgrade - Lesser area of effect but longer range, has more damage. Effective against few targets in medium-to-long range.
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Eddie Howe
 
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Post » Tue May 17, 2011 12:54 am

"Wide cone" upgrade - Greater area of effect but shorter range, has less damage. Effective against many targets in close-to-medium range.
"Long cone" upgrade - Lesser area of effect but longer range, has more damage. Effective against few targets in medium-to-long range.

Sounds good, I'm guessing it could be done by attaching some sort of nozzle at the end of the flame thrower itself. A big, wide nozzle would produce that wide cone of fiery doom, and a smaller nozzle could create a spray of fire that could reach farther distances but loses the ability to spray a wider area in one fell swoop like the wide nozzle. :tops:
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Hannah Whitlock
 
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Post » Tue May 17, 2011 6:07 am

Ammo loaded in speedloader takes up a lot of space and can't be easily loaded into another weapon.


I mean gameplaywise.

It wouldn't slow the reload (duh :laugh: ), there isn't a limit for ammo, and mods are weaponspecific.
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Robert Garcia
 
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Post » Tue May 17, 2011 7:55 am

Y'all are disregarding the absolute PIMPATUDE of gold and rhinestone gun plating.


How about the PIMPATUDE of a unique 10mm pistol with the Virgin Mary etched into the ivory grip ? http://fallout.wikia.com/wiki/Virgin_Mary_pistol : )
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OnlyDumazzapplyhere
 
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Post » Tue May 17, 2011 9:57 am

How about the PIMPATUDE of a unique 10mm pistol with the Virgin Mary etched into the ivory grip ? http://fallout.wikia.com/wiki/Virgin_Mary_pistol : )


EDIT: Whoops apparently it's a 9mm pistol
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Alkira rose Nankivell
 
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Post » Tue May 17, 2011 7:32 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.


True, I myself am jonesing for more on snowglobes and ammunition. Can someone point me towards some news? I've checked the wiki and it seems scarce on details on those two things. Also what other things can be added to a gun if anyone can enlighten me?
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Ash
 
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Post » Tue May 17, 2011 4:17 am

What? The so called "mod" or the lack of ejecting shells? I assume that you mean the shells, if so I agree with you.

Yes, I meant the spent cartridge case ejecting. They probably hadn't finished the animation for that in that stage of the alpha build.

"Wide cone" upgrade - Greater area of effect but shorter range, has less damage. Effective against many targets in close-to-medium range.
"Long cone" upgrade - Lesser area of effect but longer range, has more damage. Effective against few targets in medium-to-long range.

That's just about what I was thinking. Since there are few else things you could do, other than speed up the spool up time for the stream, I assume this will be what the mods will be in some form or another.

I mean gameplaywise.

It wouldn't slow the reload (duh :laugh: ), there isn't a limit for ammo, and mods are weaponspecific.

Those were the only drawbacks I could immediately think of for speedloaders. Since there would be no easy way to model them in the game, short of an animation sequence or minigame showing you loading the rounds in the speedloader, I'm out of ideas.
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Cat
 
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Post » Tue May 17, 2011 12:13 pm

If only the M4 exsited in the Fallout universe now that would show the extent of a modifiable weapon system : ) http://upload.wikimedia.org/wikipedia/commons/thumb/1/19/M4w-att.jpg/220px-M4w-att.jpg
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Richard Dixon
 
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Post » Tue May 17, 2011 1:37 am

Just confirming, the reality is that the game is going to be more or less balanced on the fact that you will actualy use thoes gunmods. . . not the base gun.

What?
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laila hassan
 
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Post » Tue May 17, 2011 1:08 am

If only the M4 exsited in the Fallout universe now that would show the extent of a modifiable weapon system : ) http://upload.wikimedia.org/wikipedia/commons/thumb/1/19/M4w-att.jpg/220px-M4w-att.jpg



http://fallout.wikia.com/wiki/Assault_carbine the M4 does exist in the Fallout universe, sort of... it's a COLT 733, but it's close enough for me.
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Kayleigh Williams
 
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Post » Tue May 17, 2011 2:26 pm

What?


He's saying you'll have to tweak your hardware to survive ... heh! "tweak your hardware" .. heh heh! :rock:
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Casey
 
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Post » Tue May 17, 2011 3:29 am

He's saying you'll have to tweak your hardware to survive ... heh! "tweak your hardware" .. heh heh! :rock:

Bascialy

the Gunmod (that in all honestly I love despite the glitches that came with it when I first installed it) Added features to the game, more or less mostly on the player side, that the game developers did not originaly build the game around, higher ROF or capacity for example, and I dont remember seeing very many npc guns "modded" as well as mine was, as it was fairly easy to "max out" with thoes mods on your guns. I suspect this time around with gun mods built in you will probably see the npcs re-balanced to be closer to you with the weapons.
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-__^
 
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Post » Tue May 17, 2011 5:15 am

http://fallout.wikia.com/wiki/Assault_carbine the M4 does exist in the Fallout universe, sort of... it's a COLT 733, but it's close enough for me.


: D : D and more : D . Thank you I hadn't seen it since I haven't watched many trailers, do you think they added it to F:NV because of the mod system? As I said an M4 (or something of the like) would probably be the most moddable weapon.

EDIT: Better question I suppose is does the COLT733 have a moddable system like the M4?
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Vicki Blondie
 
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Post » Mon May 16, 2011 10:24 pm

Those were the only drawbacks I could immediately think of for speedloaders. Since there would be no easy way to model them in the game, short of an animation sequence or minigame showing you loading the rounds in the speedloader, I'm out of ideas.

The rounds load themselves into the speedloaders while they're in your pocket. What, you didn't know that? :P
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Raymond J. Ramirez
 
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Post » Tue May 17, 2011 3:14 am

The rounds load themselves into the speedloaders while they're in your pocket. What, you didn't know that? :P

I wondered what was going on down there.
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Laurenn Doylee
 
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