What about dual wielding weapons????

Fallout 3 is not about realism anyway so I can't see the point of the argument. You could dual wield in Fallout 1 and 2 by the way, I did it all the time; i.e. putting a gun in both my weapon slots so I could fire twice as much without reloading.

In Fallout 3 it would be great if a mod could make dual wielding work like it does in Halo. You shoot your left weapon when you press the aim button so you have twice the firing capacity without being able to aim as a drawback. Ammo being what it is, it would be a less effective choice in the long run anyway.
 
You did not "dual wield" in Fallout 1/2. Your character would actually holster one weapon and pull out the other.
 
Eyenixon said:
You did not "dual wield" in Fallout 1/2. Your character would actually holster one weapon and pull out the other.

You're cute with the quotations marks you know?

So you dismiss my thoroughly pondered and insightful comment solely on the premise that animations didn't show the character using both weapons?

Silly me, I always thought that having two weapon slots had something to do with having two hands and being able to use them both to switch between weapons and skip the holstering part. It's a real eye opener to find out I've been wrong all these years, I don't know if I'll ever get over this.
 
No, that's not what the system itself is meant to represent, it's meant to be a quick-slot of sorts, it does not actually represent another hand; It's why you can place boots or sunglasses in them and have affect you in some form or another.
Look at it this way, the reason there are two slots is for the ability to bypass the AP drain taken by activating your inventory, your two slots are meant to represent readied items - so in effect, items that are holstered, worn as accessories, or readied with some other method. Notice that you can place a Minigun in one slot and a Turbo Plasma Rifle in the other. The "dual wield" theory doesn't make as much sense in that case.

Sorry if I offended you, I just placed it in quotations since it didn't apply in the case of Fallout 1 or 2.
 
It sure does make sense for smaller weapons though. I guess we'll have to agree to disagree.

Anyway, I'm not sure all this bitching around is helping the OP.

Does anyone know if dual wielding could be implemented in game? Or better yet has anyone an idea about making that happen?

A work around like the one replacing shields in Oblivion wouldn't be satisfying at all.
 
It can be made by making new items wich are dual weapons since as u say in oblivion dual weapon on shield slot was just for show and worked as a shield, my idea is a bit diffrent like i said connect 2 items in to 1 , will just need to have 2 items then click something and from them u get 1 item ( so this item would be 2x1-hand gun wich will have 2x more dmg , ammo and they will spray some more then 1 pistol) this will need prapobly add some animation to f3 becouse i didnt seen any that looks like a player have dual something and adding shotting animation from other hand so this how its looks :)

Im no modder so this is only an idea and i dunno if its even passible but i shot anyway ^^
 
One bit of dual wielding that I think would make sense, at least visually. In one hand a ranged weapon, in the other a melee weapon.

For example, if you're fighting a jet crazed raider who's charging you with a fire axe, have your 10mm in one hand and your police baton in the other. When the guy charges at you shoot him with the , and if he does manage to get close, block his blow or brain him with your cop club.

Now I'll agree, going Jet Lee would be stupid, but there are real live combat martial arts that use a gun and a blade or club held akimbo.
 
Martial arts would require lots of new animations which is passible but it require change in the fighting system which maybe a bit hard or impassible
 
mrowa said:
Martial arts would require lots of new animations which is passible but it require change in the fighting system which maybe a bit hard or impassible

That was a for the record type statement, not a request...

And someone please be kind enough to strangle Mr. Shoe.
 
2 PAGES LATER!!!!

Obviously we have some issues with bitching about fallout...you see FALLOUT 3 is like the Terminator movies that all really didn't link up to the right storyline or even characters...BUT as a game its just that a game so withe the GECK coming out I'm sure animation would be possible since we already have swords, sledges, gauntlets, why not a shield why not a freaking flash light that offers a +/- to the enemies stats... we need a sticky saying stop complaining about how F3 is not F3...

As far as efficiency who cares... dual wield would be great for some weapons like the revolvers or a 10mm pistol with a shield. Parry weapons would be great cause then you could block with left slash with right

pip boy 3000- modded to slot weapons and shields left/right

animation- create mesh for block type or range type

in vats you have the Paralyzing Palm Perk why not others?
 
Dual wielding firearms isn't the smartest thing to do, no, but it actually does have some tactical viability. Granted we have but two eyes, or in some cases less, and can only aim properly at one target at a time, but it'd be entirely possible to use one weapon to suppress an opponent and the other for more accurate shots. Further, if you're not all that accurate in the first place, 2x spray and pray might actually increase your ability to take out an opponent.

In melee, dual wielding is about equivalent to god mode. As was stated, a parry followed instantly by an attack from the other weapon in almost unbeatable, unless the other guy has two weapons as well, heh. Takes a bit of coordination, but pretty much anyone can learn a move or two using two blades in a few minutes.

As far as game modding goes, I'd say it'd require a hefty hit to ranged accuracy, getting worse as ROF and weapon weight go up. Melee there should be an Agility and Melee Weapon requirement with no accuracy loss cause the guy's, you know, right THERE... (7 AGI and 50 skill would be a bit realistic.)

In combat it shouldn't be all THAT hard, knowing squat about the engine as I do. They have different grips for different 2-handed weapons, so I assume that's something you can alter. Given that it's just the model. There's also already that laser pistol that shoots 2 projectiles at once, from The Mechanic or whatever, so there's your pistols, and everything else would just need a faster firing rate.

You'd need to have custom weapons for everything you want to dual wield, of course. Probably the game can't accept another equip slot due to engine limitations, and it'd be a bitch trying to accommodate every possible combination of weapons. It'd probably be better to have some in-game mechanic (a-la the workbench) that would "combine" 2 identical weapons (averaging the repair condition) and spit out the result to inventory.

So yeah, should be technically possible, but good luck finding someone who'd actually take the job seeing as it'd take altering meshes, skins, poses, item creation, scripting, etc...
 
As has been discussed at length BEFORE the release of Fallout 3, dual wielding makes no sense in this context.

Dual wielding guns is only good for suppressing fire, which conflicts with the idea of ammo being a scarce commodity in the wasteland (although Fallout always had a bit of a problem with realism there, blame it on the 50s pulp influence).

Dual wielding two dissimilar guns would be even more difficult.

Dual wielding melee weapons is equally retarded. Dual katanas belong in manga, not in a western RPG.

Wielding side arms (e.g. shields, daggers, etc) in addition to one-handed melee weapons makes sense. In fact, it's inherently superior to wielding a single short-range melee weapon (not taking skill differences into account as a master of a crappy weapon will nearly always defeat an idiot with a superior weapon as long as the weapon requires a certain level of skill).

But even then you don't use both weapons simultaneously.

What would be thinkable IMO would be wielding two pistols in order to have one ready when the other one runs out (i.e. alternating fire or "queueing"), but then you'd still be penalised when firing with your weaker hand.

Wielding a side-arm in melee is so common in historical combat that the only reason I can think of for its total neglect by game developers seems to be the prevalence of mangas and Japanese one-sword-only styles of fighting (similarly why daggers only ever seem to come in pairs, if two-weapon fighting is taken into consideration at all).

Even Miyamoto Musashi, a Japanese, considered the traditional Japanese style of wielding only a katana (or long sword) as flawed and not the True Path. But don't let that fool you -- dual wielding would have seemed even more ridiculous to him. His point was that a long sword requires a short sword (or dagger) as side-arm to form a whole.

Long sword and short sword (or sword and dagger) is a style of fighting that was pretty widespread in Europe, except on the battlefield where a shield would provide more protection than a parry dagger because you were not facing merely one or two attackers but an entire army and mobility was severely restricted.

In other words, as the game does not support wielding two weapons at once, the only option would be "dual wield" weapons ala Unreal Tournament (Akimbo Mutator anyone?), which don't make much sense outside tournament-style FPS games.
 
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