What weapon do you think fallout is missing the most?

Argonnot said:
Well think about the massive military supply depo's spread across the wastelands. A few well placed explosives and you would have enough high grade ammunition to supply an army for years, plus the equipment and supplies to make them.
except that ammo and supplies age, even when greased for storage. the older the stash, the higher the missfire rate. remember that we're not talking about a year or 4, 5 here.
 
Lith said:
SuAside said:
some people tell me bullets could easily be crafted in a post-apoc environment though, but i'm not convinced.
Bullets can be made pretty easily, melt some metal, pour it in the proper mold, put into empty casing, the problem would be gunpowder.
Yes, it only take 1100 degC and a proper mold that doesn't melt in the temperature. :seriouslyno:
:arrow: Almost non of todays bullets are made that way.
http://www.corbins.com/intro.htm
 
SuAside said:
Argonnot said:
Well think about the massive military supply depo's spread across the wastelands. A few well placed explosives and you would have enough high grade ammunition to supply an army for years, plus the equipment and supplies to make them.
except that ammo and supplies age, even when greased for storage. the older the stash, the higher the missfire rate. remember that we're not talking about a year or 4, 5 here.

Still some supply depo's would have the nessasary facilities(sp?) to create ammunition. Remeber, this society was geared for war. Ammunition using plastasin type explosives for propelent would suffer less wear over the 80-140 years of nuclear fallout. If it was vacum sealed, it would survive pretty much intact. But i agree that it would be a very unreliable source of ammuniton, besideds Micro fusion cells, and small energy cells, which would probably depleted themselves due to the ammount of time in storage (Like batteries that you leave in drawers for a few years.)
 
Fallout weapons I missed

Flaregun, good for ligthing up places and kill rodents and other furry animals with.

Crossbow, for the primitive tribes, backwater communites.

Colt 1911, the gun that survives.

Trenchknife, combatknife and knuckleduster in one, looks retro and futuristic, actually seen it in some sci fi cartoons.

Flintlockmuskets for communities without an armsmanufactorer, allthough almost a pipegun.

A BAR look a like weapon, akward iconic firepower.
 
Um, you have flares, making a flare gun redundant.

Crossbows are hard to manufacture, i doubt primative tribals could manufacture or perloin them.

Never used a Colt 1911, so only other thing i know about it is zip.

No, just no, that really wouldnt work for the fallout setting.

Riiiiight a flintlock rifle, already 250-300 years old when the bombs fell, would survive an extra 80-160 years to when the games take place. Wait, no they wouldn't.
 
I think what Arquebus was going for there was that primitive flintlock firearms would be primitive enough in design and manufacture to see a revival after the bombs dropped and firearms became scarce. New muskets, not ancient ones. Of course, this isn't necessarily true, and even if it was it just doesn't work for me from a flavor standpoint. Even the pipe rifle was pushing it for me.
 
flintlock, god no...
bows & crossbows, fine
pipe rifles, western style 'antique' revolvers & winchesters, fine

there is no logical explanation why they'd craft flintlocks.
 
I could see some of the poorer towns using old style cannons to fire shrapnel, but not flintlocks, if you got 4 shots a minute out of one you were basically the special forces of back then. lol
 
A rifle with a bayonet. (a dirty combat knife mounted on the rifle) You could choose single shot or finish your enemy in close-combat sticking the bayonet in his mutated belly, seing he contort in pain while he tries to take it out. Also you could spend an extra action point to twist it inside his belly to double the damage.

Stick it in, twist it, pull it out. You don't have to waste ammo to finish off a rodent or near death mutie.
 
EyeMaster7 said:
A rifle with a bayonet. (a dirty combat knife mounted on the rifle) You could choose single shot or finish your enemy in close-combat sticking the bayonet in his mutated belly, seing he contort in pain while he tries to take it out. Also you could spend an extra action point to twist it inside his belly to double the damage.

Stick it in, twist it, pull it out. You don't have to waste ammo to finish off a rodent or near death mutie.

Now that would be an idea, however historically speaking shooting a rifle with a bayonet on reduced it's accuracy, have no idea how they'd implement that.
 
Well, you could have a limited range on the rifle, or a relatively long range, but the accuracy was extremely poor after you put the combat knife on the rifle.
 
SuAside said:
Argonnot said:
Well think about the massive military supply depo's spread across the wastelands. A few well placed explosives and you would have enough high grade ammunition to supply an army for years, plus the equipment and supplies to make them.
except that ammo and supplies age, even when greased for storage. the older the stash, the higher the missfire rate. remember that we're not talking about a year or 4, 5 here.
yes, ammuniton ages...

but keep in mind that a lot of the surplus ammuntion availble right now has headstamps dating back to the 50's, 60's, and 70's. for the most part, this ammunition still functions just as it's supposed to. as long as it's store properly, you shouldn't have any problems.
 
who said:
yes, ammuniton ages...

but keep in mind that a lot of the surplus ammuntion availble right now has headstamps dating back to the 50's, 60's, and 70's. for the most part, this ammunition still functions just as it's supposed to. as long as it's store properly, you shouldn't have any problems.
when dealing with ammo you don't want to hear "for the most part" :P
and you can never be sure it was stored properly.

either way, chances of a missfire increases.

i think it might add an interesting aspect to a game if they were to keep that in mind. perhaps higher power for old army surplus ammo, but higher missfire rate. for newly crafted quality ammo that would be average power and low missfire rate. for newly crafted cheapass ammo, lower power and high missfire rate.

the missfires don't have to be serious of course. a simple dud which needs to be popped out would be most common.
 
I know a lot of these have been listed before, but I'd also like to see more "makeshift" weaponry that was actually effective, and used by raiders/civilian types. Clubs made from car axles, throwing disks (chakrams) made from hubcaps, homemade explosives (maybe with an instability penalty to Traps skill), slingshots that could make use of all those rocks in the game (and maybe other thrown weapons like flares), bicycle chain whips, etc. Tactics actually had a good variety of interesting makeshift weapons (the shotgun-shell "punch gun" comes to mind), but it would have been cooler if you were forced to use these sometimes instead of the more standard weapons.

How about traps that do radiation damage, like explosives mounted on barrels of nuclear waste? I always thought the excellent model of radiation damage was kind of wasted with its relative scarcity, and the abundance and effectiveness of Rad-X. And I never let those Floaters get close enough to radiate me.
 
Jarno Mikkola said:
Yes, it only take 1100 degC and a proper mold that doesn't melt in the temperature. :seriouslyno:
:arrow: Almost non of todays bullets are made that way.
http://www.corbins.com/intro.htm
Making pure lead shot is easy, I think you're talking brass casings that require high temperatures. Led can be molten on a regular fire (did it) and can even be molded in hard wood (did that as well).
 
I think Fallout is missing the ability to improvise weapons. Like- Rock+Rope+2 houers = Flail.
or -length of cloth + Rock = Sling.

Asfar as weapons go though; I would like to see a change for the hunting rifle from the .223 automatic (Mini-14 Ranch gun?) to a 7.62 Bolt action.
 
Stompie said:
I think Fallout is missing the ability to improvise weapons. Like- Rock+Rope+2 houers = Flail.
or -length of cloth + Rock = Sling.


Very good Idea! :clap:

I like the ability to create objects with others.

Combining weapons, tools, misc. objects to make more advanced items that can be rendered more useful than the last.

You might have a good thing here. :ok:

To improvise on this idea :lighten: is whenever you get hurt you can combine Items to create things like splints or braces to help with disadvantages like crippled limbs. :falloutonline:

Possibly crude versions of stimpaks or drugs. Maybe even the ability to create stronger versions maybe even deadly ones too. :rip:



:lalala:
 
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