![revolver mod fallout 4 revolver mod fallout 4](https://i.ytimg.com/vi/qIVhLkLyEyE/maxresdefault.jpg)
"I don't care about your precious immersion." But again none of this makes sense, nor does it have to, it's a game, and in the game, balance takes precedence over reality and most players wouldn't know a black powder rimfire cartridge from a smokeless powder center fire one.Īre we going to also complain the G3 and Galil are firing 5.56 NATO instead of 7.62? 22LR which is also just as dumb IRL, it does shoot. This was also a consideration because the Iver Johnson break back revolver doesn't shoot.
#Revolver mod fallout 4 skin
308 one is now a different model and texture with the skin from paciencia (sans the flag) and the other iron sights added by New Vegas which are not period correct (1970 sights on a pre 64 model), if you want to get technical.
#Revolver mod fallout 4 mods
32 Rifle with appropriate craftable rounds is quite suited to and well balanced to the Capital Wasteland without being redundant, and it also has better iron sights and different mods than the. 32LR, but again this makes no sense from a balance standpoint so they chose to use the. Furthermore the rifle IRL came in a variety of chamberings, including. The rule for both games (outside the AMR) is that an ammo must be used in at least two weapons. 44 rimfire they had made for the Lincoln Rifle/Level Action Rifle that we also ignore) because it didn't make sense balance wise to have an ammo that was only used in one weapon. 30-06, which is an appropriate caliber for the Winchester Model 70 which the rifle is. īalance wise the Varmint Rifle is too weak and the Hunting Rifle in.
![revolver mod fallout 4 revolver mod fallout 4](https://www.gophersvids.com/wp-content/uploads/2016/07/colt-python-750x464.png)
32 rifle, or replace them with the varmint rifle and the problem is fixed. The true beauty of TTW is that allows people to modify it to whatever suits their taste. If we went by that logic we would have to remove the Fatman and mini nukes, we would have to remove the electric chinese sword, we would have to remove chinese pistol that deals fire damage, we would have to remove the toy knife, we would have to remove the rolling pin, we would have to remove the dart gun, we would have to remove the rock-it launcher, and the list goes on and on and on. It would throw FO3 feeling/balance out of TTW.Ībout weapons not making sense, being silly or not immersive. Removing weapons that existed in FO3 would be making unnecessary changes to the game. We want TTW to offer the same feeling (or as close as possible) of playing FO3 in the Capital Wasteland and the same feeling of playing FNV in the Mojave Desert. It's not a change, it's a "keeping it how it was in FO3". But this was a bad design choice back in 2008, and technically still is today. I know you guys want to have a greater variety of weapons and all, definitely after looking at the 3.2 FAQ.
#Revolver mod fallout 4 plus
Using the Hunting Rifle from New Vegas vs using the one from Fallout 3 was quite welcome, providing a weapon to take on Super Mutants pre 5.56/5mm/.308 AP rounds, ie it's critical chance/critical damage modifier plus base damage was a blessing.32 Rifle is Underwhelming when compared. 32 Hunting Rifle from Fallout 3 isn't necessary.ĥ. We already have a Low Tier Rifle, and it's the Varmint Rifle. People at Obsidian seemed to have been just as irritated by it as me so they changed it.ģ. The Model used for the Hunting Rifle in Fallout New Vegas has a larger Breech, way too large for a. It is like the Combat Rifle in Fallout 4 using. Because I was that irritated by it back then. It was like a backhand to the face every time I used it, I even modded it back in Fallout 3 to use. 32 S&W round which the Revolver in this game is using Technically. It was a bad design choice by Bethesda back in 08.ġ. This rifle shouldn't exist, should have never existed in any Fallout game.