Weapons, Mods and Ammo Mega-Thread #5

Post » Tue Feb 01, 2011 1:54 pm

This animation was actually tricky to do because the player's grip animation is pretty far back, actually on the receiver, but it's the same animation for all weapons in this stance. So the first part of the pump animation is actually the character moving his/her hand forward to the pump.
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Esther Fernandez
 
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Post » Tue Feb 01, 2011 2:21 pm

This animation was actually tricky to do because the player's grip animation is pretty far back, actually on the receiver, but it's the same animation for all weapons in this stance. So the first part of the pump animation is actually the character moving his/her hand forward to the pump.


can′t help but wonder, if you take the effort to add a extra animation to move to hand to the pump, why not take the exact same effort to change the standard rifle animation to place the hand directly on the pump?
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kelly thomson
 
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Post » Tue Feb 01, 2011 9:48 am

Cool. It is kinda strange that the PC holds it a little off from 'normal'.
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Ebony Lawson
 
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Post » Tue Feb 01, 2011 12:15 pm

This animation was actually tricky to do because the player's grip animation is pretty far back, actually on the receiver, but it's the same animation for all weapons in this stance. So the first part of the pump animation is actually the character moving his/her hand forward to the pump.


Yeah I thought something was up with that, it almost looked like it was a forward ejecting pump, but I see now. It won't be noticeable when we're blowing muties heads off with it. And how nice is it that we finally have a pump action shotgun?
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Marion Geneste
 
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Post » Wed Feb 02, 2011 1:21 am

can′t help but wonder, if you take the effort to add a extra animation to move to hand to the pump, why not take the exact same effort to change the standard rifle animation to place the hand directly on the pump?

Because the movement to the pump is part of the fire animations (unique to that shotgun), whereas the position of the hand on the receiver is part of every movement animation in that set. If we moved the hand forward for every animation in the set, not only would that touch dozens of animations, but it would mean the hand is in the wrong position for all of the OTHER weapons that use that set.
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Strawberry
 
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Post » Tue Feb 01, 2011 11:05 am

can′t help but wonder, if you take the effort to add a extra animation to move to hand to the pump, why not take the exact same effort to change the standard rifle animation to place the hand directly on the pump?


I'm guessing how it works is the weapon holding animations and the working the action animations (like working the bolt on the Hunting Rifle) are two completely different deals. It's just easier to modify those animations instead of the base holding animations because I think they're all chained together (from what I've seen from people on FO3Nexus) and you can't add new ones with the GECK

EDIT: ninja'd by Elvis, was I kind of right then?
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Kevan Olson
 
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Post » Tue Feb 01, 2011 11:04 pm

Because the movement to the pump is part of the fire animations (unique to that shotgun), whereas the position of the hand on the receiver is part of every movement animation in that set. If we moved the hand forward for every animation in the set, not only would that touch dozens of animations, but it would mean the hand is in the wrong position for all of the OTHER weapons that use that set.


Sounds fair, well I play the game 1st person anyway So I won′t notice it as much :3
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Jason Wolf
 
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Post » Tue Feb 01, 2011 11:19 pm

consider it′s design, I would not be surprised if the lever action shotgun has a unique, it will have a terminator reference.


I bet it is called "The Terminator".
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Phillip Hamilton
 
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Post » Tue Feb 01, 2011 3:27 pm

I bet it is called "The Terminator".


hope it comes with the spinning reload too :3
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Tamara Primo
 
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Post » Tue Feb 01, 2011 11:28 am

Wonder if there will be some shades that increases AP and is referenced to Neo...
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Heather Dawson
 
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Post » Tue Feb 01, 2011 3:00 pm

I want a M60
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Lance Vannortwick
 
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Post » Tue Feb 01, 2011 9:21 pm

Quick question, did anybody notice where the shells ejected on the lever action shotgun? From the top, side, or bottom? (it can go either of those ways with lever action). And more about shotguns, I just hope these shotguns will work like real ones, being effective at up to 20 or 30 yd, instead of 10 as in most video games.
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TIhIsmc L Griot
 
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Post » Tue Feb 01, 2011 5:32 pm

I want a M60


http://images3.wikia.nocookie.net/__cb20100515101556/fallout/images/4/47/FNV_screenshot_NCR_vs_Mutant.jpg you go.
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Je suis
 
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Post » Tue Feb 01, 2011 3:29 pm

Question for you Sawyer, I've seen that the Varmint Rifle and the .22 Pistol can accept suppressors, will there be any other, more powerful weapons that can accept them too? I build my whole playstyle (mainly stealth) around the weapons I can get my hands on, so I'd just like to know if those are the only suppressed weapons I can get/and or mod?
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Naomi Ward
 
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Post » Tue Feb 01, 2011 6:53 pm

There are other weapons that can have suppressors, yes.
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latrina
 
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Post » Tue Feb 01, 2011 11:02 pm

Question for you Sawyer, I've seen that the Varmint Rifle and the .22 Pistol can accept suppressors, will there be any other, more powerful weapons that can accept them too? I build my whole playstyle (mainly stealth) around the weapons I can get my hands on, so I'd just like to know if those are the only suppressed weapons I can get/and or mod?


scratch that, sawyer overruled my statement :P
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ashleigh bryden
 
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Post » Tue Feb 01, 2011 2:55 pm

There are other weapons that can have suppressors, yes.


My man :foodndrink:


consider how almost ridiculously powerful stealth shots where in Fallout 3 (especially when silenced weapons left enemies stupidly unaware) I have a feeling giving the ability to silence powerful guns would be a bit over powered


Ehhh, I hear you, in my mind it would be like the Grease Gun, the Hi Power, the Assault Carbine, the 10mm weapons and the Hunting Rifle. Nothing bigger than that. Even the .308 is a stretch, I could live without having a suppressor for the Hunting Rifle :shrug:

Nothing like running around with a Anti Materiel rifle or an LMG with suppressors though.
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Charles Mckinna
 
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Post » Tue Feb 01, 2011 11:10 pm

This animation was actually tricky to do because the player's grip animation is pretty far back, actually on the receiver, but it's the same animation for all weapons in this stance. So the first part of the pump animation is actually the character moving his/her hand forward to the pump.


+1 on the Avatar! :goodjob:

Horses Rule!

The pump-action shotgun is one I'm hoping looks good in-game, as they are my favorite kind of gun IRL. Looked okay to me in the video but I need to see it in game to really see it.
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Julie Serebrekoff
 
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Post » Tue Feb 01, 2011 6:06 pm

I was wondering if the 12.7mm SMG had an extended magazine as one of it's mods.
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Alada Vaginah
 
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Post » Tue Feb 01, 2011 11:42 am

I was wondering if the 12.7mm SMG had an extended magazine as one of it's mods.


wait 12.7 smg...I only heard about a pistol...
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Killah Bee
 
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Post » Wed Feb 02, 2011 12:17 am

Do the weapon mods have any drawbacks? Like, extended mag giving bigger reload times, or scope affecting closecombat efficiency, or such?
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Jynx Anthropic
 
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Post » Tue Feb 01, 2011 5:49 pm

I was wondering if the 12.7mm SMG had an extended magazine as one of it's mods.


Do we know if it's a 12.7mm SMG yet? (like it realistically could be anything else :disguise:)

Do the weapon mods have any drawbacks? Like, extended mag giving bigger reload times, or scope affecting closecombat efficiency, or such?


In one of the first previews it was said that extended magazines would make for longer reload times. I don't know anything about the scopes, but there will probably be slight drawbacks with some of the mods.
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Crystal Clear
 
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Post » Tue Feb 01, 2011 12:38 pm

Do the weapon mods have any drawbacks? Like, extended mag giving bigger reload times, or scope affecting closecombat efficiency, or such?


nope..well naturally adding scope means you can′t use iron sights, and thus can have issues aiming at short range. But besides that, nope only positive.
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Kellymarie Heppell
 
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Post » Tue Feb 01, 2011 8:41 pm

wait 12.7 smg...I only heard about a pistol...

Well, I tried guys, but he didn't take the bait. Need to use a better lure next time.
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Ysabelle
 
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Post » Tue Feb 01, 2011 12:18 pm

Well, I tried guys, but he didn't take the bait. Need to use a better lure next time.


Damn... he didn't even sniff at the gunpowder and shell casings you scattered around? Tough luck... it's okay though, you'll snare him next time.

But at least there are more suppressed weapons, that's all I needed to know before the 19th. :celebration:
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Emilie Joseph
 
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