Weapon rarity irks me to no end.
from Blamemeta@lemm.ee to starfield@lemmy.zip on 05 Dec 2023 22:16
https://lemm.ee/post/17044391
from Blamemeta@lemm.ee to starfield@lemmy.zip on 05 Dec 2023 22:16
https://lemm.ee/post/17044391
A gun should do the same damage as another gun given it’s setup the same.
A coachman with the same mods as another coachman should do the same damage.
But make it “Rarer” and suddenly it does more damage? How?
The receivers in Fo4, I could forgive for game-play purposes, maybe you could reload your brass with more powder or whatever, but the rarity system just doesn’t make sense, and honestly pisses me off.
threaded - newest
It's obviously done to give more power scaling as you play for longer, but I agree, how Fallout 4 did it was just fine, I didn't feel like I was wanting for more swapping of my weapons for higher rarities, because I was already modifying my weapons semi-regularly anyway.
I wish you could mod weapons in fallout 4 to make them as good as the later weapons, like the 50 cal pipe rifle looks interesting and I would like to use it but it socks and I can’t make it any better, would have been cool if you could
I think that's part of the progression, though, you sort of outgrow the ghetto pipe weapons and move into proper weapons, and that second tier that the combat rifle sits in is good enough for end game with upgrades.
Otherwise a player might feel good enough sitting on pipe weapons all game and subtly feel less progression and satisfaction from the game due to lack of visual novelty and progression in weapons.
However, they probably could've added more upgrades to keep using the pipe weapons, but have them unlock late or through specific quests you'd have to seek out, and make them very expensive material-wise to disincentivize sticking with the same weapon all game, but still allow it.
Yeah end game upgrades like the ballistic weave would have been nice, like the last perk could let you upgrade to the 50 cal and that should do similar damage to other 50 cals or something
I think you're spot on there, ballistic weave does essentially exactly that, but for armor. Maybe they could've attached a weapon version of it to the Minuteman quest chain and give more incentive for more players to do that stuff
In fantasy settings the traditional explanation for this is “magic” (i.e. the reason an axe+2 can do more damage than an identical plain axe), and people have learned to just accept this. Maybe it’s best to imagine the answer is “nanobots”.
Nanomachines, son.
Let’s say you have a real world “firearm” like the Mossberg Shockwave:
mossberg.com/…/50659_590_shockwave_wrhx6vjw8s0lqw…
12 gauge, pump action, 5+1 capacity.
The action and machinery on it is the same as the full size 590, but the shorter barrel and birds head stock changes the performance on it.
On either of them, you make one small modification and now you can use “shorty” shells. So instead of 5+1 or 6+1, now you’re looking at 9+1, maybe more.
americanrifleman.org/…/mossberg-s-590s-short-shel…
But those are still modifications. In SF, you can have identical weapons, and they will have different damage just because of some rarity thing.
Also, minishells are cool af. I just wish my semi-auto could cycle them.
The Mossberg uses a little rubber plug to take up the extra space, that’s the mod.
www.opsolmini-clip.com
Oh I know, Ive seen it. Youre basically just short shucking it. But its still a mod.
I played a lot of borderlands, I don’t get your point /j
I’m confused. Are you talking about rarity or (what I like to call) quality? A rare weapon has 1-3 extra modifiers, like +10% damage to humanoids. Quality affects base damage. An Advanced higher quality weapon does more base damage than Calibrated, for instance.
Yeah. It bugs me, it doesn’t make sense to me. I know it’s for gameplay purposes, but I’d rather more guns to fill up the higher levels than a few guns with “quality” modifiers.
I don’t disagree. Those guns could use bigger and more expensive ammo also.