What new amo type needs to be added to new vegas

Post » Fri Jul 08, 2011 6:37 pm

Vote a leave a comment.............[censored] I spelled ammo wrong , I know
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Carlitos Avila
 
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Post » Sat Jul 09, 2011 4:05 am

As in armor piercing or hollow point, or a completely different kind like arrows or darts?
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Josh Dagreat
 
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Post » Fri Jul 08, 2011 4:29 pm

As in armor piercing or hollow point, or a completely different kind like arrows or darts?

wait , did my post not leave the option to vote
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Daniel Holgate
 
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Post » Fri Jul 08, 2011 6:38 pm

There really isn't many ammo variations not in NV, if were talking strictly hollow points and armor pericing.

The only other thing I can think of at the moment is full metal jacket rounds, but those are essentialy armor pericing.
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Maria Garcia
 
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Post » Fri Jul 08, 2011 6:01 pm

I think that there should be an option to make rounds in varying weights and power, some ammo customization to really squeeze performance out a weapon.

Example:

Projectile weight - Heavier bullets would create more recoil, have better penetration, and keep energy over long distances. Lighter rounds would recoil less, have better accuracy over longer distances but not be as good for penetration.

Powder charge - A light load would create less recoil, produce less stress on the weapon. A hot load would create more recoil, push the round faster for better penetration and stopping power, and produce more stress on the weapon.

And I think the game should allow players to make critical mistakes, like over charging a round and turning a hand cannon into a bomb! Exploding, destroying the weapon and possibly harming the player's character in the process. Crippled limb anyone?

I don't think they could incorporate such an idea into Fallout NV without a major overhaul, but it might be a good idea for the next fallout title.
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Dorian Cozens
 
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Post » Fri Jul 08, 2011 5:53 pm

7.62... Nuff said.
You spelled ammo wrong btw... Lol.
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Kristian Perez
 
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Post » Fri Jul 08, 2011 5:07 pm

Projectile weight - Heavier bullets would create more recoil, have better penetration, and keep energy over long distances. Lighter rounds would recoil less, have better accuracy over longer distances but not be as good for penetration.


There's no recoil in the engine, but it could increase spread. This touches on two of the major drawbacks of weapon mods: they can't be removed and they can only have 1 effect each. IMO a silencer, for example, should make the weapon silent, increase spread and slightly decrease DAM. You should also be able to add/remove it as required. Of course, one necessitates the other: if you couldn't remove the silencer you'd want to carry a second, unsilenced copy for the improved stats, or if there are no penalties to mods there's never a reason to remove them.

Powder charge - A light load would create less recoil, produce less stress on the weapon. A hot load would create more recoil, push the round faster for better penetration and stopping power, and produce more stress on the weapon.


Isn't this how +P loads work?

And I think the game should allow players to make critical mistakes, like over charging a round and turning a hand cannon into a bomb! Exploding, destroying the weapon and possibly harming the player's character in the process. Crippled limb anyone?


Losing the Gobi or All-American because of a misfire anyone? No thanks. It would be hilarious to get a misfire on Annabelle though (assuming you had a recent save).

As for other ammo types, I can't think of anything off-hand. I practically never switch ammo types because non-standard ammo is generally hard to find (especially for auto weapons) and primers, cases and powder are too hard to find in sufficient quantities. Given the setting, I think every merchant should have heaps of this stuff in stock each refresh, but in practice they seem rare, and you practically never see a vendor with all three.

Actually something that would be handy is the ability to craft missiles, 25mm and 40mm grenades, etc. I don't think there's any recoverable material from firing a grenade though (eg a case), so it may be tricky.

Also the ability to break down/combine explosives to create others, eg C4 + 3 tin cans + scrap metal <-> 3 frag grenades, or similar.
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Ross Thomas
 
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Post » Sat Jul 09, 2011 6:02 am

7.62... Nuff said.
You spelled ammo wrong btw... Lol.

I was under the impression that the .308 was the same as the 7.62.
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Louise Dennis
 
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Post » Fri Jul 08, 2011 8:00 pm

Guns should be a new ammo type. I want a weapon that can fire my spare weapons.
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ruCkii
 
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Post » Fri Jul 08, 2011 7:22 pm

Guns should be a new ammo type. I want a weapon that can fire my spare weapons.


What about a machine that builds machines that build catapults? ;) (why is there no Transformers emoticon?)
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GRAEME
 
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