G
Gunslinger
Guest
Howdy folks, I'm new to the Fallout community but I'm a seasoned Fallout gamer. Anyway, I've had a bunch of time on my hands so I've thought up of some good *balanced* weapon ideas (nothing like a super-atomic, hand-held mini nuke.) Plus, the other weapons topic has gotten a bit off track. Please don't ban me if these ideas have already been used, I'm still new.
Two-weapon handling: Idea has always been floating around in RPGs and some games, like Baldur's Gate 2, has implemented it. For fallout, both hand slots could be filled with the same gun and fired at the same time or it could just be an inventory weapon called "Dual Pistols" or something.
Revolver: As you can tell by my name, I like old six-shooters. For Fallout, it could be a Colt varient of .44 caliber like the Python or Detective series. Or a Simon and Wesson with eight shots in its chamber. Later on, there could be upgrades like the trusted speed loader that lowers the APs needed for reload, a LAM that increases accuracy, etc.
Assault Rifle with grenade launcher: This could be a traditional Colt M4 or M16 with attached grenade launcher. The grenade launcher would go farther, adverse to a normal thrown one, and be heavier, meaning more shrapnel thrown out and farther blast radius. You select the different firing modes by right clicking on the weapon (switching from single, burst, to grenade launch). Also, the grenade would have one shot capacity before needing to be reloaded and the rifle should be heavier than most due to the additional addon and ammo.
Dual-trigger Shotgun: A shotgun should do blast radius damage and hit more opponents because the pellets spread out once it leaves the shell. Also, if its a double barrel shotgun like the Remington, there should be an option to fire both barrels at once for an increase damage.
Physcic Attacks: The Master had this so why can't the player. There should be a weapon that utilizes the willpower of the player in attacks. Accuracy and damage should be dependant on Intelligence or Endurance and the ammo type would be some of the players hitpoints, thus discouraging the player from spamming it too much. Since its telekinetic powered, the enemy should be thrown back a few squares.
Lightsaber: LOL, definitely a rehashed weapon. Should be melee weapon and use small energy cells, like the cattle prod. And, just to add an interesting kick, it should raise energy resistance, stimulating the block and deflection of the lightsaber.
Shrapnel Bullets: The bullet has two primers. One is the traditional one which the firing pin pierces to make the bullet fly out and the case to seperate. But in this futuristic round, the bullet which has left the gun has a second primer that is equiped with a timer. After five seconds from the leaving the gun, the bullet explodes like a grenade and sends minature shrapnel flying out. The shrapnel is so thin that it has to be removed surgically but the patients always die by then. So the bullet first does Armor piercing damage and then does additional damage inside the target. I posted this idea for DX2 also.
A bayonet: This could be an upgrade for an assault rifle. If the enemy gets to close, you switch through firing modes and stab him. It could have a range of 2 squares like the spear does plus the advantage is you have a melee and firing weapon occupying the same hand slot so you have the other one free.
Phaser: another rehash weapon. It uses small energy cells and has different settings. Stun will, uh, stun the enemy and incapacitate him, making him easier to hit with melee weapons. Medium fire would do fire damage to the enemy and Full fire would be a energy based attack.
A bipod tactical based machine gun: if Fallout 3 includes the different stances of Fallout Tactics (standing, crouch, and prone) then a machine gun with a bipod would be effective. When prone and in conjunction with the bipod, the machine gun has excellant accuracy.
Well, these are my ideas. I don't think any of them will get into Fallout 3 but personally, I think they are balanced enough to get in.
"Credo Ut Intelligam"- I believe so that I may understand.
Two-weapon handling: Idea has always been floating around in RPGs and some games, like Baldur's Gate 2, has implemented it. For fallout, both hand slots could be filled with the same gun and fired at the same time or it could just be an inventory weapon called "Dual Pistols" or something.
Revolver: As you can tell by my name, I like old six-shooters. For Fallout, it could be a Colt varient of .44 caliber like the Python or Detective series. Or a Simon and Wesson with eight shots in its chamber. Later on, there could be upgrades like the trusted speed loader that lowers the APs needed for reload, a LAM that increases accuracy, etc.
Assault Rifle with grenade launcher: This could be a traditional Colt M4 or M16 with attached grenade launcher. The grenade launcher would go farther, adverse to a normal thrown one, and be heavier, meaning more shrapnel thrown out and farther blast radius. You select the different firing modes by right clicking on the weapon (switching from single, burst, to grenade launch). Also, the grenade would have one shot capacity before needing to be reloaded and the rifle should be heavier than most due to the additional addon and ammo.
Dual-trigger Shotgun: A shotgun should do blast radius damage and hit more opponents because the pellets spread out once it leaves the shell. Also, if its a double barrel shotgun like the Remington, there should be an option to fire both barrels at once for an increase damage.
Physcic Attacks: The Master had this so why can't the player. There should be a weapon that utilizes the willpower of the player in attacks. Accuracy and damage should be dependant on Intelligence or Endurance and the ammo type would be some of the players hitpoints, thus discouraging the player from spamming it too much. Since its telekinetic powered, the enemy should be thrown back a few squares.
Lightsaber: LOL, definitely a rehashed weapon. Should be melee weapon and use small energy cells, like the cattle prod. And, just to add an interesting kick, it should raise energy resistance, stimulating the block and deflection of the lightsaber.
Shrapnel Bullets: The bullet has two primers. One is the traditional one which the firing pin pierces to make the bullet fly out and the case to seperate. But in this futuristic round, the bullet which has left the gun has a second primer that is equiped with a timer. After five seconds from the leaving the gun, the bullet explodes like a grenade and sends minature shrapnel flying out. The shrapnel is so thin that it has to be removed surgically but the patients always die by then. So the bullet first does Armor piercing damage and then does additional damage inside the target. I posted this idea for DX2 also.
A bayonet: This could be an upgrade for an assault rifle. If the enemy gets to close, you switch through firing modes and stab him. It could have a range of 2 squares like the spear does plus the advantage is you have a melee and firing weapon occupying the same hand slot so you have the other one free.
Phaser: another rehash weapon. It uses small energy cells and has different settings. Stun will, uh, stun the enemy and incapacitate him, making him easier to hit with melee weapons. Medium fire would do fire damage to the enemy and Full fire would be a energy based attack.
A bipod tactical based machine gun: if Fallout 3 includes the different stances of Fallout Tactics (standing, crouch, and prone) then a machine gun with a bipod would be effective. When prone and in conjunction with the bipod, the machine gun has excellant accuracy.
Well, these are my ideas. I don't think any of them will get into Fallout 3 but personally, I think they are balanced enough to get in.
"Credo Ut Intelligam"- I believe so that I may understand.