what weapons should be in fallout: new vegas

Post » Fri May 27, 2011 11:23 am

Please no ?berweapons ala Fatman. Stick with those from Fallout 1 and 2 (and 3, with the exception of the Fatman).


Agree with you. I would like to have more choices how to build my own custom weapon.But not with schematics.

Let me explain.:You search the wastes, and find various junk from cars, weapons etc. You have 1 dedicated weapons making machine, and when you click on it, you get interface in which you can drag and drop parts in realtime(and combine it.). Something similar with "The incredible machine". The sucess of combining the parts, and weapons damage would be based on your repair skill. Sounds good eh?:)
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Andy durkan
 
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Post » Fri May 27, 2011 11:11 am

I say that we need only good array of diffirent type of weapons.
So we have nice variety of diffirent animations to use in mods.

So no need of huge scale of diffirent weapons.
Weapons from Fallout 1 and 2 are enough for me.

Mods add those weapons what everyone want anyway :nod:
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Alan Whiston
 
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Post » Fri May 27, 2011 11:33 am

I say that we need only good array of diffirent type of weapons.
So we have nice variety of diffirent animations to use in mods.

So no need of huge scale of diffirent weapons.
Weapons from Fallout 1 and 2 are enough for me.

Mods add those weapons what everyone want anyway :nod:


I'd prefer they just add a lot of different weapons, some bullpup, some regular, some plain, some tactical, and some that are just goofy. For us console users we can't just search for mods when we want a new gun, I'm not complaining, but we should get something for everyone's roleplaying niche.

The guns in FO2 were plenty diverse if you ask me, if Obsidian just included those weapons, I'd be mighty satisfied. From the high tech City Killer to the rusty shotguns, they had everything in that game...
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 9:53 am

Please no ?berweapons ala Fatman. Stick with those from Fallout 1 and 2 (and 3, with the exception of the Fatman).


why? if you don't like it, don't use it. the fatman is an immensly satisfiying weapon to use for many players. i used it only during the final quest of BS, but damn,that was fun :D
also, your statement is kinda funny, if you take into account, that weapons like the bozar, the vindicator, etc were absolute uberweapons, too
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Evaa
 
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Post » Fri May 27, 2011 8:21 am

why? if you don't like it, don't use it. the fatman is an immensly satisfiying weapon to use for many players. i used it only during the final quest of BS, but damn,that was fun :D
also, your statement is kinda funny, if you take into account, that weapons like the bozar, the vindicator, etc were absolute uberweapons, too


Yeah, I didn't use the fatman, but at least it was better than the crappy custom guns....
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BRIANNA
 
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Post » Fri May 27, 2011 8:34 am

Now many people are mentioning the M4A1. For god sake if I wanted to play a dumb, dull fps I would play CoD so dont just throw your [censored] weapon ideas here.

The old WW1/2 weapons would be cool too see as there set around that timeline but also want too see more laser/plasma weapons as the pistols and rifles get a little boring. maybe a Laser sniper? But I hope they make the guns act liek real guns where there accurate in short bursts as in fallout 3 it was random the bullets would fly off in different directions.
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Jake Easom
 
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Post » Fri May 27, 2011 12:00 pm

As many people have already suggested plenty of firearms, I thought I'd include a list of slightly less conventional weapons that I'd like to see included. The first few are non-lethal weapons, used specifically to create distractions as part of some sort of strategic planning, as to divert NPC's that could be hostile or otherwise (possibly accessible for stealth-based characters only). I've suggested these as I hope to see a greater emphasis on stealth-based gameplay, which I felt was sorely lacking in Fallout 3. The other weapons I've included have been mentioned for the sake of comedic value and in order to add unique effects to the game's combat system.

Overall, I think most of these weapons would add to the twisted sense of humour that is commonplace within the Fallout series.


So, for this purpose, I'd like to see the following:

- Slingshot

This would use coins (or caps, whatever New Vegas will use as currency) for ammo.
How it would work: It'll run on a 1-shot mechanism, followed by a single quantity of ammo being placed back on the string and pulled back, ready to be fired once more. It won't be possible to use this in VATS, so free-aiming is the only option. The coin can either be fired at an NPC to make them cautious and look around them, or it can be fired anywhere within 10 yards of the NPC in order to attract their attention to this specific spot in which the coin/cap has landed, in which they may approach this specific location and stay put there for some seconds. One feature that I doubt it possible, but would be interesting to see, would be the possibility to fire the ammo at the eyes of any humanoid NPC's (humans/super mutants/ghouls with no facial protection, etc.) in order to temporarily disorientate them, blinding them and making them stagger around for a few seconds. If the physics are up to scratch, this could lead to them staggering over nearby objects, off of cliffs/ledges, etc. which would be entertaining to play around with.

- Beanbag Shotgun (or just bean bag ammo for any regular sort of pump-action shotgun).
How it would work: It will run on a 2-shot mechanism, followed by reloading. You load up this pump-action shotgun with this ammo specifically, then fire it at the target. As it's non-lethal, I think being hit in certain body parts should produce different effects. If you're hit in the head, it should knock the target out for about 20 seconds (much like the Paralyzing Palm perk in FO3), if hit in the torso, the target should be winded and have to clutch their torso for a few seconds, which would technically count as a stun (this won't work on most targets, most likely only humans and ghouls). If hit in the leg, the target should find difficulty running (much like the effect of the dartgun in FO3), and if they're hit in the arm, they won't be able to aim a firearm for 10 seconds.

- Improvised Pepper Spray
This would consist of a gardening bottle that uses a mixture of chemicals (both scavenged and purchased) that could be combined at a workbench to form canisters that this spray can use.
How it would work: It will run on a continuous 'spraying' system, in which each canister produced for it will provide the equivalent to 5 seconds of continuous spraying, before the canister is replaced with a new one and shaken up. The effect of this will only work on humans and will rely on a high 'Sneak' skill in order to have a high chance of working. While sneaking, it will require the player to be 'Hidden' for it to have a 100% chance of affecting the target. The 'Detected' status will narrow it down to 50/50, and any other status (such as 'Caution' or 'Danger') will simply base itself on the sneak skill level (if you have 67 points invested into the sneak skill, you'll have a 67% chance of affecting the target while approaching them with these status'. The actual effect would consist of temporarily blinding the target, causing them to stagger around while coughing and covering their face with their hands. In addition, anyone effected by this will be much more susceptible to being pick-pocketed. In the case of hostile targets, it will also reset their detection status towards the player, in which the player will be instantly 'Hidden' if they stealth after spraying the hostile target and effecting them with the spray, which would be of great aid to any stealth-based characters who may wish to diffuse any unwanted hostility (such as, accidentally punching a lone NPC within a building). It can also benefit crowded situations in which there are multiple hostile targets, granted that the player spray every hostile NPC in the face with this weapon.

- Chloroform-Soaked Rag
This would consist of the combination of any sort of rag (found in stores, or through scavenging) and a solution of chemicals that would produce chloroform, to produce a rag scented with this chemical.
How it would work: After combining the elements necessary to produce this weapon (doesn't require a workbench) you'll have a single chloroform rag in your inventory. This item won't be stackable (as in, it's unique, as having more than one would produce an extreme amount of potency and would effect the player negatively) and will be limited to 5 uses. After being used 5 times on targets, it will return to it's normal state as a rag (as the chloroform's solvent would have evaporated as a result of the usages soaking the chloroform onto targets). Usage of this item will only be possible on hostile targets through sneaking up and activating an option that will sedate them with the rag (much like the 'De-activate' option that is available with the Robotics Expert perk in FO3, which would de-activate unsuspecting robots, putting them out of commission for a while). This effect would only work on human targets with no facial protection, and the actual effect would consist of knocking them out for a number of minutes (5 minutes seems fair). Upon knocking the target out with this feature, it will be possible to drag them around, steal their items and harm them physically, to the point of killing them. When the target awakens, they'll have no recognition of the situation leading to their unconscious state.

_________________________________________________

Aside from these non-lethal weapons, I also think the following generic weapons should be included just for the sake of comic relief:

- Acidic Spray
This would consist of a generic metal spraycan (the type that spray paint and other solvents) that contains a mixture of harmful, acidic chemicals.
How it would work: It will run on a continuous 'spraying' system, in which each spraycan collected will stack up as individual items within the same category. Each spraycan collected will contain a random amount of spray within it, which will decrease by 1 point each second it's sprayed for (the maximum amount of spray within a can will be 20, which will last for 20 seconds of continuous spraying). Once one can is sprayed until empty, it will simply be tossed aside, requiring another can to be equipped in order to continue spraying. The effect of this will only work on humans and ghouls. The actual effect would consist of temporarily blinding the target (after the first 4 seconds), then slowly deteriorating the skin of the target (after 5 seconds of continuous spraying). As the can is continuously sprayed and causes corrosion, the target's affected area will go through different phases: The first stage of the initial corrosion will produce blemishes, redness as a result of skin irritation and bloated skin, then will eventually lead to muscle being exposed as skin is entirely deteriorated, and finally, a point in which bones are exposed through the muscle tissue. Throughout this process, the target will show signs of irritation, in which they may flail affected area around frantically, drop their weapons (if any are holding any), and howl/scream/pant as an indication of the pain they're experiencing. They may also attempt to flee if they aren't naturally hostile characters.

I'm sure this item alone would bring a great deal of entertainment to tormenting NPC's and overall adding some variety to the gore you're capable of producing.

- Fire Extinguisher
Pretty much self-explanatory: a CO2 fire extinguisher that can be found within most buildings and purchased at shops.
How it will work: Once again, it will run on a continuous spraying system, in which each fire extinguisher collected will stack up as individual items within the same category. Each fire extinguisher collected will contain a random amount of freezing CO2 within it, which will decrease by 1 point each second it's sprayed for (the maximum amount of spray within a can will be 20, which will last for 20 seconds of continuous spraying). Once one fire extinguisher is sprayed until empty, it will simply be tossed aside, requiring another can to be equipped in order to continue spraying. The effect of this item will work on any creature that is relatively equal in size to the player (this means it won't work on Deathclaws, behemoths, and any other relatively large NPC's) and will simply consist of slowing down and eventually freezing the target entirely. After 5 seconds of continuous spraying, the target will be tinted in a shade of light blue, slowing down in movement and becoming unable to use melee attacks or fire semi-automatic weapons as quickly. As the target is sprayed for 6 to 10 seconds, they will gradually freeze up, becoming immobilised entirely and dropping their weapons.

Upon being frozen, they will continue to stay frozen for 10 minutes, slowly melting over that period. In order to sustain their frozen state, the player can spend 10 seconds spraying the target with a fire extinguisher as they return to the blue-tinted state in which they're able to move again, just very slowly. Any fire-based weapons or effects will increase the rate at which they return to their neutral condition tenfold. With this weapon there is also a risk involved, in which a frozen target returning to it's default state may die in the process.

- Branding Iron
This item is an iron rod with an indentation at the end, used to brand cattle after being submerged in high temperature furnaces.
How it will work: This weapon, found on ranches and farms, will work in the same way as that of any regular melee weapon. It will be scolding hot at the tip by default and will allow the player to press it against targets directly (through lunging at them or simply applying it to corpses) in order to scold their skin and produce a branded scar on the area where it has been applied. Much like other melee weapons, you can either lunge with it once, or apply a large amount of power into lunging by holding down the attack button. If you lunge lightly, the brand left won't be as clear and may only scold skin/burn through clothing. If you hold down the attack button and lunge with pressure, you can continuously press the branding iron's tip against the target, burning deep into their skin and eventually producing a puncture wound. This weapon will leave a branded mark/scar on any sort of target (including walls and furniture) and will stay branded on the target permanently. It will also produce a fair amount of damage, in which holding it pressed against the target will work as a 'Damage over time' effect that slowly drains the target's health.

I'm sure this weapon will prove to be quite entertaining, providing players the opportunity to lay down their mark on everything they encounter, which will prove humorous when you see these targets/places later on as you progress through the game. It will also provide a new torture method for players who grow tired of simply cutting their victims apart. :)

- Red Boxing gloves
I'm not sure how you'd go about finding this item of all the things you may stumble upon in the barren desert wasteland, but I thought it would be entertaining to see this included anyway - for the sake of toying with NPC's. You'd most likely find these as some sort of easter egg weapon (boxing was, and still is, a remarkable venue within Las Vegas, by which it has led to Las Vegas being hailed as 'The Boxing Capital of The World')
How it will work: . They would work in the same way as brass knuckles, counting as an unarmed weapon. They would produce the same damage as unarmed damage, and would produce a different sound effect to that of regular unarmed combat. Aside from this, the style of fighting that can be produced with boxing gloves should consist of combos and varied attacks (uppercuts, jabs, hooks and haymakers in succession). I also believe the speed at which you're capable of hitting targets with these boxing gloves should be significantly faster than that of any other form of unarmed combat. I also believe that holding down the attack button with this weapon equipped should produce an effect similar to that of the Paralyzing Palm perk in FO3, which would temporarily knock out the target for 10 seconds. Overall, this weapon will make it increasingly difficult for targets to return melee strikes, as they'll be essentially helpless under the volley of strikes delivered by this weapon. The rate of critical strikes should also be increased with these gloves equipped.

I'm sure many players will find enjoyment in ruthlessly pummeling defenceless NPC's with this weapon, and may even find these gloves to be effective above that of other unarmed weapons, for the sheer speed and ferocity of the weapon.

Broken Nuka Cola Bottle
This weapon would be extremely common around desolate areas around the map, pantries within various industrious buildings of New Vegas, and anywhere else you'd find Nuka Cola (or just the discarded bottles). Alternatively, you could have the ability to equip a Nuka Cola bottle and hit it against an object/target in order to produce a broken Nuka Cola bottle.
How it will work: It would work in the same way as any other melee weapon, allowing you to stab the target and puncture their body with large holes, and slash across their body with the jagged endings of the bottle. The default attack will consist of slashing, while the attack produced after holding down the melee attack button will consist of lunging the jagged bottle at the target, attempting to stab them with it. Unlike knives and other sharp weapons, this weapon will produce highly visible wounds as a result of stabbing and slashing. Slashes to the body and face will cause large gashes along the surface of the skin, while stabbing will form a wound that resembles a hoop shape. This weapon's damage should be on-par with the basic knife, and should stand out for the visible damage it produces.

I'm sure New Vegas will have its' share of bars, so I'm sure many people will appreciate the idea of putting it to use in a bar brawl or whatever. The visible damage it could be capable of producing in contrast to other melee weapons would also be quite impressive in adding some diversity to the wounds that targets can contract.

________

I'm sure all of these weapons would make the game's combat system much more entertaining in a sense (if it goes by Fallout 3's system, that is).

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Alessandra Botham
 
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Post » Fri May 27, 2011 7:19 am

^Those are some sweat ideas! I love chloroform soaked rag.
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x_JeNnY_x
 
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Post » Fri May 27, 2011 12:58 am

Different ammo types to some guns
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Beulah Bell
 
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Post » Fri May 27, 2011 5:40 am

why? if you don't like it, don't use it. the fatman is an immensly satisfiying weapon to use for many players. i used it only during the final quest of BS, but damn,that was fun :D
also, your statement is kinda funny, if you take into account, that weapons like the bozar, the vindicator, etc were absolute uberweapons, too


I just find the whole thing kinda stupid, especially because it is given to you very early. At least put some work to be done in acquiring the most powerful stuff.

Bozar and vindicator were only ?berweapons if you had invested in Big guns, whereas Fatman is ?ber from the getgo. Also, it's not a good excuse to claim that if game A had a fault then this game B is also entitled to a similiar one.
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Bigze Stacks
 
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Post » Fri May 27, 2011 9:26 am

They just should copy&paste all weapons from fook2 mod, and that would be enough.
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Tha King o Geekz
 
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Post » Fri May 27, 2011 6:48 am

I want them to make like 5-7 variations on one Archetype of weapon like they're should be 3-4 sniper rifles and they're should be like 5-6 SMG's and like 4-5 assault rifle variations. and then like 8-9 pistol variations and so on and so forth
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Strawberry
 
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Post » Fri May 27, 2011 2:48 pm

ALL the weapons from fallout 1 and 2, I mean this is taking place back in the westcoast and isn't too far from the Boneyard or the NCR! It would make no sense if there was no weapons from fallout 1 and 2 in this game, they got away with it in fallout 3 because it took place in washing /DC but this taking place back on the westcoast so I'd expect all the guns from fallout 1 and 2 to be in this one.
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Lou
 
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Post » Fri May 27, 2011 5:04 am

Ya my thread got banned and said i had to come here. so whatever. it wont be noticed this way but

I came up with this idea a long time ago and i thought it would fit well in new vegas.

I call it, the Slot-Machine Gun. Its an idea for a buildable weapon. made out of components from a slot machine. Its ammo would be casino tokens. my idea for parts

slot component
slot machine lever
coin feeder
coind dropper (barrel of gun)

just an idea. feel free to improve on it or critizice. or just agree.
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Lauren Denman
 
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Post » Fri May 27, 2011 8:31 am

Fallout's timeline split from ours in the 1940s, so weapons like M4s and Desert Eagles never existed.



I was doing some back reading and didn't fallout 1&2 have a desert eagle?
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k a t e
 
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Post » Fri May 27, 2011 6:47 am

I was just thinking and what about being able to pick up car doors? Kinda like a riot shield, block you from bullets and some attacks and you can pummel people with it.
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Daddy Cool!
 
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Post » Fri May 27, 2011 12:20 am

I know it's unrealistic but I'd love to have a G60/G80..can't remember the name....but the auto glock was my fav. weapon in codM2. And mowing down bystanders with it would be near orgismic.

As for the create-a-weapon idea I think it's ingenious...I loved getting the rock-it-launcher and filling it with lawnmower blades.
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Allison Sizemore
 
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Post » Fri May 27, 2011 1:04 am

I know it's unrealistic but I'd love to have a G60/G80..can't remember the name....but the auto glock was my fav. weapon in codM2. And mowing down bystanders with it would be near orgismic.

As for the create-a-weapon idea I think it's ingenious...I loved getting the rock-it-launcher and filling it with lawnmower blades.


Glock 18 is what you're thinking of. And that was an 80s pistol, so I don't think it will show up?
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!beef
 
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Post » Fri May 27, 2011 5:38 am

They may have been mentioned already, but here's some of my fave weapons from the 40's and 50's:
M1A1 Thompson Sub Machine Gun, Mafia/Civilian version, AKA Tommy Gun.
Browning 1911 Colt .45 Pistol
Winchester Model 1887/1901 Lever Action 12 GA. Shotgun (used in Terminator 2 and Ghostrider)

And now for something way out there:
Either a pistol or rifle or both, but I want to see a Rail Gun, not to be confused with the Railway Rifle in Fallout 3, you know, just like in Eraser .
A laser sword, which was in a Silent Hill game, cant remember which one.May the schwartz be with you :P
Another weapon I like but is modern is the Javelin. I also like the Desert Eagle .50AE
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des lynam
 
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Post » Fri May 27, 2011 2:01 pm

or a plasma minigun?


:coolvaultboy:

I also like the idea of a crossbow type weapon like other people mentioned! That would be really fun to use!
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KU Fint
 
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Post » Thu May 26, 2011 11:45 pm

Just make a lot more Big Guns and Energy Weapons. In FO3 there was no use for them. Way too little variety.
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Adam Kriner
 
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Post » Fri May 27, 2011 12:54 pm

I'm hoping for more melee weapons.
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Jon O
 
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Post » Fri May 27, 2011 5:26 am

There are way more melee weapons then Big Guns and Energy Weapons.

Unarmed however, has the fewest. While it's such an awesome skill.
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oliver klosoff
 
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Post » Fri May 27, 2011 10:17 am

Speaking of slingshots there should be some type of weapon that you can make that shoots out blades (circular saw blades).

Anyways, here's some:

M14
M1 Carbine
M1 Garand
M3 'Grease Gun'
M1A1 Thompson 'Tommy Gun'
M2 Flamethrower
Bazooka
M2 Browning
M1919 Browning
M1941 Johnson (Light Machine Gun)
M79 grenade launcher
M1911 pistol
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Farrah Lee
 
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Post » Fri May 27, 2011 1:37 pm

I was doing some back reading and didn't fallout 1&2 have a desert eagle?


I don't know about FO1, haven' played it for ages but YES Desert Eagles were in FO2. I hope they're in NV.
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Louise
 
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