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.

  • variants@possumpat.io
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    11 months ago

    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

    • all-knight-party@kbin.run
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      11 months ago

      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.

      • variants@possumpat.io
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        11 months ago

        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

        • all-knight-party@kbin.run
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          11 months ago

          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