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Also, hunting rifles always count as a rifle, even if you give them that pistol grip looking deal.
Unrelated to rifleman playthroughs. If you want a silenced sniper weapon as a gunslinger, Pipe Revolvers are your most practical bet (not terrible damage, long barrel, long scope, silencer option. .44 is way stronger, but you can't give it a silencer or long barrel range).
This is the most fun I've had and the most I've used energy weapons in ANY fallout game, since the first one.
In large part because of this change, as well as them dropping the item repairs from Fo3 and NV.
No more dumping piles of levels into small arms so I don't miss a mole rat point blank with every single bullet in an SMG burst, and then having to do the same for Energy weapons after.
That worked out as a balancing act in the topdown hex grid originals, but in the more modern ones it's only purpose was to appease people who would flip ther **** at something not close to the old games, even if it doesn't fit the new FPS/3rd person shooter gameplay.
An extreme exaggeration, unless you had literally 0 skill while using a High-End Weapon and also didn't meet the Strength Requirement, with two crippled arms. Which, would then be very approapriate for the fact you couldn't hit the broad side of a barn with it.
Modest skill with low-level weaponry was perfectly servicible. 20 Skill would make a 9mm pistol pixil accurate. If you wanted to use stronger toys, sure, you'd need to invest. Because of Leveled Lists, you'd have plenty of time to do so before it would even be possible to actually find something like an AMR.
That said As an Action-Rpg, I find the change in focus a good one, but it's too shallow.
It needs perks that New Vegas had like Cowboy, Hand Loader/Vigilant Recycler, Shotgun Surgeon, or Plasma Spaz. they allowed you to increase aptitude with certain types of weapons in a way other than an accuracy/damage buff or provided additional Damage/accuracy buffs with certain weapons, like Revolvers.
"Sweet, I got an SMG! Eat lead, mole rat!" *everything misses 1 hex away*
For Fo3 and NV, the skills are more heavily tied to VATS than the realtime shooting. Wher without raising those skills, your bullets may as well be firing out of your barrel at a 45 degree angle in VATS even when you can almost never miss in realtime.
Fo4 ****s up a lot of things, to be sure.
But the new skill system isn't one of those things they screw up.
Then again, I also considered NV's ammo system to be bloat. Everybody else is gushing about their DLC unlocked hand load ammo and coin shot.
Meanwhile I'm sighing heavily as I get yet more surplus ammo and bulk energy cells that only exist to ruin my gun durability faster, and prevent me from having gotten REAL ammo.
NV has a lot of great stuff, and a lot of stuff flat out better than Fo4. But the ammo system in NV is more shiny toy than quality no matter how many times people say "But I have to drop everything to swap ammo types to not do **** damage, that's DEEP man!"
two or three varient is cool and managable. Fallout 1-2 had it, even System shock 2 has it.
When you have 10 different kinds of shotgun shells, and a half dozen for others that include garbage ammo instead of proper ammo though... not so much.
Surplus Ammo was only available in a handful of vendors, and they don't replace normal ammo, some vendors as Chet, however only carry surplus of some ammunition. Sounds like an invented frustration.
I found it nice to be able to convert 5.56 into the more effecient M version, or being able to convert calibers I'm not using into ones that I am, such as 9mm into .357 due to the fact I was playing a character with the Cowboy perk.
You didn't have to "drop" anything for NV's ammo system. Nor was it even really a major requirement for gameplay. Just because there are 10 variants of shotgun shells also doesn't mean you have to carry all 10 of them at once. I mostly just carried slugs and nothing else. Some pulse slugs as well when available.
Fallout 4's skill system is probably the single dullest thing about the game next to the lack of influence you have in quests.
You can verify this by checking displayed damage before/after spending the perk point, as this always reflects Rifleman / Commando / Gunslinger. The damage does increase.