I was dissapointed in the quality and the implementation of

Post » Sun Mar 06, 2011 9:36 pm

While the current weapon modification system works, that is about all it does.

Some weapons have three mods.
Some weapons have two mods.
Some weapons have one mod.
Most weapons have no mods.
Unique weapons were told they get no roast beef, and are shunned from the mod party completely.

My problem, is the entire shebang feels like it was scrapped halfway through creation, then at the last minuite, picked back up again, only it was finished to where it was left off, so that it would function within the game, and no futher mods were created beyond that point.

Every weapon (except maybe Uniques) should be able to be equippped with two to three mods, from a choice of several possible mod types.

#1: Weapon Damage
#2: Weapon Speed
#3: Weapon Accuracy
#4: Weapon Distance
#5: Weapon Durability
#6: Ammo Capacity

This would enable a much higher level of user customization choice.

This is how the weapon modification system should have been implementated from the start.




Please post your opinions, and remember to keep your comments civil.

Thank you.
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Your Mum
 
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Post » Sun Mar 06, 2011 11:07 am

Twendideblion!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :fallout:
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Queen
 
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Post » Sun Mar 06, 2011 6:41 pm

I modded a laser rifle, and then never bothered again. Mods only seem to exist for low-level weapons, and they're ridiculously hard to come by.

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.
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Yvonne
 
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Post » Sun Mar 06, 2011 8:24 am

It's very similar to the WMK mod for Fallout 3.

Go ask the guy who developed that how much work is involved in making all the different models and seeking some balance to the weapons.
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Robert Jackson
 
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Post » Sun Mar 06, 2011 7:17 pm

I have no complaints. I loved FO3 and had no mods. Now I buy the next Fallout game and get something I did not have before, weapons mods! I'm not about to complain that there are "only a few" when it didn't give me heartburn when there weren't ANY in FO3.
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CRuzIta LUVz grlz
 
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Post » Sun Mar 06, 2011 3:26 pm

next time can you make a poll answer that doesnt make it seem like were freaking out? cause i wanted to answer no but i felt that if i clicked it i would seem like an a-hole... but yea the wep mod system is kind of lacking
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Ludivine Dupuy
 
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Post » Sun Mar 06, 2011 7:14 pm


Every weapon (except maybe Uniques) should be able to be equippped with two to three mods, from a choice of several possible mod types.



I agree with this - would be nice to be having to make a choice between several mods, but I don't really see the lack of it as too much of a problem, and same goes for some weapons having more mods than others. As you said yourself, the modsystem works.
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Symone Velez
 
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Post » Sun Mar 06, 2011 11:25 am

I thought it was done pretty well actually, but I do wish there were "more". :) I don't consider it a flaw because the system is good-enough to make me use it alot and want more, plus we can mod it further on the PC.

I do wish there was a JHP .556 round :D But hey, we cant have everything!

Still, I have to say that if there were more mods available, I would have used them.
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Maya Maya
 
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Post » Sun Mar 06, 2011 2:22 pm

I like the weapon mod system. Sure, it would be better if ever weapon had 6 mods to choose from, but I think it's fine the way it is. Like someone else said, it's a big step up from FO3 (though a step down in the build-your-own-weapon-with-schematics area).

Another big improvement I've found is also in the number of available weapons, and the usability of them. In FO3 pistols weren't very effective. I remember needing to unload a full 10mm clip into someones head to kill them. In NV you can still use a 9mm (though it is on the weaker side) to some decent effect. And it has mods.

I don't use energy weapons but it sounds like they could have use more modding choices to reach the level of 'it's a decent system', which is where I think guns are.
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QuinDINGDONGcey
 
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Post » Sun Mar 06, 2011 8:49 am

next time can you make a poll answer that doesnt make it seem like were freaking out? cause i wanted to answer no but i felt that if i clicked it i would seem like an a-hole... but yea the wep mod system is kind of lacking


It is ok to answer positive or negative, i just enjoy adding "flair" to my polls/posts to inject humor into possibly controvesial topics.
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Helen Quill
 
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Post » Sun Mar 06, 2011 5:11 pm

I wish there were more mods (oh what I would do for a silencer, sight, and tactical grip mod for the Assault Carbine) but I'm not going to complain about it. I'm sure it won't be long before Obsidian expands the mods to larger numbers... It'd be a good move on their part.
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Michelle Serenity Boss
 
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Post » Sun Mar 06, 2011 8:10 pm

Stalker owns armor and weapons mods. The upgrade path can be very complex though. Fallout is pretty lame in this area, few choices and nothing that requires much thought.
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Jesus Sanchez
 
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Post » Sun Mar 06, 2011 11:30 pm

I would of liked a ton of mods, making you actually have to think about what your going to put in those three slots. Also I would of liked to see purely aesthetic mods.
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elliot mudd
 
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Post » Mon Mar 07, 2011 12:36 am

I like the system. I like the aesthetic changes attached to mods and I like the stat boosts. My minigun now shoots faster and has a cool red and black coloring.
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Smokey
 
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Post » Sun Mar 06, 2011 12:31 pm

I modded a laser rifle, and then never bothered again. Mods only seem to exist for low-level weapons, and they're ridiculously hard to come by.

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.

http://fallout.wikia.com/wiki/Wattz_1000_Magneto-laser_pistol

Fallout 2 did it. :)
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Jaki Birch
 
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Post » Sun Mar 06, 2011 5:58 pm

When I saw that each weapon would have no more than 3 mods each I assumed you would have to mix and match your favourites out of say 5 available. I agree that unique weapons shouldn't be modded as their are sort of inbuilt. However I do not dislike the current system, it still adds some flavour, I just thought it would have been/can be tweaked and improved a little. :)
But then again I play on pc so I can make use of the vast pool of resources that is the mod community =]
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Flesh Tunnel
 
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Post » Sun Mar 06, 2011 1:22 pm

I don't see a real problem with it. Add a boatload more mods, and all that'll happen is we'll be back to Fallout 3 and "Which unique weapon is your permanent weapon"- except now it'll be "Which weapon with which 3 standard, guaranteed-uber mods is your permanent weapon." :shrug:
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biiibi
 
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Post » Sun Mar 06, 2011 12:47 pm

Mods are a pain to find! I have found that i may as well "rest" for days just to get the mod I am looking for. I went through two resting periods just to get the varm night scope and i'm still waiting for the larger clip.
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Lucie H
 
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Post » Sun Mar 06, 2011 9:55 pm

An armour piercing mod (focusing crystal? I dunno) would be most welcome for energy weapons.


This and this. Energy weapons svck, mainly because they have no ability to pierce armor. Although, I was thinking more like a perk that would add 2-3 DT penetration to energy weapons for each rank.
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Matt Gammond
 
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Post » Sun Mar 06, 2011 9:31 pm

My idea of a perfect weapond mod system is scrap metal hammers bolts and duck tape. Take ur gun apart take the fussion reactor or whatever of the laser riffle and replace it with the gear box of a hunting rifle and wala! A laser hunting rifle. It would be all about hey i have parts to every gun in the game lets take these parts and make a .50 cal mini gun expensive on bullets but i would be thinking 105 damage per shot. But you would have to have your repair skill at 100 to make it. If you see what im goin with here plz comment your aprroval
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Marta Wolko
 
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Post » Sun Mar 06, 2011 5:18 pm

I've got a Varmint rifle with a night scope and a Sniper Rifle with a supressor. I had neither of these things in Fallout 3. So yeah, I'm pretty happy with weapon mods. Sure, you could always want more, and it can be a pain to find a specific mod when you need it, but overall it's an addtion I like and see the point of, unlike, say, ammo crafting.
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neil slattery
 
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Post » Sun Mar 06, 2011 11:21 pm

so far i've only come across weapon mods in merchant inventories. A great weapon mod would make for excellent loot in one of the many remote locations i've explored.

I'm always on the lookout for silencers and scopes. I've found a scope and reloading speed mod for the hunting rifle as well as a silencer and "laser sight" for the 10mm pistol. The 10mm laser sight does not seem to have any effect on the animation or accuracy of the pistol.
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Samantha hulme
 
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Post » Sun Mar 06, 2011 12:03 pm

I liked what they did put in the game but more would've been better by far but we will have mods for more sooner or later so I can wait, besides they need to fix some other things first.


@showler I'm sure the WMK modder would say indeed it does take a great effort to make weapon mods, but that's a person who mods for free on their own time and doesn't have developer software for the game. Obsidian did promote the weapon modding heavy before release so with a team of paid programmers they could of come up with some more weapon modding options.


my .02 lousy caps

bigcrazewolf
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Sebrina Johnstone
 
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Post » Sun Mar 06, 2011 2:07 pm

Only part I'm disappointed in is that Energy Weapons didn't have more mods.
But it would be nice to have a mods merchant in Freeside, Westside or Strip. (Which sells mods x5 the original price)
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sam smith
 
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Post » Sun Mar 06, 2011 6:38 pm

Nope, not dissapointed at all in the weapons and mods, especially conventional ones, but then I got this game to for the RPG element, not to make uber weapons.
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Ronald
 
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