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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: KILL N DIE on May 18, 2013, 02:27:56 am

Title: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 02:27:56 am
This is suggestion about new guns and ammo that could be placed on the game,it will be good if something new will apear after long time...
Everything is discutabile...

MP5
(http://images2.wikia.nocookie.net/__cb20130113204436/fallout/images/5/53/Tactics_mp5_h%26k.png)
The Heckler & Koch MP5 (from German: Maschinenpistole 5, "machine pistol model 5") is a 9mm submachine gun of German design, developed in the 1960s by a team of engineers from the German small arms manufacturer Heckler & Koch GmbH (H&K) of Oberndorf am Neckar. There are over 100 variants of the MP5, including a semi-automatic version.

Damage    10 - 19
Single    AP: 4, Range: 30.
Burst    AP: 5, Range: 25, Rounds: 10
Damage type    Normal
Ammo    9mm
Ammo capacity    30
St. required    4
Type    Single-handed
Weight    3500 grams
Base price    1310 caps

Crafting table


Requirements Profession: Gunsmith (Small Guns): 2
Resources    
1 x wood
2 x Metal parts
1 x Good metal parts
3x Alloys.
Tools  Adv workbench
XP    300

Anti Material Rifle
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcR1FBX-TMQb2L7J4ayGhhanApPQw5qS4fmhSj66tI9j4kPcgCSbHA)
Can be found only in Howitzer special encounter or Ares? I prefer Howitzer enco...

The M82 is a recoil-operated, semi-automatic anti-materiel rifle developed by the American Barrett Firearms Manufacturing company. A heavy SASR (Special Application Scoped Rifle), it is used by many units and armies around the world. It is also called the "Light Fifty" for its .50 BMG (12.7×99mm NATO) chambering

Damage    50 - 70
Single    AP: 7, Range: 50.
Damage type    Normal
Ammo    .50 BMG
Ammo capacity    10
St. required    7
Type    Two-handed
Weight    13000 grams
Base price    ?? caps
Perk Penetrate

.50 BMG

(http://images4.wikia.nocookie.net/__cb20130107191838/fallout/images/6/61/FoT_50_caliber_round.png)
The .50 Browning Machine Gun (.50 BMG) or 12.7×99mm NATO

AC modifier    -30
DR modifier    -40
Can be obtain from Glow and Ares.

M2 Browning
(http://images1.wikia.nocookie.net/__cb20130109135844/fallout/images/e/ea/Tactics_browning_m2.png)
The M2 Machine Gun or Browning .50 Caliber Machine Gun, is a heavy machine gun designed towards the end of World War I by John Browning.

Damage    40 - 50
Burst    AP: 7, Range: 25, Rounds: 10
Damage type    Normal
Ammo    .50 BMG
Ammo capacity    90
St. required    9
Type    Two-handed
Weight    38700 grams
Base price    ?? caps

Can be obtain from Super Mutants army

Colt .45
(http://images1.wikia.nocookie.net/__cb20130109141822/fallout/images/f/fe/Tactics_colt_45.png)
The classic Colt M1911 A1. Easy to use, accurate and with tremendous stopping power, this weapon will not let you down.

Damage    13 - 19
Single    AP: 4, Range: 25
Damage type    Normal
Ammo       .45 caliber
Ammo capacity    12
St. required    3
Type    Single-handed
Weight    2500 grams
Base price    1000 caps

This weapon can be found in the following encounters: Mercenaries and Strong Slavers


Crafting table

Requirements Profession: Gunsmith (Small Guns): 1
Resources    
2 x wood
3 x Metal parts
3x Alloys.
Tools  workbench
XP    200

M79
(http://images3.wikia.nocookie.net/__cb20130110003302/fallout/images/f/fc/Tactics_m79_grenade_launcher.png)
M79 Grenade Launcher. A single shot grenade launcher.
(SMALL GUNS SKILL)
Damage    25 - 50
Single    AP: 6, Range: 25
Damage type    Explode
Ammo    40mm grenade
Ammo capacity    1
St. required    5
Type    Two-handed
Weight    3800 grams
Base price    1500 caps


Crafting table

Requirements Profession: Gunsmith (Small Guns): 1
Resources    
4 x wood
3 x Metal parts
2x Alloys.
Tools  workbench
XP    500

40mm Grenade

(http://images3.wikia.nocookie.net/__cb20130107025019/fallout/images/2/24/FoT_40mm_grenade.png)
A grenade ammunition for a grenade launcher.


Crafting table

10x (http://images3.wikia.nocookie.net/__cb20130107025019/fallout/images/2/24/FoT_40mm_grenade.png)
Requirements    Profession: Gunsmith (Small Guns): 1
Resources
5 x Gunpowder
2 x Metal parts
Tools  Workbench
XP    40

M-14 rifle
(http://images2.wikia.nocookie.net/__cb20130110001145/fallout/images/d/d8/Tactics_m-14_rifle.png)
The M-14 succeeded the M1 Garand as the standard US Army Rifle. It chambered the NATO standard 7.62mm round and like its predecessor, was noted for its reliability and ease of operation.

Damage    10 - 25
Single    AP: 5, Range: 40.
Damage type    Normal
Ammo    .223
Ammo capacity    20
St. required    5
Type    Two-handed
Weight    4082 grams
Base price    800 caps

The M14 can be found in encounter:
NCR ARMY


Crafting table


Requirements    Profession: Gunsmith (Small Guns): 2
Resources    
3 x Wood
4 x Alloys
2 x Metal parts
Tools  Workbench
XP  700

M249
(http://images4.wikia.nocookie.net/__cb20130109125435/fallout/images/e/e8/Tactics_m249_saw.png)
The Belgian made M249 SAW (Squad Automatic Weapon) was adopted widely in the late 20th Century as a squad level machine gun, vastly increasing the firepower available to individual squads

Damage    25 - 30
Burst    AP: 7, Range: 30, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    50
St. required    6
Type    Two-handed
Weight    7100 grams
Base price    4700 caps


Crafting table

Requirements    Profession: Gunsmith (Big Guns): 1
Resources
8x Metal parts
6x Alloys
Tools    workbench

The M249 can be found in encounter:
NCR Rangers

KRISS Vector
(http://images2.wikia.nocookie.net/__cb20110515173251/deadfrontier/images/d/d5/Criss_Victor.png)
KRISS Vector CRB/SO self-reloading (semi-automatic) carbine is a derivative of the Kriss Super V™ submachine gun,which was recently developed in USA by Transformational Defense Industries

Damage    16 - 25
Single    AP: 5, Range: 30
Burst    AP: 6, Range: 25, Rounds: 12
Damage type    Normal
Ammo    .45 cal
Ammo capacity    36
St. required    4
Type    two-handed
Weight    4175 grams
Base price    2060 caps



Crafting table

Requirements    Profession: Gunsmith (Small Guns): 2
Blueprints
Resources
5 x Metal parts
6 x Alloys
4 x Good metal parts
3 x High Quality Alloys
Tools    Adv workbench
XP    1500
Title: Re: New guns and ammo
Post by: -Max Payne- on May 18, 2013, 02:58:43 am
that would be so nice....

+1
Title: Re: New guns and ammo
Post by: S.T.A.L.K.E.R on May 18, 2013, 03:18:28 am
Adding more and more guns would make the game more fun.

It's kind of dumb always getting same weapons from PvE...
Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 05:41:25 am
Ok..... I can kinda get with this with the following changes:

Anti Material Rifle: Make it generally available (not special encounter).
The M-2 .50 BMG machine gun is a fixed-position weapon; To carry it, you have to break it down. NO IT'S NOT LIKE FO:T!!!!  I tried carrying an M-2 with the barrel still on it 100 yards once. I was warnd if I ever did that again, I'd be booked (charged in the military with the equivelent of an infraction). Make it a fixed-only weap (like for bases, etc).
M-14 rifle: It's chambered for the 7.62X51mm, not the .223, 5.56, or .22 (those three are realted, btw).
If you're gonna do a grenade launcher, do the M-203; That way, you have the assault rifle to back you up.
Title: Re: New guns and ammo
Post by: Slaver Snipe on May 18, 2013, 09:37:30 am
Well, here goes a fairly detailed and long post because well, hoping for more weapons is semi fantasy land but fun to dream.

MP5: Range lowered to 25 single and 20 burst, it is an smg and hitting things at a fair distance consistently is highly unlikely also switched to small guns 1 because well...it isn't all that great.

M82: Ahh the beautiful weapon, what the Bozar was supposed to be I believe, I would alter it to have a modified scoped perk where the negative modifier starts happening at a higher distance due to the sheer weight and size of the weapon causing difficulties, the penetrating power is already nicely covered by the ammo.  This would also allow the Bozar to be moved from being a special encounter weapon to being expensively craftable or a lvl 24 time consuming quest item.

Browning:  I would increase it's range by 10 but also increase weapon spread where only 1-2 will hit at max range.  Walking only (we actually want to see it used in combat once in awhile and it being a fixed position only would see it only used for building entrance camping or nothing at all)

1911: Range decrease to 20, regardless of your description of accurate I will not be convinced it can shoot accurately at 25, the damage needs to be increased (the 16-25 of the vector actually seems like a good number for it) Basically a tier under the .223 pistol

M79: I agree that it should be switched to the M203, I don't see that weapon being used with those stats in all honesty unless blast radius is increased by 1-2 hexes above the rocket launcher, Also if possible I would add in an ammo that could illuminate (make visible) a few squares for a minute or two using the ground marker round for those that can almost see the area normally in their vision

M14:  I would argue it's ammo should actually be .308 for realities sake as it was an old rifle that was replaced, some are shipped to allies, a few kept for ceremonial purposes but most are sold to companies who re-chamber it to a civilian round.  The .308 is so very similar and has hunting power that it would be the obvious choice.  Damage also increase to 15-25 (Nice middle ground making it between the hunting rifle and the sniper rifle)

M249: No opinion really

Vector:  Lower range as it is once again an SMG, lower action point cost by 1, even if it uses the 45 it has a fantastic anti-recoil design.

Now the way I see it, most of this is fairly balanced out (M82 is probably OP but would be exceptionally rare) and more accurate to real life.

You also get +1 internets for making a very detailed suggestion unlike most of the crap shoveled in here.
Title: Re: New guns and ammo
Post by: Alvarez on May 18, 2013, 09:43:02 am
There is no reason to make .50 caliber available at Glow as long it can be farmed on mutants.
Also, M72 would make from SG people throwers, which will reduce their class to Plasma and Fire. If you make FastShot perk not work with M79, then it might be balanced out.
Title: Re: New guns and ammo
Post by: Tomowolf on May 18, 2013, 09:49:19 am
There is no reason to make .50 caliber available at Glow as long it can be farmed on mutants.
Also, M72 would make from SG people throwers, which will reduce their class to Plasma and Fire. If you make FastShot perk not work with M79, then it might be balanced out.
Yes, only one weapon I guess that could be added would be M79 grenade rifle.
Just make incendiary grenades, and frag ammo for this, and it would be cool.
Title: Re: New guns and ammo
Post by: xsarq on May 18, 2013, 09:55:31 am
They are looking awesome and they ARE awesome.
Still we don`t need that much new stuff - it woud be cool to have one or two new ones but not whole arsenal.
Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 10:24:59 am
Ok I tell you what; everyone that wants to mske the M-2 an assault weapon, go to your nearedt army base and TRY carrying just the bresvh and barrel. Then try firing one. If you STILL don't "get it"thrn good luck in life.
Title: Re: New guns and ammo
Post by: Tomowolf on May 18, 2013, 10:30:05 am
Ok I tell you what; everyone that wants to mske the M-2 an assault weapon, go to your nearedt army base and TRY carrying just the bresvh and barrel. Then try firing one. If you STILL don't "get it"thrn good luck in life.
We got already not usable weapons in game for PVE and PVP that aren't just efficient compared to its price and weight and ammo it uses, it's also not some kind of shooter but still and rpg, and we don't need shitload of weapons here, its not FoT by the way.
M79 would be just nice suprise to the SG users, but I still look forward to adding weapon perks to smgs and some of bgs, and rebalancing weapon perks overally.
Title: Re: New guns and ammo
Post by: Alvarez on May 18, 2013, 10:55:41 am
Ok I tell you what; everyone that wants to mske the M-2 an assault weapon, go to your nearedt army base and TRY carrying just the bresvh and barrel. Then try firing one. If you STILL don't "get it"thrn good luck in life.

We can make it a turret weapon on a Hummer.
Title: Re: New guns and ammo
Post by: Mike Crosser on May 18, 2013, 12:19:25 pm
Hmm looks good.
+1

Also what about this?
(http://www.falloutwiki.com/images/a/a6/Tactics_ak47.png)
Title: Re: New guns and ammo
Post by: Alvarez on May 18, 2013, 01:39:33 pm
If we could get AKs, i'm all for it, Mike.
Also, a little viral advertisement for Uzi (http://fodev.net/forum/index.php/topic,28831.0.html) from me.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 03:54:37 pm
Ok I tell you what; everyone that wants to mske the M-2 an assault weapon, go to your nearedt army base and TRY carrying just the bresvh and barrel. Then try firing one. If you STILL don't "get it"thrn good luck in life.
Dude if you can RUN in fallout with MINIGUN...then why you can't handle a Brwoning? Perhaps if you can't run with M60 then with Browing you shouldn't run too...
And about the .50 BMG ammo... Mutants should have only small nuber of these,so thats why they should be on Glow and Ares,you have some ammo like 5mm in Ares and Glow too and you can farm it from NPC's too so where is problem?...For begin there should be added M79,Colt .45 (finaly a pistol that can use .45 caliber...) and M14 with M249 for NCR army...
Title: Re: New guns and ammo
Post by: Eternauta on May 18, 2013, 04:03:32 pm
The 10mm SMG is pretty much the Fallout version of a MP5. I think the Uzi would go much better.

Bozar = Anti-materie*l Rifle.

The M249 uses 7.62, right? or maybe 5,56? (sorry I am not a big gun nut) But my point is, the M60 and LSW are already there...

And why add AK-47 when we already have AK-112? I know the AK-47 pic looks cooler, but still.

* * *

Anyway, if it's about adding new weapons, I think it'd be nice to not only include new kinds of weapons (for example a grenade launcher), but also more variety for, say, the already existing ammo calibers, and different upgraded versions of already existing weapons, etc.

Some thoughts:

-A .45 pistol, with pretty much the same stats as the Grease Gun, but you can't burst with it (already mentioned Colt .45)

-Some sort of AK-112U, basically a 5mm SMG (check out the graphics in this NMA thread (http://www.nma-fallout.com/forum/viewtopic.php?t=47809&postdays=0&postorder=asc&start=0))

-Assault Rifle, Kobra-sighted. Adds the perk Scoped, or Accurate, to the weapon.

-Modified Turret Gun (yeah would need a pic). Simply an inferior minigun, with less bullets per burst (less damage). I thought it could be crafted by the player using wood, metal, junk and a "salvaged turret gun item" you can loot from some turrets and buy at the NCR robed guy surrounded by junk, and similar NPCs (to make it easier for low level characters to get it - new noob BG weapon).

I think adding new end-game weapons is ok but adding weaker noob weapons would be interesting too because, if NPCs use them, it would be easier for low level characters to defeat enemy NPCs instead of running away from raiders and sticking to rats and shit. In Fallout Tactics you were given a MP5 and being still level 1 you could go against enemy raiders because they were using weaker weapons.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 04:12:17 pm
Well, here goes a fairly detailed and long post because well, hoping for more weapons is semi fantasy land but fun to dream.

MP5: Range lowered to 25 single and 20 burst, it is an smg and hitting things at a fair distance consistently is highly unlikely also switched to small guns 1 because well...it isn't all that great.

M82: Ahh the beautiful weapon, what the Bozar was supposed to be I believe, I would alter it to have a modified scoped perk where the negative modifier starts happening at a higher distance due to the sheer weight and size of the weapon causing difficulties, the penetrating power is already nicely covered by the ammo.  This would also allow the Bozar to be moved from being a special encounter weapon to being expensively craftable or a lvl 24 time consuming quest item.Also i think player should only walk with it due to weight and length

Browning:  I would increase it's range by 10 but also increase weapon spread where only 1-2 will hit at max range.  Walking only (we actually want to see it used in combat once in awhile and it being a fixed position only would see it only used for building entrance camping or nothing at all)

1911: Range decrease to 20, regardless of your description of accurate I will not be convinced it can shoot accurately at 25, the damage needs to be increased (the 16-25 of the vector actually seems like a good number for it) Basically a tier under the .223 pistol

M79: I agree that it should be switched to the M203, I don't see that weapon being used with those stats in all honesty unless blast radius is increased by 1-2 hexes above the rocket launcher, Also if possible I would add in an ammo that could illuminate (make visible) a few squares for a minute or two using the ground marker round for those that can almost see the area normally in their vision

M14:  I would argue it's ammo should actually be .308 for realities sake as it was an old rifle that was replaced, some are shipped to allies, a few kept for ceremonial purposes but most are sold to companies who re-chamber it to a civilian round.  The .308 is so very similar and has hunting power that it would be the obvious choice.  Damage also increase to 15-25 (Nice middle ground making it between the hunting rifle and the sniper rifle)

M249: No opinion really

Vector:  Lower range as it is once again an SMG, lower action point cost by 1, even if it uses the 45 it has a fantastic anti-recoil design.

Now the way I see it, most of this is fairly balanced out (M82 is probably OP but would be exceptionally rare) and more accurate to real life.

You also get +1 internets for making a very detailed suggestion unlike most of the crap shoveled in here.

About MP5 - The point was that it use 9mm,so you can finaly use the ammo more efectively...
About M82 - i agree about the perk,ammo already have the penetration power... the minus of the weapon is: Weight (9st,16kg),7 ap to shoot,hard to get. I bieleve that this weapon could replace old bozar as you said cause it now works like M82 not like an old Bozar...
About Browning and Colt - Agree
About M79 -  we have some old weapons in game but they are only few so why no M79 then? why m203? i prefer m79 for it simplycity.
About M14 - This gun should have lower ranger ana a little bit lower dmg but should be stronger then Hunting rifle for sure,it should replace the hunting that have actualy NCR army... about ammo i donu if there could be added .303 thats why i choose .223 but if not it should be atleast 7.62
About M249 - It have a smaller dmg then m60 but you can run with it,that was the point...
About Vector - i agree
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 04:17:09 pm
The 10mm SMG is pretty much the Fallout version of a MP5. I think the Uzi would go much better.

Bozar = Anti-materie*l Rifle.

The M249 uses 7.62, right? or maybe 5,56? (sorry I am not a big gun nut) But my point is, the M60 and LSW are already there...

And why add AK-47 when we already have AK-112? I know the AK-47 pic looks cooler, but still.

* * *

Anyway, if it's about adding new weapons, I think it'd be nice to not only include new kinds of weapons (for example a grenade launcher), but also more variety for, say, the already existing ammo calibers, and different upgraded versions of already existing weapons, etc.

Some thoughts:

-A .45 pistol, with pretty much the same stats as the Grease Gun, but you can't burst with it (already mentioned Colt .45)

-Some sort of AK-112U, basically a 5mm SMG (check out the graphics in this NMA thread (http://www.nma-fallout.com/forum/viewtopic.php?t=47809&postdays=0&postorder=asc&start=0))

-Assault Rifle, Kobra-sighted. Adds the perk Scoped, or Accurate, to the weapon.

-Modified Turret Gun (yeah would need a pic). Simply an inferior minigun, with less bullets per burst (less damage). I thought it could be crafted by the player using wood, metal, junk and a "salvaged turret gun item" you can loot from some turrets and buy at the NCR robed guy surrounded by junk, and similar NPCs (to make it easier for low level characters to get it - new noob BG weapon).

I think adding new end-game weapons is ok but adding weaker noob weapons would be interesting too because, if NPCs use them, it would be easier for low level characters to defeat enemy NPCs instead of running away from raiders and sticking to rats and shit. In Fallout Tactics you were given a MP5 and being still level 1 you could go against enemy raiders because they were using weaker weapons.

Bozar= nonsense... it used to be a ful-auto rifle that is using .223 in FO 2,but now it is like barret so it should be changed,and also .50 BMG added...
M249 is using 7.62,and whats the point of it? You can run with it,not like with m60...
So,more weapons=more choices in PVP,more tactis and good feeling that there is something new finally,i believe that it would attract more people to the server,more crafters,more pvp,i done this for the good of the server and for fun in games...
Title: Re: New guns and ammo
Post by: Tomowolf on May 18, 2013, 04:20:06 pm
Adding weapons that got more dmg than m60 in BG type, is just stupid, because of the game mechanics, simply, weapon which fires with the best damage, and same bullets or big number of bullets with biggest amount of damage in it's class will be most used (that's why people use m60 and avenger, not lsw and improved flamer).
(look at the brd and crit builds)
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 04:23:57 pm
Adding weapons that got more dmg than m60 in BG type, is just stupid, because of the game mechanics, simply, weapon which fires with the best damage, and same bullets or bi number of bullets with biggest amount of damage in it's class will be most used (that's why people use m60 and avenger, not lsw and improved flamer).
Dude before you write some shit,read what i wrote...

M249

The Belgian made M249 SAW (Squad Automatic Weapon) was adopted widely in the late 20th Century as a squad level machine gun, vastly increasing the firepower available to individual squads

Damage    25 - 30

Burst    AP: 7, Range: 30, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    50
St. required    6
Type    Two-handed
Weight    7100 grams
Base price    4700 caps


M60
This relatively light machine gun was prized by militaries around the world for its high rate of fire. This reliable, battlefield-proven design, was used on vehicles and for squad level fire-support.

Damage    30 - 40
Burst    AP: 7, Range: 35, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    100
St. required    7
Type    Two-handed
Weight    10432 grams
Base price    5990 caps

WATCH THE DIFFERENCE...


EVEN A LSW HAVE BETTER DMG...

Light Support Weapon
This squad-level support weapon has a bullpup design. The bullpup design makes it difficult to use while lying down. Because of this it was remanded to National Guard units. It, however, earned a reputation as a reliable weapon that packs a lot of punch for its size.

Damage    22 - 37
Burst    AP: 7, Range: 35, Rounds: 10
n/a    
n/a    
Damage type    Normal
Ammo    .223
Ammo capacity    30
St. required    6
Type    Two-handed
Weight    9071 grams
Base price    6975 caps
Title: Re: New guns and ammo
Post by: Eternauta on May 18, 2013, 06:32:50 pm
I always tought there was a problem about adding weapons to the Fallout world. Every Fallout game has its own weapons and they are usually not entirely coherent with the other games.

Starting with the very items names, ffs, "Assault Rifle" was an ok name when there was only one assault rifle in the game, but imo if you're adding a "FN FAL", I'd change the "Assault Rifle" to "AK-112". I would personally suggest some weapons to be renamed, like the AR example.

Fallout 1 started with a set of weapons which was very limited and almost completely fictional. Then already in Fallout 2, some real or semi-fictional weapons were added. Mixing real firearms with fictional ones feels kinda weird, at least that's what I thought while playing FO2. So now if I had the AK-112 and the AK-47 in the same game, that'd feel really weird, not because there would be two AK's but because the Assault Rifle, while being an AK according to the description, looks different, so it seems that developers originally tought about "AK's" being something different in the Fallout world. That is why mixing real with fictional weapons is imho weird here. Especially if you're gonna have the real world weapon and its fictional counterpart (MP5 - 10mm SMG, for example).

I am not saying no new weapons should be added. There are a lot of weapons in TLA MK2 and it seems to work relatively well. I am just saying adding weapons without thinking about certain details makes the game world feel less coherent.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 06:42:07 pm
I always tought there was a problem about adding weapons to the Fallout world. Every Fallout game has its own weapons and they are usually not entirely coherent with the other games.

Starting with the very items names, ffs, "Assault Rifle" was an ok name when there was only one assault rifle in the game, but imo if you're adding a "FN FAL", I'd change the "Assault Rifle" to "AK-112". I would personally suggest some weapons to be renamed, like the AR example.

Fallout 1 started with a set of weapons which was very limited and almost completely fictional. Then already in Fallout 2, some real or semi-fictional weapons were added. Mixing real firearms with fictional ones feels kinda weird, at least that's what I thought while playing FO2. So now if I had the AK-112 and the AK-47 in the same game, that'd feel really weird, not because there would be two AK's but because the Assault Rifle, while being an AK according to the description, looks different, so it seems that developers originally tought about "AK's" being something different in the Fallout world. That is why mixing real with fictional weapons is imho weird here. Especially if you're gonna have the real world weapon and its fictional counterpart (MP5 - 10mm SMG, for example).

I am not saying no new weapons should be added. There are a lot of weapons in TLA MK2 and it seems to work relatively well. I am just saying adding weapons without thinking about certain details makes the game world feel less coherent.
I said no word about AK-47,just sayin,i know someone else said... but anyway i were thinl alot about all kind of weapon that i placed herea and why it should be placed on game... i also show some details as well...
Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 06:57:34 pm
Dont get me started about the minigun.... If it were up to me they woukdnt exist at all.
We can make it a turret weapon on a Hummer.
See this I could get behind. In fact, I could get behind a few ideas that would make the M-2 look like a HUNTING RIFLE by comparion. And "just" the hummer? Why not everything else? (Don't make me google pics!)

Eternauta suggested turrets. Actually, that's a really good (and realistic) idea, but implenting them might cause devs fits (as in bald-headed fits).
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 07:04:55 pm
Dont get me started about the minigun.... If it were up to me they woukdnt exist at all.See this I could get behind. In fact, I could get behind a few ideas that would make the M-2 look like a HUNTING RIFLE by comparion. And "just" the hummer? Why not everything else? (Don't make me google pics!)

Eternauta suggested turrets. Actually, that's a really good (and realistic) idea, but implenting them might cause devs fits (as in bald-headed fits).
Dude this isn't simulator or real life,this is just a game based on Fallout,none of these are realistic so please no more words about what is realistic and what is not...if you want realistic go outside and play...
Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 07:10:54 pm
No. I caught hell fot it before, so now I'm sticking to it.
At least I'm leaving the miniguns issue alone........
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 07:19:23 pm
No. I caught hell fot it before, so now I'm sticking to it.
At least I'm leaving the miniguns issue alone........
This is a game,and game don't must be "close to reality" ...
Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 09:15:33 pm
This is a game,and game don't must be "close to reality" ...
If I'm gonna catch hell fot it before, then I'm gonna stick to it later on, after it's no longer convient to those who gave it to me.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 09:21:55 pm
If I'm gonna catch hell fot it before, then I'm gonna stick to it later on, after it's no longer convient to those who gave it to me.
So you want to tell me that in reality there is people that can survive 8 shoots from rockets or bursts from  Minigun and other shit?... Why we dont have only 1hp chars that will be so close to reality (one shoot one kill) ? ...
Title: Re: New guns and ammo
Post by: greenthumb on May 18, 2013, 10:01:27 pm
So you want to tell me that in reality there is people that can survive 8 shoots from rockets or bursts from  Minigun and other shit?... Why we dont have only 1hp chars that will be so close to reality (one shoot one kill) ? ...

bear traps and mines would be really fun, reminds me Commandos...
Title: Re: New guns and ammo
Post by: Surf on May 18, 2013, 10:06:30 pm
Fallout 2 introduced already enough of the unfitting real life weapons into the universe. No need to go full retard.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 18, 2013, 10:15:32 pm
I would like to hear voice of developers too...
Title: Re: New guns and ammo
Post by: S.T.A.L.K.E.R on May 18, 2013, 11:00:34 pm
Fallout 2 introduced already enough of the unfitting real life weapons into the universe. No need to go full retard.
More that merrier, as lots of people say.

Title: Re: New guns and ammo
Post by: the underground on May 18, 2013, 11:08:57 pm
So you want to tell me that in reality there is people that can survive 8 shoots from rockets or bursts from  Minigun and other shit?... Why we dont have only 1hp chars that will be so close to reality (one shoot one kill) ? ...
Actually, you CAN survive around 10 bullets. Yes, people have done it.
Please, leave the minigun thing arone. I hsve.

I'm not 'opposed' to new guns, but I do want realistic limits........ more sneaker tank pk goodness? No thanx. Theres already enough slaving in the game, no need to give them a blowjob for our troubles.
Title: Re: New guns and ammo
Post by: Alvarez on May 18, 2013, 11:51:22 pm
It's Fallout, how can one talk about realism?

Strictly speaking, we talk about adding variety into the gameplay and not a nonplausible physics of each weapon.
Title: Re: New guns and ammo
Post by: Admiral Zombie on May 19, 2013, 07:32:04 am
I don't get people. Ideas that add new variety? Ehh boring.

Ideas that add Ak47 and machine guns which are just basically rehashes of other weapons already in the game? THEY FUCKING LOVE IT!

Only interesting idea is the m79, but in a world with grenades still fairly useless in comparison to so much else, why bother? Why bother any new weapons when the current weapon system is mostly broken or boring.
Title: Re: New guns and ammo
Post by: JovankaB on May 19, 2013, 09:12:22 am
I would like to hear voice of developers too...

It was said many times that there is enough weapons in FOnline, they just need to be balanced,
useful for various situations and obtainable in ways according to their power.

There would have to be a good gameplay reason to introduce a new one, for example I think we
sort of lack a big gun or energy pistol that would be the cheapest crap for total newbies and very
easy to obtain - equivalent of mausers or shotguns for small guns. Then we could perhaps make
flamers and laser pistols slightly better and/or more expensive. But we certainly do not lack small
gun rifles, pistols and SMGs in the game in general, we already have plenty of those and many
aren't used for anything.

Out of those that you proposed I think only the grenade launcher could bring something really new,
explosive weapon for small guns.

The rest either have equivalents (like P90/10mm SMG) or is very similar to what exists already but
isn't used, because it's too hard or impossible to obtain (like Bozar).
Title: Re: New guns and ammo
Post by: Tomowolf on May 19, 2013, 10:04:55 am
It was said many times that there is enough weapons in FOnline, they just need to be balanced,
useful for various situations and obtainable in ways according to their power.

There would have to be a good gameplay reason to introduce a new one, for example I think we
sort of lack a big gun or energy pistol that would be the cheapest crap for total newbies and very
easy to obtain - equivalent of mausers or shotguns for small guns. Then we could perhaps make
flamers and laser pistols slightly better and/or more expensive. But we certainly do not lack small
gun rifles, pistols and SMGs in the game in general, we already have plenty of those and many
aren't used for anything.

Out of those that you proposed I think only the grenade launcher could bring something really new,
explosive weapon for small guns.

The rest either have equivalents (like P90/10mm SMG) or is very similar to what exists already but
isn't used, because it's too hard or impossible to obtain (like Bozar).
I agree with you in this, any way.
Today's problems with weapons are
-wrong weapon perk, or none (while other wapons in it's class have those, others not, making it very unbalanced)
-weigh and ammu used by weapon (shotgun ammo, 10mm ap, 9mm ball and 9mm crafted aren't balanced too, their stats vary much)
-no way to obtain some weapons by other gameplay features (p90, pancor, flamer mk2 - only crafting, and that means you need blueprint, also crafting recipes being unbalanced)
If this would be repaired/balanced, weapons might be ok for next sessions, and be usable, not only by hurr durr idling in ncr or killing rats.
Title: Re: New guns and ammo
Post by: Surf on May 19, 2013, 12:53:27 pm
More that merrier, as lots of people say.

Quality before quantity, as lots of people say.
Title: Re: New guns and ammo
Post by: Alvarez on May 19, 2013, 03:04:38 pm
So, as extreme low-tech BG weapon, i'd suggest a handicraft Musketesque.

(https://i.imgur.com/tyldeOd.jpg)

Caliber .75, this primitive weapon use no rounds. Its replaceable chamber IS the actual round, filled with gunpowder, wadding and a Minié projectile, crafted separately and excluding the long and tedious process of reloading to workbench.
It is locked with a bayonet lock tightly onto the barrel with thick walls and etched rifling and is ignited by a self-made flintlock.

BOOM!
Title: Re: New guns and ammo
Post by: KILL N DIE on May 19, 2013, 03:20:57 pm
It was said many times that there is enough weapons in FOnline, they just need to be balanced,
useful for various situations and obtainable in ways according to their power.

There would have to be a good gameplay reason to introduce a new one, for example I think we
sort of lack a big gun or energy pistol that would be the cheapest crap for total newbies and very
easy to obtain - equivalent of mausers or shotguns for small guns. Then we could perhaps make
flamers and laser pistols slightly better and/or more expensive. But we certainly do not lack small
gun rifles, pistols and SMGs in the game in general, we already have plenty of those and many
aren't used for anything.

Out of those that you proposed I think only the grenade launcher could bring something really new,
explosive weapon for small guns.

The rest either have equivalents (like P90/10mm SMG) or is very similar to what exists already but
isn't used, because it's too hard or impossible to obtain (like Bozar).

But there is reasons why those similiars weapons should be added...
MP5: Using 9mm ammo,finally you can use 9mm ammo more effective,not only for Mauser...
Colt .45: A the only one pistol that can use cal .45... it's better then Desert eagle or 10mm pistol,good for newbies i believe...
M79: Should work like frag granades but with higher dmg and range,animation on player could be same like have rifles (hunting,fn fal,ak,sniper...) but with different sound...
M14: the only rifle that is most using to snipe enemy is just sniper rifle,sometimes maybe someone use hunting rifle and that's all,so why no?...
M249: you can't run with M60 cause of it power,but with this you can,but it have lower stats...
Every piece of this suggested weapons have a reason why should be added...
I believe that Weapons in FO will be never balanced cause of dynamic situations that is happening always (armor conditon,luck,chance to hit,etc...).

Title: Re: New guns and ammo
Post by: the underground on May 19, 2013, 05:47:58 pm
Quality before quantity, as lots of people say.
"Quality is remembered long after price is forgotten." Rule 18.

I'm stiil not opposed to variety (hell I wanted the M-109 in fo2 but we got the bozar instead), but the M-2 is horrifically unbalancing. With the right round and a little care, they can disablr a TANK. And I mean an MBT like the Abrams, Leupold, Challenger, etc. not just a scout or APC. And disable, as in destroy iar intake moifolds (engine shuts down), drive hubs (tranks stop moving), track links (goes off the tracks), etc. Onr even managed to shatter enough of the turret mount in '04 to leave an Abrams with her turret stuck in one position, so to move the gun left to right they had to move the tank itself.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 19, 2013, 06:06:47 pm
"Quality is remembered long after price is forgotten." Rule 18.

I'm stiil not opposed to variety (hell I wanted the M-109 in fo2 but we got the bozar instead), but the M-2 is horrifically unbalancing. With the right round and a little care, they can disablr a TANK. And I mean an MBT like the Abrams, Leupold, Challenger, etc. not just a scout or APC. And disable, as in destroy iar intake moifolds (engine shuts down), drive hubs (tranks stop moving), track links (goes off the tracks), etc. Onr even managed to shatter enough of the turret mount in '04 to leave an Abrams with her turret stuck in one position, so to move the gun left to right they had to move the tank itself.
Dude,again,FO isn't real life...
Title: Re: New guns and ammo
Post by: the underground on May 19, 2013, 06:52:35 pm
Dude,again,FO isn't real life...
Burdt fire .50's are real enough when thry do 500 dmg.
Title: Re: New guns and ammo
Post by: the underground on May 20, 2013, 10:25:06 am
I said I'm not "anti-new" and NOW!!!!! I can prove it:

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-snc6/s480x480/179148_10151668470606202_1476360231_n.jpg)

BTW, this is NOT a new idea (http://en.wikipedia.org/wiki/LeMat_Revolver)..... though admittedly previous incarnations weren't grenade launchers by TODAY'S standards (but compared to the tech of the time, ya, pretty much).
Title: Re: New guns and ammo
Post by: Alvarez on May 20, 2013, 11:45:18 am
Metro, obvously you level your speech since you don't edit your doubleposts.
Title: Re: New guns and ammo
Post by: Lexx on May 20, 2013, 11:48:00 am
I want that revolver in rl.
Title: Re: New guns and ammo
Post by: Gimper on May 20, 2013, 02:04:36 pm
KRISS Vector
(http://images2.wikia.nocookie.net/__cb20110515173251/deadfrontier/images/d/d5/Criss_Victor.png)
KRISS Vector CRB/SO self-reloading (semi-automatic) carbine is a derivative of the Kriss Super V™ submachine gun,which was recently developed in USA by Transformational Defense Industries

Actually *clears throat* the vector is a full auto.
Title: Re: New guns and ammo
Post by: the underground on May 20, 2013, 05:05:23 pm
That's a refundant statement but more importantly I thought it was selective fire.....
Title: Re: New guns and ammo
Post by: Haraldx on May 21, 2013, 07:38:59 pm
It is a selective fire submachine gun. The civilian models are semi-automatic only.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 25, 2013, 02:05:03 pm
M79
(http://images3.wikia.nocookie.net/__cb20130110003302/fallout/images/f/fc/Tactics_m79_grenade_launcher.png)
M79 Grenade Launcher. A single shot grenade launcher.
(SMALL GUNS SKILL)
Damage    25 - 50
Single    AP: 6, Range: 25-30?
Damage type    Explode
Ammo    40mm grenade
Ammo capacity    1
St. required    5
Type    Two-handed
Weight    3800 grams
Base price    1500 caps


Crafting table

Requirements Profession: Gunsmith (Small Guns): 1
Resources    
4 x wood
3 x Metal parts
2x Alloys.
Tools  workbench
XP    500

40mm Grenade

(http://images3.wikia.nocookie.net/__cb20130107025019/fallout/images/2/24/FoT_40mm_grenade.png)
A grenade ammunition for a grenade launcher.


Crafting table

10x (http://images3.wikia.nocookie.net/__cb20130107025019/fallout/images/2/24/FoT_40mm_grenade.png)
Requirements    Profession: Gunsmith (Small Guns): 1
Resources
5 x Gunpowder
2 x Metal parts
Tools  Workbench
XP    40

SO then add those i think it would be interesting to have them..
Sounds i believe wouldn't be a big problem
Animations (in player hands) ,it could be the same rifle like sniper,hunting,fn fal,ak...
Explosion could have same visual effect like frag grenades
With FAST RELOAD perk (finaly a good use of this perk..) you can shoot 2x and reload (with BROF)...

So please dear Devs. give it chance so i wouldn't feel that i invest 1 and half hour of creating this topic for nothing...thanks.
Title: Re: New guns and ammo
Post by: xsarq on May 25, 2013, 02:21:18 pm
Dont worry you created something decent. Even if this wont get implemented into game its still awesome.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 25, 2013, 02:33:31 pm
Dont worry you created something decent. Even if this wont get implemented into game its still awesome.
Thank you for support! I really hope that atleast that m79 would be added...
Title: Re: New guns and ammo
Post by: the underground on May 26, 2013, 11:10:41 pm
Thank you for support! I really hope that atleast that m79 would be added...

Why go with the 79 when you could go with the 203? It's essentially the same weapon, but one is mountable to a long arm (assault rifle, machineguns, and submachineguns) whereas the other is not, meaning you'd just have to cycle through functions to switch guns (meaning you could, at least in theory, have a grenade launcher as assault rifle pointed at the same target, while your backup pistol would still be available at the stroke of a "B")........
Title: Re: New guns and ammo
Post by: Mike Crosser on May 27, 2013, 11:42:50 am

So you want to add an underbarrel grenade launcher to the assault rifle?
Like a third attack(single,burst,grenade)

If that's what you mean,it sounds awesome.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 27, 2013, 04:48:41 pm
Why go with the 79 when you could go with the 203? It's essentially the same weapon, but one is mountable to a long arm (assault rifle, machineguns, and submachineguns) whereas the other is not, meaning you'd just have to cycle through functions to switch guns (meaning you could, at least in theory, have a grenade launcher as assault rifle pointed at the same target, while your backup pistol would still be available at the stroke of a "B")........
Cause M79 is old school...
Title: Re: New guns and ammo
Post by: Alexandrite on May 27, 2013, 08:24:37 pm
Why don't we add all the guns from TLA MK2 to Fonline, or at least some of the guns from it to ere? It'd make the game a little more interesting.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 27, 2013, 08:37:36 pm
Why don't we add all the guns from TLA MK2 to Fonline, or at least some of the guns from it to ere? It'd make the game a little more interesting.
Cause TLA have different dynamics
Title: Re: New guns and ammo
Post by: the underground on May 28, 2013, 01:04:16 am
So you want to add an underbarrel grenade launcher to the assault rifle?
Like a third attack(single,burst,grenade)

If that's what you mean,it sounds awesome.
Well, ya, sort of.
Cause M79 is old school...
In that case, why not go musket?
On a serious note, the China Lake Grenade Launcher (http://en.wikipedia.org/wiki/China_Lake_Grenade_Launcher) was a pump-action gren launcher (usese the exact same ammo as the M-79), the LeMat Revolver (http://en.wikipedia.org/wiki/LeMat_revolver) was a black-powder revolver WITH a built-in short barreled shotgun (used during the American Civil War, and mentioned extensively in the Deathlands series), and there's ALWAYS lever-action rifles (the Model 1887 Winchester (http://en.wikipedia.org/wiki/Winchester_Model_1887/1901) is a lever-action shotgun, it was the one used by der governator in T2).
Title: Re: New guns and ammo
Post by: Mike Crosser on May 28, 2013, 11:42:37 am
Why don't we add all the guns from TLA MK2 to Fonline, or at least some of the guns from it to ere? It'd make the game a little more interesting.
Look I get it,tlamk2 has some badass weapons, but when you think about it most of them don't really fit.

Like that thing "metal storm" or the 20 barrel machine gun or even the "big mortar" rocket launcher.

They just look.....weird.
Title: Re: New guns and ammo
Post by: KILL N DIE on May 28, 2013, 01:08:48 pm
Well, ya, sort of.In that case, why not go musket?
On a serious note, the China Lake Grenade Launcher (http://en.wikipedia.org/wiki/China_Lake_Grenade_Launcher) was a pump-action gren launcher (usese the exact same ammo as the M-79), the LeMat Revolver (http://en.wikipedia.org/wiki/LeMat_revolver) was a black-powder revolver WITH a built-in short barreled shotgun (used during the American Civil War, and mentioned extensively in the Deathlands series), and there's ALWAYS lever-action rifles (the Model 1887 Winchester (http://en.wikipedia.org/wiki/Winchester_Model_1887/1901) is a lever-action shotgun, it was the one used by der governator in T2).
The m79 i believe most suit on this game...
Maybe later when they test M79 and it will works they will maybe think about adding more GL like m203...
Title: Re: New guns and ammo
Post by: the underground on May 28, 2013, 06:59:32 pm
Like that thing "metal storm" or the 20 barrel machine gun or even the "big mortar" rocket launcher.
Then its NOT being implemented the way the actual item was designrd. Such a shame.
The m79 i believe most suit on this game...
Maybe later when they test M79 and it will works they will maybe think about adding more GL like m203...
You wanna bring a musket to an assault rifle fight?
Title: Re: New guns and ammo
Post by: Mike Crosser on May 28, 2013, 09:41:35 pm
Then its NOT being implemented the way the actual item was designrd. Such a shame.
You mean metal storm?
Yeah I guess so
(http://www.fonline.ru/wikimk2/images/3/37/MetalStorm.gif)
Title: Re: New guns and ammo
Post by: the underground on May 28, 2013, 10:55:15 pm
You mean metal storm?
Yeah I guess so
(http://www.fonline.ru/wikimk2/images/3/37/MetalStorm.gif)
Whiskey Tango Foxtrot is that- THING?
Title: Re: New guns and ammo
Post by: Mike Crosser on May 29, 2013, 11:10:49 am
Whiskey Tango Foxtrot is that- THING?
Mike echo tango alpha lima   something tango oscar romeo mike

But yeah,the game is full of stuff like this.
This is supposed to be 7 g11's wellded into one big gun.
Title: Re: New guns and ammo
Post by: the underground on May 29, 2013, 04:10:40 pm
No, its s- CONTRAPTION. And it looks more dangeroudvto the user than the target.
Title: Re: New guns and ammo
Post by: DeputyDope on May 29, 2013, 04:15:49 pm
You mean metal storm?
Yeah I guess so
(http://www.fonline.ru/wikimk2/images/3/37/MetalStorm.gif)

awesome gun! now i can kill low lvl bluesuits with style.