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TrickyVein
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Weapon Parts and Crafting

Here I want to discuss & explore more in depth the weapon crafting system in Fallout 4. Namely, which parts determine a weapon's title and which parts determine its stats. We can't speculate very much on the latter without looking at numbers,* but from the trailer at least it looks like each weapon has a main prefix (Plasma, Laser, Pipe) which covers a broad range of weapon types.

Comparisons to Borderlands's weapon part system are unavoidable and may provide some guidance in thinking about how a weapon is named in Fallout 4. Of particular note, however is that in Fallout 4 weapon parts can be shared between different types of weapons; types at least as can be defined like within Borderlands which places pistols, shotguns, assault rifles, smgs, sniper rifles and launchers into distinct categories.

For instance, the following types of weapons were all created starting from one base weapon:


Plasma 


Laser


Pipe


Some weapon types like the Assault Rifle and Junk Jet don't seem to be able to be modified. An Assault Rifle can't become an Assault Pistol, for instance. In other words, Assault Rifle is a weapon prefix.

How a weapon is named may not be universally determined like within Borderlands but instead be based within the particular modification system for each weapon.

A Laser weapon, for example has 5 modifiable slots:

  • Capacitor
  • Barrel
  • Grip
  • Sights
  • Muzzle

A Pipe weapon has 7 modifiable slots:

  • Receiver
  • Barrel
  • Grip
  • Magazine
  • Sights
  • Muzzle

For both, a muzzle is optional and for Pipe weapons at least can include bayonets. Barrel type does seem to determine whether a Pistol weapon is a pistol or rifle, but it would not change how an Assault Rifle is named.

There remains much to be seen of crafting in the game but what we have already hints at a truly massive and quite impressive number of variations.

*We do get to see the difference between some parts, for instance these muzzle types on the Laser Rifle:

  • Range
  • Weight
  • Damage
  • Fire Rate
  • Range
  • Accuracy
  • Weight

What's the difference between a Plasma Pistol and a Plasma Thrower? The only difference appears to be the barrel: flamer barrel vs. standard. The barrel seems to affect a lot of stats though. 

TTW Version Compatibility: 

v2.9

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Edited by: thermador on 11/09/2015 - 09:36
Obdulio
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I wonder if this will apply

I wonder if this will apply to weapons modded into the game?

Will the modder have to assign pieces of the weapon like the vanilla one in order to place it into the game?

I hope that's a possibility then the mix and match of weaponry could very well be endless.

TrickyVein
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It's a good question. 

It's a good question. 

I'm guessing that any title that a weapon part has needs to be defined, which could mean that not all parts will modify the title of the weapon at all or in the same way.

It doesn't seem like something that the engine would do through analyzing a weapon's raw stats, for instance.

RoyBatty
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Notice is requires the

Notice is requires the science skill, so skills aren't gone. :D

TrickyVein
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No, they've just been

No, they've just been bastardized into perks. Twisted into something horrible and unholy.

RoyBatty
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D:

D:

Risewild
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Yeah, notice it says Rank 1

Yeah, notice it says Rank 1 of Science... Not something like Science 25 for example.

I wish we knew of some examples of armor and melee/unarmed weapon's parts and crafting .

I do like what I can see from these new parts and crafting system, I always said that it would make sense in Fallout and some other post-apocalyptic games a more "makeshift" way of customize and improve weapons and armor.

I'm always a nut about crafting and customizing my gear in RPG games.

TrickyVein
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Someone has way too much time
Computerrock1
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Kind of a let down when you

Kind of a let down when you notice that the mod descriptions themselves didn't make it on to the page. That's some sloppy work on that guy's end.

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Was just talking about these

Was just talking about these with Tricky again today and I realized that if you look at the descriptions for weapon mods, the mod itself requires raw resources. This says, to me, that the item is created then and there at the bench, and therefore is not an item that you craft and can carry. If this is the case then 

  1. This makes much more sense for weapon mod crafting to be tied to Intelligence
  2. Ditching repair makes total sense, as there's not really anything to attach a value to. We could assume that every time the player adds a part they fix the weapon at the bench (nvm those that don't use them, shush)
  3. If the weapon mod is removed, the resources used to make it might be lost, instead of returned. This would encourage more scavenging and perpetuate a system of always needing to find more things to upgrade further.

Just some late night thoughts that, if true, make things make more sense (to me) and make me even happier with the changes that have been made.