Fallout 4

Fallout 4

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Mulqueeny Dec 4, 2015 @ 7:51am
.50 Less powerful than a .308?
How is it that the combat rifle when fully upgraded with .308's is more powerful than a hunting rifle with 50. It's pretty stupid considering the rarity of .50 compared to 308 rounds which makes an entire weapon and upgrade pretty much pointless and completely devalues the use of .50 ammo.
Last edited by Mulqueeny; Dec 4, 2015 @ 12:05pm
Originally posted by McKnuckles:
Cause the game uses video game logic, and the damage is mostly based on the gun. The ammo type does add more damage but its the base gun itself that has the damage tied to it (with semi auto recievers being better than automatic ones damage wise).
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Showing 16-30 of 116 comments
Taugs Dec 4, 2015 @ 7:59am 
Last edited by Taugs; Dec 4, 2015 @ 8:01am
magnetmannen WW3 Dec 4, 2015 @ 8:02am 
i want a conversion for my assault rifle, so it takes 50 ammo ;)
McKnuckles Dec 4, 2015 @ 8:02am 
Originally posted by Sempophai:
Originally posted by McKnuckles:
Cause the game uses video game logic, and the damage is mostly based on the gun. The ammo type does add more damage but its the base gun itself that has the damage tied to it (with semi auto recievers being better than automatic ones damage wise).

Than in itself makes no sense whatsoever... but I've been trying to ignore that... and things like only auto fire can be armor piercing... It just makes me miss the system in vegas, with ammo types dictating damage types.
Actually damage type it was pretty much the same aside from the facts of the armor piercing rounds (which have their own thing in 4), the higher damaging ones (which seem to more or less be the better receivers), and the flavored ones like fire and pulse. The only types that the weapons could use as alternate ammo didn't really change to much. That and the damage still seemed tied to the weapon, there was just a bigger variety.

The issue that comes up in 4 is that since the damage is based on the weapon, even if you use a reciver that changes the ammo type it won't do as much damage as weapon that normally uses that ammo type. Hence if the hunting rifle in NV could use the .50 ammo, it likely would have done less than the normal anti material rifle.
Last edited by McKnuckles; Dec 4, 2015 @ 8:04am
Taugs Dec 4, 2015 @ 8:03am 
Also there is the super OP Guass Rifle. That thing is a beast.
Spocks Toupee Dec 4, 2015 @ 8:04am 
Don't forget to take the perk that increases Rifle damage

I currently have the gunslinger perk for Pistols and thanks to that perk, my 10mm pistol currently does more damage than my .50 sniper rifle
Mulqueeny Dec 4, 2015 @ 8:06am 
Originally posted by Spocks Toupee:
Don't forget to take the perk that increases Rifle damage

I currently have the gunslinger perk for Pistols and thanks to that perk, my 10mm pistol currently does more damage than my .50 sniper rifle


Haha I have all weapon perks maxed except for heavy. :)
Sempophai Dec 4, 2015 @ 8:10am 
Originally posted by McKnuckles:
Originally posted by Sempophai:

Than in itself makes no sense whatsoever... but I've been trying to ignore that... and things like only auto fire can be armor piercing... It just makes me miss the system in vegas, with ammo types dictating damage types.
Actually damage type it was pretty much the same aside from the facts of the armor piercing rounds (which have their own thing in 4), the higher damaging ones (which seem to more or less be the better receivers), and the flavored ones like fire and pulse. The only types that the weapons could use as alternate ammo didn't really change to much. That and the damage still seemed tied to the weapon, there was just a bigger variety.

The issue that comes up in 4 is that since the damage is based on the weapon, even if you use a reciver that changes the ammo type it won't do as much damage as weapon that normally uses that ammo type. Hence if the hunting rifle in NV could use the .50 ammo, it likely would have done less than the normal anti material rifle.

That armor piercing, is for some reason, tied to automatic recievers, is irritating. I prefer being able to switch ammo types etc, as it was something that could be done in the field and make a gun more useful, rather than carry around an insane number of firearms to handle different situations. I'd rather be traveling with 3 firearms tops, short, mid, long, alternating between ammunition types as each situation dictates.

They've made the game a lot more FPS, without paying any real attention to how guns function.
Glitshy Dec 4, 2015 @ 8:14am 
Originally posted by Sempophai:
Originally posted by McKnuckles:
Actually damage type it was pretty much the same aside from the facts of the armor piercing rounds (which have their own thing in 4), the higher damaging ones (which seem to more or less be the better receivers), and the flavored ones like fire and pulse. The only types that the weapons could use as alternate ammo didn't really change to much. That and the damage still seemed tied to the weapon, there was just a bigger variety.

The issue that comes up in 4 is that since the damage is based on the weapon, even if you use a reciver that changes the ammo type it won't do as much damage as weapon that normally uses that ammo type. Hence if the hunting rifle in NV could use the .50 ammo, it likely would have done less than the normal anti material rifle.

That armor piercing, is for some reason, tied to automatic recievers, is irritating. I prefer being able to switch ammo types etc, as it was something that could be done in the field and make a gun more useful, rather than carry around an insane number of firearms to handle different situations. I'd rather be traveling with 3 firearms tops, short, mid, long, alternating between ammunition types as each situation dictates.

They've made the game a lot more FPS, without paying any real attention to how guns function.

Couldn't agree more. Next to the screwed up dialogue system, the missing ammo type switching annoys me the most about FO4. It could have still worked, even with the different calibre receivers. Hope a DLC brings it back, or maybe a mod, but i doubt it.
McKnuckles Dec 4, 2015 @ 8:15am 
Originally posted by Sempophai:
Originally posted by McKnuckles:
Actually damage type it was pretty much the same aside from the facts of the armor piercing rounds (which have their own thing in 4), the higher damaging ones (which seem to more or less be the better receivers), and the flavored ones like fire and pulse. The only types that the weapons could use as alternate ammo didn't really change to much. That and the damage still seemed tied to the weapon, there was just a bigger variety.

The issue that comes up in 4 is that since the damage is based on the weapon, even if you use a reciver that changes the ammo type it won't do as much damage as weapon that normally uses that ammo type. Hence if the hunting rifle in NV could use the .50 ammo, it likely would have done less than the normal anti material rifle.

That armor piercing, is for some reason, tied to automatic recievers, is irritating. I prefer being able to switch ammo types etc, as it was something that could be done in the field and make a gun more useful, rather than carry around an insane number of firearms to handle different situations. I'd rather be traveling with 3 firearms tops, short, mid, long, alternating between ammunition types as each situation dictates.

They've made the game a lot more FPS, without paying any real attention to how guns function.
I think the things for ammo piercing and the like should have been likely part of another modification piece (say a slot for ammo or something). So basically the way it is now but as a thing that is seperate from the receivers. Maybe someone can mod it in, take away the armor piercing modifier from where it is now, and add it to a seperate selection of choices. Sadly we will likely have to wait till the creation kit for that to happen.

I wouldn't say its fully a lot more FPS, they more or less took the combat from 3 and new vegas and slapped more modern shooting controls on top of it (they tried adding a semi cover system but it is still sort of half made).
paugus Dec 4, 2015 @ 8:16am 
Originally posted by Sempophai:
I prefer being able to switch ammo types etc, as it was something that could be done in the field and make a gun more useful...without paying any real attention to how guns function.

Lol. That's why the world's largest armed forces make everyone carry around a bunch of extra assemblies for their rifles just in case they stumble upon any old 7.62, 'cuz that's how guns function?
Sempophai Dec 4, 2015 @ 8:20am 
Originally posted by paugus:
Originally posted by Sempophai:
I prefer being able to switch ammo types etc, as it was something that could be done in the field and make a gun more useful...without paying any real attention to how guns function.

Lol. That's why the world's largest armed forces make everyone carry around a bunch of extra assemblies for their rifles just in case they stumble upon any old 7.62, 'cuz that's how guns function?

No, in vegas, if you had a gun, you could make various types of ammunition, of the same caliber for it. Basic, Hollows and armor piercing. You could not, nor am I suggesting you should be able to, switch calibers on a gun in the field. That would be even more ridiculous.
urbancamper Dec 4, 2015 @ 8:21am 
Originally posted by Bob:
Originally posted by Sempophai:
Just because... lol It is messed up, definately, .50 is kind of underpowered, and to rare to be worth bothering with.
Rare? Get scounger lvl 1 and you have 1000+ in a couple of minutes.

Couple minutes is a bit of a stretch, but ya what he said. Get scounger lvl 4 and all sorts of
ammo will be there to find. even in the waste land.. Heck I sell most of mine nowadays for shipments. Not really much for me to do but explore now. Level 67
Kris Reddish Dec 4, 2015 @ 8:23am 
You can convert weapons IRL but it is a PITA. There have been a few tries at combat rifles that can chamber a couple calibers. But the reason they fail is KISS. I want to carry exrtra barrles with my already extra barrles from squad wepons and multipl chambers and types of ammo, siad no one that have ever ruck marched too. But the extra compexity is the feild killer. There is no ammo types in game but all military ammo is copper FMJ over lead. Well not all but most, .50 should have AP and even APHE. Perhpas.
Last edited by Kris Reddish; Dec 4, 2015 @ 8:26am
paugus Dec 4, 2015 @ 8:24am 
Originally posted by Sempophai:
No, in vegas, if you had a gun, you could make various types of ammunition, of the same caliber for it. Basic, Hollows and armor piercing. You could not, nor am I suggesting you should be able to, switch calibers on a gun in the field. That would be even more ridiculous.

I guess I was confused by your "they didn't pay attention to how guns really work" conclusion, which was preceded by a suggestion that didn't suggest much firearms experience, but implied your suggestion was closer to reality. And considering the modular design of modern assault rifles, it's not entirely impossible to switch out parts in the field - it's just not a great or very practical idea. Also, some guns can fire certain rounds, despite being chambered for something else. So not actually that ridiculous.
Last edited by paugus; Dec 4, 2015 @ 8:25am
SeriousCCIE Dec 4, 2015 @ 8:27am 
Bullets not in the game, .223 caliber rifle ammunition, appear to do far more damage in real life than the .38s or whatever... and besides, a lot of this logic in this thread appears to be:
.50 is bigger than .308 so it must do more damage.

Ok, so what is the caliber of a 10mm since it's not called 10 caliber or .10 caliber, but 10mm?

Why is the .38 weaker than the .308 when it is clearly a bigger number?

The game sort of keeps track of the intent of the gun and the bullet types in them using a logic that differs than just the size of the bullet number.
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Date Posted: Dec 4, 2015 @ 7:51am
Posts: 116