One thing I forgot about the American 180 is that the magazine spins when firing. In-game, it doesn't spin. literally unplayable Edit: More things I should mention -The hunting revolver's hammer doesn't move when firing. I'm uninstalling -The safety on the browning hi-power can be used to lock the slide back, but that's only if the user manually does so. It's only ever done for disassembly of the weapon. The safety does not automatically lock the slide when the magazine runs dry, that's what the slide stop does. Pressing down on the safety does indeed put it into fire mode, but obviously if you press down on the safety during a dry reload, the slide won't close, so the gun would not be able to fire. -The 12.7mm does not have enough space for the bolt to function. The recoil negation system from the vector would not be able to function either, since it's so far away from where the rounds are being fired. That's why i said the internals must look like jumbled spaghetti. -The 12.7mm pistol has a curved handle like a revovler. the magazine wouldn't be able to feed rounds properly, or if it does, it's extremely unconventional and overly complicated -There are some examples of revolvers using bottlenecked rounds in real life. The cylinders are shaped to fit the rounds properly. They are exceedingly rare though because they're more complicated to make and not really worth the hassle.
The best .50 pistol is any mod that replaces it with a Deagle. My personal favorite is Big O, a highly customized & stunning two tone with filigree etched all over the weapon & you get it at your grave in Goodsprings.
One thing to note when reviewing guns in Fallout new vegas, do NOT use mods that change alot of the game including the visuals, the player model and animations, because sometimes mods can break things not intended by the devs plus its modified content so of course you might notice some stuff thats off, please don't make the same mistake like Oxhorn, who claimed that Obsidian shamelessly reused assets everywhere without care, for example with the sunset sarsaparilla company folder that said BOS on it (In his video about the story of the company), which was actually modified with one of the mods he was using at the time and is not in the vanilla game. Source: I have almost 560 hours in Fallout new vegas and thats without mods.
RCW does stand for Rapid Capacitor Weapon, so you were right to assume that, I'm no expert but capacitors work by absorbing power and discharging it rapidly so my working theory is it loads charge from the cell into the capacitors similar to how a gatling gun loads bullets into its barrels to allow the fully automatic fire
@@OlaftheGreat at least you can justify the recoil as the result of whatever mechanism is used to rotate between the capacitors but I doubt it would be as extreme as shown in game
That’s funny part of the lore. What I remembered correctly, during the war in Alaska, a lot of American soldiers who were given energy weapons keep complaining to do the lack of recoil. So the military decided to add some kind of recoil device to their energy weapons as a form of a placebo so the soldiers stop whining. That’s what I remember on the why laser weapons have recoil.
The big circle things in the drum are actual capacitors, with their caps being exposed allowing malfunctioning capacitors to expand, saving the whole gun from being wrecked, hot-swapping the bad boys. The power pack feeds them all and they discharge one by one. That's why gun both produces rather agressive shooting sound and that's why it can shoot so fast. The real problem comes with the way ammo treated in 3d fallout universe. Original games were bundling ammo in small batches, with batteries acting like they are supposed to (One battery holding several charges, the rest of ammo had the excuse of being represented as literal bundles, clips or even whole ammo boxes) when transitioning to 3d, said batteries should have take Fallout 4's fusion core approach, allowing you to get different mileage with different equipment, with laser RCW being very effective (Because battery is not drained in short big sucks, rather getting steady slow drain). But same fallout 4 showed the problem with it: Partially spent fusion cores can absolutely clutter the inventory into oblivion. As a result, you have a world model of proper battery, but no battery shenanigans. It gets even worse from here, with all guns having different ammo count using same amount of batteries and it's indepedent of ammo per shot consumption. You get ECP (Which is meant to hold 60 "rounds" with one gun and get 60 shots with 1 shot per trigger pull. Then you get the gun that gets 30 ammo with ECP, and spends 15 per shot. Why not 60 and 30? Why not 60/20? Why not 60/10? Why it has to use exactly 15 and get 30 in reload from same batter that gives 60 when being proper?
About the Laser RCW; The RCW means Rotary Capacitor Weapon. The drum's a carousel of capacitors,which draw energy from the electron charge pack in the center. Whenever the circuit's closed and a capacitor passes the 12 o'clock position,it shoots. It's more of a Gatling laser than the Gatling Laser is.
So for the .223 pistol, in fallout 1 the original gun was a rifle that someone chopped down and was a unique weapon. In FO2 its said that the design was really popular so post war gun smith's began to make them.
I am surprised that he didn't mention the original .223 pistol when he covered that, as the reason why it is a nonsensical 5.56 pistol and not a laser. Though maybe he was hinting at that with the rating of 2.23 bottlecaps. As for the 12.7mm smg, others have pointed out that the Calico does the "sights on the magazine" meme. I think it is as bad an idea as it sounds though. Not that I've had the pleasure of shooting one, but I have read that reloading ruins your zero. Let's be real here tho, a Calico doesn't need to be zeroed, it's for magdumping that helical mag and then cursing loudly when it jams halfway through it. Also the bolt of the 12.7mm works just fine... When you're thinking with portals!
@@ZonaExcludoIan from Forgotten Weapons did a great series of videos about those mags. Sound tricky as heck to load properly, but when they are carefully and correctly prepared, they seem to do great?
I like these kinds of "everything wrong with x games guns" videos, where they give info that some may not know, while generally being lighthearted, one thing i've noticed being in the gun space all my life is that a lot of us (like sword nerds, military vehicle buffs, armour nerds etc) are way too serious about pointing out inaccuracies in games/books and forget that sometimes, its all just in good fun, rather than being malicious inaccuracies.
Jonathan Fergusson on GameSpot is the best at this sort of thing that I've seen so far, and I'm saying this as someone who doesn't know a single thing about guns. He obviously plays games and is perfectly happy accepting some errors, weirdness, or inaccuracies for gameplay, balancing, graphical, or animation reasons.
Can't agree more New Vegas sound and weapon design give the most safisfaction of all Fallout games, and even many FPS games Just give me a Dinner Bell or a Nuka Breaker and everything in my life will be fine
@@TiomesTheOneespecially when you consider how they basically had to radically rework all the gun systems of the creation engine using only Fallout 3’s rudimentary, antiquated gun-play mechanics and with only like 16 months to do it in. I Can’t imagine how much work it took to get just the ADS feature to work well (all the pre-One Wasteland FO3 mods I’ve seen that implement that system have noticeably consistent problems and glitches when they try to graft it on), let alone the weapon modding and ammunition selection systems.
Word. Animations aren’t perfect because that takes time/money and storage space (especially back when you had to fit it all on a CD) so they get reused. Stuff like universal/generic/incorrect caliber Ammunition (ignoring the particularly egregious Bethesda FO’s caliber and magical pistol/to bottle necked rifle changes) decisions is a design compromise because not all games have inventory. And Like the fact that NV let’s you change ammunition types (and craft your own!) for different applications, was mind-blowing to me at the time-I can’t think of a game that had those systems back then-maybe STALKER? And it feels like it only recently came back with the appearance of games like Tarkov.
There are a few revolvers that use bottle neck rounds. They make the BFR in 30-30. You can have the chamber taper down with the brass and it can even be used as headspace. The reason you dont see it too often is because sometimes there can be expansion leagth wise om the brass after fired and that may cause a push between the breech of the window and the shoulder of the chamber
The 5.56 pistol is featured in the original fallout too, there it also uses rifle ammo, but the description sais that it's a rifle that has been carefully cut down and modified into pistol form. I believe the combination of the "rifle pistol" execution in fallout 1, and the origins of the model combined made the rifle revolver gun we see in NV which while weird, is a legacy I can respect.
@@Kris-wo4pjI know that the Blade Runner Blaster is a revolver that they then welded a barrel/action from an old, single shot Mauser bullseye competition gun: do you know if was a rifle that they’d cut down to fit, or if it was originally a single shot target pistol?
I just looked it up and it is chopped down from a rifle-i was wrong about it being a Mauser though, it’s a Steyr, and it’s chambered in a .222 [not typo of .223] a caliber I’ve never even heard of.
New vegas classic weapons pack (complete with hitman's animation pack) has a super badass and fun 14mm pistol, along with some other great classic guns
@@Aurum100 because it's not meant to load from the grip. The grip on the 12.7mm pistol is supposed to work like a revolver grip so it has a sharp bend to it making it impractical to load a magazine into. They just needed to reuse the regular pistol reload animation so had to force it to be loaded through the grip
6:57 to be fair, the Calico 9mm submachine gun did have the rear sights on the magazine and maybe that big chunk in the middle contains recoil mitigation parts.
The 12.7mm smg probably had the same mechanism as the Kriss vector did, with the apparatus behind the magazine taking force and reducing recoil. The gun probably has that mass on the bottom for the massive recoil bullet firing out of it
For those looking for some of the specifics for the philosophy behind New Vegas’s weapon design, Joshua Sawyer has some great quotes surrounding the process of designing them that can be found on the fallout wiki under the fallout new Vegas weapon page. Effectively the process was aiming for semi-realistic aspects without getting too obsessed with the specifics and real life counterparts/comparisons/inspirations, while also having a mix of real guns, semi-real guns, and totally made up guns. So even though some of these guns (like the 12.7mm SMG) may seem cursed, many of its cursed aspects didn’t come from a place of total ignorance or anything like that.
Problem is that, so what if it's cursed? Does every game really need to be that copy-pastaed real life weapons done to death by every other game already? This is exactly why he forgone the Barrett for the Hecate -- yeah it's real life, but it's different. And that is what these weapons were supposed to be, different, creative. What BB and a lot of other modern-tactishit guns in Nexus are, uncreative uninspired copy-cats. Sure it's polished, professional, but imaginative and creative it ain't. FO4 Pipe Gun, Assault Rifle. and Combat Rifle might not make sense, is cursed and ugly, but hey it has character.
@@The6thMessengerIt may look unique but (and I don't mean to quote the lord Todd Howard) it still has to function and be believable to function as it does.
@@freddieb1903Well, I believe that it can function. Ugly but it can. Problem with a lot of certain gun-snobs is that they only believe that it can, if it's following an existing weapon closely, rather of thinking how it can outside the box. Look at the other comments here theorycrafting how the 12.7mm SMG should work. The FO4 Assault Rifle can legit work, a side-mounted magazine has been done before, just look at FG42. The Pipe Gun looks ugly as hell, and the magazine isn't in line the barrel? Maybe a ramp inside the receivers? See the issue here really is largely the proportion issue, but the imagination and concept is there. But certain players are so entitled, so spoiled by COD and Battlefield, they can't think outside of the box.
1:48 "I suppose your character is just an absolute Gigachad with shoulders of steel" He says, talking about the character who survived being shot in the head and buried.
I believe your fire rate cap complaint (9mm pistol) can be explained with the Traits you can choose at the start of the game. Trigger Discipline slows your shots by 20 percent, while Fast Shot quickens them by 20 percent. As an RPG first, and a shooter second, you aren't playing the fastest shot in Vegas without the Fast Shot trait, you're playing a more modest marksman.
@@SwordlessNinja As stated above, it's a Role Playing Game, a genre that originates in Pen and Paper Table Top RPGs. General RPG fan bases *want* character building that matters, I.E. They don't want their character to just be *good at everything* there is fun to be found in making a character who has specific strengths and weaknesses and that's what New Vegas is trying to give people. The fire Rate being tied to a trait being part of the system.
I don't know... I feel like that gives unnecessary restrictions and very few avenues to to actually fix the issue. By default always being a modest and slow shooting marksman, unless you take a specific trait with specific downsides which makes you less of a marksman to fix an issue with the gun just not feeling like a proper gun... If perhaps it was dictated by an extent with the agility special or the gun skill actually also affected recoil and/or fire-rate, then that would be more understandable. If your character had a low gun skill, there could be a variety of debuffs with guns, especially single-shot ones to the fire-rate. Automatic guns would likely not have fire-rate debuffs, but harsher accuracy debuffs with each consecutive shot. Both semi-auto and automatic guns could have higher pseudo-recoil as well, larger screen shake (since there is no real recoil) if skill requirements are not met. That being said, perhaps a better more realistic implementation could be if low on the gun skill, you can still fire the gun pretty fast, but the recoil or accuracy (Since there is no recoil in the game) suffers more with each consecutive shot, meaning there's a reason why you'd want to pace your shots. But you can still choose to shoot the gun as fast as realistically possible, maybe slightly or moderately less-so if lowly skilled because of a lack of trigger discipline, lack of trained muscle memory, and lack of ability to compose oneself when firing a firearm, so there definitely could also be a reason as to why some guns (particularly single-shot ones or manual action ones) might shoot slower. Whether it's the solution above or the one listed in the previous paragraph, I think both solve the issue much better than saying you can just fix it with a trait... While a gun being less accurate by shooting it fast doesn't make much real-world sense, I think that would be more acceptable to most player's standards of suspension of disbelief. I also found it really goofy that the two traits somehow also apply to automatic weapon. I think there's more realistic, yet still RPG-friendly ways of implementing stuff like that. I mean maybe there's a trait or perk that increases or decreases the fire-rate because you mod your weapons, if they really wanted to do something like that. Or you could mod each weapon individually and choose which ones to give that fire-rate boost + accuracy penalty or vice versa. But I don't like at all that this is relegated to a trait (not even a perk!) And that trait gives negatives on top of all that. And I certainly don't like the argument that it's some kind of workaround to a fundamental issue with the guns in the game, given how niche and skippable the trait is.
@@GarrulousHerald Honestly, asking a lot for a game that came out in 2011. If they were to actually release another Obsidian developed Fallout, maybe they could pull off more in depth combat systems. But really combat is treated as a vehicle for role-playing, rather than the main focus. Combat is the place for half of your perk options and traits to show their effects. Fallout 4 had better combat, at the cost of lacking in the role-playing, story, writing, and faction departments
I'd like to think Fallout's '12.7mm' round is something like .50 GI, not .50 AE like in a desert eagle. If you have ever fired, it's slightly more recoil than a .45 and isn't an unusually long pistol round. So it could work in an SMG, even one without a stock, and it could fit in that P90 type magazine
If that were the case, it wouldn't do magnum-level damage. It's definitely supposed to be more along the lines of .50AE, it's just that the designs for the guns that use it are ass.
@@mattrobson3603 Base Damage per Shot (Damage per Shot with related perks) .45 Auto Submachine Gun, aka Thompson 26 (37,4) 12,7mm Submachine Gun 36 (42,8) So youre saying that this is definitely Magnum-level damage and can't possibly be .50 GI? I'm not buying it. I don't necessarily agree with the gun design either, but there's no sense in bad-mouthing something when there's reasonable explainations for it.
So with the .357 magnum, the half cock and cylinder turning, the .357 is based off the Ruger Vaquero so it isn't incorrect. The vaquero has a Transfer Bar system so the hammer doesn't need to go to half cock and the Ruger's cylinder can rotate clockwise or counter clockwise for loading as the locking lug is disengaged when the loading gate is opened
This. I bought a Ruger Wrangler and was confused that it didn't have a half-cock at all. Asked the clerk how it was supposed to be reloaded and they showed me that the loading gate was all you had to open.
The 12.7mm pistol is based off of the Whitney wolverine; a very unique looking 22. Pistol from the 60's. It has the kind of retro futuristic type structure that matches the fallout esthetic imo.
thats kinda hard to believe since they look nothing alike. 12.7mm looks like the blade runner gun and the whitney wolverine looks like a star trek phaser. VERY different aesthetics.
It looks closer to a Hammerli 280 albeit if it was extremely thicker. I think that's where FO1/FO2's 14mm model got its inspiration from in regards to the box magazine located ahead of the pistol's grip
17:46 The Taurus Raging Bull had a bottlenecked cartridge variant in the 218 Bee. Taurus also was planning a 223 variant around the late 2000's (if I know correctly). There are also revolvers in 30-30, another necked round. Besides, what's to whoring stop the designers from filling the neck area to the sides of the cartridge inside the chamber, not allowing any escape for pressure?
It's not like Obsidian was going to build a new engine for Bethesda, for working with what they had I'd say they improved the gunplay a lot. The attention to different bullets and reloading is still something other games barely mimic.
6:12 Calico does with their guns, they also have the top feeding thing and a magwell looking thing in front of the trigger which acts as the ejection port
A Leper's skin looks better than the FO4 'assault rifle' after it was dragged behind a car for five miles and crashed into by a fuel truck that split and leaked fuel and then burst into flames on top of the leper .. but does that make it any less tragic?
It does and doesn't. The "assault rifle" in FO4 is a decent recreation of the Lewis machine gun, but that makes it very obviously _not_ an assault rifle. Meanwhile, the 12.7mm SMG is a grossly malformed monstrosity that dishonors the lineage of the P90 and probably the nail gun it had a weekend fling with.
17:55 S&W chambered several revolvers in .256 Jet, which has a much more severe shoulder than 5.56 so it’s not really a big deal for it to work. Plus right now you can go out and buy at least a half dozen different revolver models chambered in .17 HMR.
In regards to the 5.56 pistol, the game came out in 2010 the movie you are reffering to came out in 2019, so it's not from that movie. It's from the original Blade Runner movie, which was released in 1982.
I always liked how the ar-15’s ditched the charging handle we know, giving it one attached to the bolt. feels like a natural thing for an alt history game to do *but* It still has the forward assist, which you don’t need if there’s a charging handle on the bolt, you wouldn’t need to push the forward assist, just push the bolt forward!
Most guns in fact the vast overwhelming majority do not have the charging handle on the bolt. the only ones that do are usually semi auto shotguns almost exclusively.
If you want to play technicalities they are usually indirectly attached to the bolt usually by the gas system. Just about the only two guns I can remember that would be that way are the galil and AK which basically is the same gun anyway.
@@RandomLombax37 true, most have non reciprocating ones, but here the charging handle is on the bolt like an ak, which the forward assist does what punching the charging handle forward does on an ak, so having both would be superfluous.
the .357 magnum revolver is primarily based on the Ruger Vaquero. the cylinder of the vaquero can be moved in both directions and the hammer doesn't need to be half pulled in order to do so
I think the point of the RCW is that it was made by manufacturers post war, and my theory is that they built the RCW off of the Thompson build, which is the reason the gun has drum mag even though the gun is reloaded via cell
Tbh I think the drum on the RCW probably has some use that isn’t shown in the game, like a system inside it makes the weapon fire. I probably sound really dumb but I’m just thinking of stuff.
@@dylfai But your are right. The "drum" holds a series of capacitors( don`t know if it is the correct termn, i am no native englishspeaker). Basically they each hold the energy for 1 single shot and are charged and discharged contiously, one after the other. This allows the very high rate of fire in this smal package.
While I don't have any real doubts about it being hitscan, there certainly is bullet travel time, at least in some instances. Just yesterday I cleared out quarry junction using two shotguns, Dinner Bell and a lever action, and used mostly slugs to hit the deathclaws from a distance. There was a noticeable delay between firing and seeing the health meter decrease, not long but a very perceivable amount of time
@@gabrielfmm I have over 50 hours in this game and in almost all of my playthroughs I put 8-9 points in agility. Even without the fast reload perk my character reloads the .357 at about the same speed as in the video
@@calebbarnhouse496seriously. A lot of the jank can be explained by being postwar reproductions. People need to remember that Fallout takes place 80 to 210 years after the nuclear apocalypse of 2077.
Yeah, Josh said that the Police Pistol was "loosely" (according to fandom) based on the Colt Police Positive, which is the successor of the New Police, but the design is really really close, I think the Police Positive has its barrel shorter than the New Police, but not sure.
It seems to me that the "drum mag" on the RCW is maybe holding something like capacitors along with the fusion mag and/or some other thing used to regulate the amount of energy being used
1:52 while there is no "recoil", there is gun spread that is improved with skills and perks. Also the crosshair not moving is not an indicator of anything at all.
About the 12.7 SMG, I would imagine that the box on the underside that looks like a magwell is more like a counter weight (like the mentioned Kriss Vector) and the frame is also there to add weight. It shoots a .50 equivalent, so I would guess you need it to stay on target since it has no stock.
Can't be a Colt SAA as they were never chambered for .357 mag. It wasn't developed until the 30s long after the SAA was discontinued. It's most likely some clone like a Ruger Vaquero or Pietta Cattleman which which also explains the animations as the Vaquero doesn't need to be cocked to spin the cylinder.
Fallout is set in alternate future-history, however, so there may be such a thing as a .357 Single Action Army (also irl production basically just took a 15ish year break when Ww2 started, as I recall). Personally I imagine the Single Action Army in game is a stand-in for the variety of different brands, original and cloned, that make up the industry standard in 2077.
Regarding the 5.56 pistol, they do make real revolvers that use necked cartridges. Chippa makes a Colt SAA 1873 knock off in .17HMR. no issues with the cartridges expanding the jamming in, the chamber is made to use the cartridge. Had to edit as I got further in, you said the Hunting Revolver is based on the BFR. The BFR comes available in .30/30 Winchester, a bottle neck cartridge.
17:35 this only applies if the slots are bored/drilled all the way through. You could make a revolver cylinder that takes virtually any cartridge by for example mold casting it.
I’m surprised you didn’t mention the little fact that the slide doesn’t lock back on empty with the 9mm and when you reload and magically shoots backward without your character pulling it back.
The 12.7 mm pistol is actually based off of a pistol from a movie. I forgot what the movie is but if you look at the movie gun and then the gun in the game it’s a one to one copy and the unique variant the little devil I’m pretty sure is also a reference to the movie I don’t know for sure though because I don’t remember the movie.
6:10 There's one example that comes to mind, regarding putting iron sights on the magazine--the Calico M960. It looks weird as hell, but from what I've heard it's reasonably functional.
Fun fact: if you pay attention to the model of the 10 millimeter pistol in fallout 3 you’ll notice that it looks like a mix between the desert eagle and usp 45 just heavily modified with a makeshift barrel( if you have and disagreements with this just tell me as i have not played fallout 3 yet)
5:46 sooo funny thing is, Kel-Tec actually made a weapon VERY similar to the 12.7mm smg IRL, except it’s chambered in their proprietary 5.7mm ammunition. It’s called the P50
I started new vegas when I was like 12, and "That Gun" was the first unique weapon I got in the game. So it holds a very special place in my heart. That said I think it would have been cooler if the gave it the RCW treatment and turned into some kinda cool-ass laser revolver.
@@oaktree149 The same reason vacuums are still made loud despite the fact they can make them quiet, or cars having microphones and speakers so the engine sounds louder inside the car than it usually would, or loading bars being present despite them not actually being accurate to how much a program has loaded. Feedback is a huge part of design, so while theoretically you could optimize all these things, people are going to complain if you do, like for example making a powerful gun with no recoil.
@@kiwi3085 None of those examples are life and death. This is a to the death scenario, where the recoil would be the difference between living and dying.
the 12,7 mm smg probably is meant to use a downward recoiling bolt much like the kriss vector to mitigate recoils seeing as 12,7 would be a pretty hefty pistol round. the fact the magazine is on top wouldn't be much of an issue seeing as the bolt still has some rearward travel before recoiling down. someone may have pointed it out but the rear sight on top of the magazine is not unheard of seeing as both the calico rifle and pistol had that so probably borrowed from there.
The problem is that its bolt is 6 inches forward of where the rounds are fed from the magazine. How the hell can it pick up (bring down in this case) a round if the bolt physically cannot reach it?
It should be noted that the 12.7 mm pistol is an altered version of the 14 mm pistol from Fallout 2(and maybe 1, I haven't played far enough into it to find out) In Fallout 2 it had magazine loaded underneath the barrel rather than into the pistol grip like the 12.7. I actually like the 12.7 mm weapons especially the pistol, it's a giant oversized hand cannon and I love it. The little devil unique with hollow point rounds does so much damage that it bypasses the DT of any enemy even after it had been tripled by the hollow point modifier
But you still use the aperture sight on the Service Rifle (which has a hilariously shrunken carry handle in the viewmodel for some reason), the Cowboy Repeater, and the BAR.
It does make quite a lot of sense to have recoil on laser and plasma weapons. Because soldiers are unused to handling energy weapons with no recoil they would mess up their accuracy by adjusting for recoil through muscle memory. Also: Aww shucks, I was really excited to hear you cover the Misterious Magnum Also also: one of the quest mods I played recently added a unique 357 where the rear sight was on the hammer,
Plasma weapons might have recoil naturally, as far as im aware accelerated plasma would have mass, so it would generate some momentum pushing gun back. As for laser rifles, you would need to add a mechanism generating the same momentum as a bullet, without having bullet to generate said momentum, this would add so much unnecessary complexity and weight
Yes, the thing I want most in my weapon is extra unnecessary parts to simulate recoil that doesn't need to exist. Nah, I would be more worried about getting caught in fog and having the water particles diffuse the beam to the point of being worthless.
I'm sorry. But that's got to be the most stupid justification for recoil I've heard. "Ah yes. You know what would make me a better and more effective soldier? *Simulated recoil to throw off my aim and make follow up shots harder!"*
@@Hartwig870What?? You do realize the guy has different sponsors beside this. Beside, this is literally the first thing you say after 10 months has passed too lmfao. I get you seems to been new to the channel, but you can ignore the sponsor part and I tend to overlook the sponsors as accusing a gun reviewer of being scummy (which we don’t have any proof of) has no solid grounds anyway
For the 12.7 Pistol, I believe they could have taken inspiration from the Whitney Wolverine .22 "Atomic Age" pistol. There's even a tacticool version that looks closer to the in game model. Thoughts on that?
@@noobikus5475when I read the description, I thought it was the fictional Colt Rangemaster, F1 Hunting Rifle, because that's the one of the other two weapons we find on this game that uses .223 rounds.
Basically just commented the same thing. Bladerunner used a Steyr Mannlicher .222 SL. That Gun being a revolver makes it a more accurate replica of the film version than to the .223 pistol
18:08 though deformation is always a problem in revolvers without an extractor mechanism, I mean if the cylinder could be designed to take the pressure there’s no reason the chamber couldn’t be machined to fit the cartridge shape, the barrel and forcing cone is bullet sized, and the shoulder would mitigate the problem of the exact opposite of what you said, revolver cartridges need a rim because they’re typically regular cylinders and would fall through otherwise, it’s a whole extra mechanism to chamber any “auto” cartridge in a revolver
The drum mag of the laser RCW actually has a use! There's some scientific reasons behind it. The way I understood it, it takes some time to create a laser charge. This means, that you can effectively have one strong laser or multiple weak ones, because the charge is gone once the laser beam is sent off. Because of this, only single shot laser rifles are effectively viable. Fully automatic laser weapons lack the charge power. In this design, the drum features multiple spools creating charge at the same time for follow up shots. In accordance with lore, this weapons is absolutely genius!
If I remember right, the spools on the magazine were actually supposed to spin with each shot, kinda like a minigun's barrels. That way you have multiple charges and allowing one to fire while the others charge up in rapid succession. But you don't see it because, just like the 180, they couldn't get spinning mags to work in game.
that 12mm smg would be great in a suit of power armor, no need for a stock with reinforced arms and that top loaded magazine would be easy to operate through big metal fingers
Both of you are pretty clueless. Why would power armor, *which is designed to wield giant weapons that are normally mounted on vehicles and fortified emplacements like miniguns and rocket launchers,* use a submachinegun and a 5.56 rifle?
@@Salty_C.J. wrong on all accounts. The 12.7mm SMG is one of the more expensive weapons in the game, its badly designed and therefore not easy to use, and 12.7mm cartridges are rare.
The 12.7mm Pistol bears some resemblance to the Whitney Wolverine, a really unique looking .22 LR pistol from the 50s. Not a 1-to-1, but the charging handle and some of the lines are fairly similar.
I can forgive the safety dropping the slide on the Brownings because I was never able to notice it while playing the game and always assumed the courier's thumb was hitting the actual release
On the 12.7 smg in the real world some of the calico firearms have part of the ironsights on the mags and use top loading helical mags. So its a Calico/p-90/vector that fell into the FEV.
Counterpoints for the 12.7mm SMG (Is still silly, but awesome). -The thing you see on on the bottom of the frame that looks like a magwell is could be an ejection port (not expressed in game) -The Calico is a gun that put sights on a magazine -You could just use the front portion of the gun to mount a red dot sight, kinda like P90 setups today. Personally I think the 12.7mm fits just fine in the Fallout Universe! 🤗
The 12.77 SMG is a combination of two of my favorite guns and looks nice and compact/portable I love it. I don’t care if it makes sense its just a satisfying and fun looking gun to me that I hold dear. Grab a free one at Bloodborne Cave after 100 Lockpicking and you are set! (Just get the other perks for it before you go Deathclaw extincting.
@@James_Randal it messes with me because the community has made better Pipe and Homemade weapons before and after Fallout 4, and they just, didn't even care, and proceeded to make one of the worst "guns" I've ever seen.
20:35 unlike the lone wonderer and the sole survivor we dont know 100% of the courier's wastland story. it makes complete sense for an experienced courier to be well experienced with weapons and able to reload fast.
I believe the "drum" on the laser RCW is supposed to be an intergral part of the weapon. I don't remember if this is offical from an art book or if it is just a fan theory but I remember reading that the idea is that the "drum" is a bank of capacitors that are charged by the Electron Charge Pack, the weapon attains it's high fire rate by discharging from these cells in a cycle so each capacitor has enough time to recharge when it comes time for it to fire again, similar to how a multi-barrelled rotary machinegun can have a much higher fire rate than a single barrelled weapon without the same constraints from heat.
Yeah a lot of issues are due to the age of the Gamebryo engine, like hitscan or even a second reload animation, which can only be added with script extenders
That might be the idea, but the location of it versus the location of the ejection port and the magazine mean that it doesn't line up. If they'd moved the latter two forward (or put the 'magwell' behind the grip) it would work.
One thing I forgot about the American 180 is that the magazine spins when firing. In-game, it doesn't spin. literally unplayable
Edit: More things I should mention
-The hunting revolver's hammer doesn't move when firing. I'm uninstalling
-The safety on the browning hi-power can be used to lock the slide back, but that's only if the user manually does so. It's only ever done for disassembly of the weapon. The safety does not automatically lock the slide when the magazine runs dry, that's what the slide stop does. Pressing down on the safety does indeed put it into fire mode, but obviously if you press down on the safety during a dry reload, the slide won't close, so the gun would not be able to fire.
-The 12.7mm does not have enough space for the bolt to function. The recoil negation system from the vector would not be able to function either, since it's so far away from where the rounds are being fired. That's why i said the internals must look like jumbled spaghetti.
-The 12.7mm pistol has a curved handle like a revovler. the magazine wouldn't be able to feed rounds properly, or if it does, it's extremely unconventional and overly complicated
-There are some examples of revolvers using bottlenecked rounds in real life. The cylinders are shaped to fit the rounds properly. They are exceedingly rare though because they're more complicated to make and not really worth the hassle.
But spinning cool
No speen? No thanks.
The best .50 pistol is any mod that replaces it with a Deagle. My personal favorite is Big O, a highly customized & stunning two tone with filigree etched all over the weapon & you get it at your grave in Goodsprings.
It’s a whole DP-27
One thing to note when reviewing guns in Fallout new vegas, do NOT use mods that change alot of the game including the visuals, the player model and animations, because sometimes mods can break things not intended by the devs plus its modified content so of course you might notice some stuff thats off, please don't make the same mistake like Oxhorn, who claimed that Obsidian shamelessly reused assets everywhere without care, for example with the sunset sarsaparilla company folder that said BOS on it (In his video about the story of the company), which was actually modified with one of the mods he was using at the time and is not in the vanilla game. Source: I have almost 560 hours in Fallout new vegas and thats without mods.
I think the "drum mag" on the laser rcw is actually a large cyclical capacitor bank, at least that's what I've interpreted it as for years now
RCW does stand for Rapid Capacitor Weapon, so you were right to assume that, I'm no expert but capacitors work by absorbing power and discharging it rapidly so my working theory is it loads charge from the cell into the capacitors similar to how a gatling gun loads bullets into its barrels to allow the fully automatic fire
@@louissteyn6871 That was my interpretation as well
@@OlaftheGreat at least you can justify the recoil as the result of whatever mechanism is used to rotate between the capacitors but I doubt it would be as extreme as shown in game
That’s funny part of the lore. What I remembered correctly, during the war in Alaska, a lot of American soldiers who were given energy weapons keep complaining to do the lack of recoil. So the military decided to add some kind of recoil device to their energy weapons as a form of a placebo so the soldiers stop whining.
That’s what I remember on the why laser weapons have recoil.
The big circle things in the drum are actual capacitors, with their caps being exposed allowing malfunctioning capacitors to expand, saving the whole gun from being wrecked, hot-swapping the bad boys. The power pack feeds them all and they discharge one by one. That's why gun both produces rather agressive shooting sound and that's why it can shoot so fast.
The real problem comes with the way ammo treated in 3d fallout universe. Original games were bundling ammo in small batches, with batteries acting like they are supposed to (One battery holding several charges, the rest of ammo had the excuse of being represented as literal bundles, clips or even whole ammo boxes) when transitioning to 3d, said batteries should have take Fallout 4's fusion core approach, allowing you to get different mileage with different equipment, with laser RCW being very effective (Because battery is not drained in short big sucks, rather getting steady slow drain).
But same fallout 4 showed the problem with it: Partially spent fusion cores can absolutely clutter the inventory into oblivion. As a result, you have a world model of proper battery, but no battery shenanigans. It gets even worse from here, with all guns having different ammo count using same amount of batteries and it's indepedent of ammo per shot consumption. You get ECP (Which is meant to hold 60 "rounds" with one gun and get 60 shots with 1 shot per trigger pull. Then you get the gun that gets 30 ammo with ECP, and spends 15 per shot.
Why not 60 and 30? Why not 60/20? Why not 60/10? Why it has to use exactly 15 and get 30 in reload from same batter that gives 60 when being proper?
About the Laser RCW; The RCW means Rotary Capacitor Weapon. The drum's a carousel of capacitors,which draw energy from the electron charge pack in the center. Whenever the circuit's closed and a capacitor passes the 12 o'clock position,it shoots. It's more of a Gatling laser than the Gatling Laser is.
Is this ever mentioned by anyone in game or is this from the older games or from a non game lore source I generally would like to know.
@@biotoxin6280 Josh Sawyer himself said it on the official Bethesda forums.
@@biotoxin6280 Game director of New Vegas Joshua Sawyer said this statement in a interview for the game.
It would be more of a revolver.
So for the .223 pistol, in fallout 1 the original gun was a rifle that someone chopped down and was a unique weapon. In FO2 its said that the design was really popular so post war gun smith's began to make them.
I am surprised that he didn't mention the original .223 pistol when he covered that, as the reason why it is a nonsensical 5.56 pistol and not a laser. Though maybe he was hinting at that with the rating of 2.23 bottlecaps. As for the 12.7mm smg, others have pointed out that the Calico does the "sights on the magazine" meme. I think it is as bad an idea as it sounds though. Not that I've had the pleasure of shooting one, but I have read that reloading ruins your zero. Let's be real here tho, a Calico doesn't need to be zeroed, it's for magdumping that helical mag and then cursing loudly when it jams halfway through it. Also the bolt of the 12.7mm works just fine... When you're thinking with portals!
.22 Hornet is pretty much a bottleneck cartridges
@@TheSpellShell
I wonder if the round indexes forward into the barrel as it cycles somehow like that nagant
@@ZonaExcludoIan from Forgotten Weapons did a great series of videos about those mags. Sound tricky as heck to load properly, but when they are carefully and correctly prepared, they seem to do great?
Wait a minute, if it was a one off custom gun how did the design become popular?
I like these kinds of "everything wrong with x games guns" videos, where they give info that some may not know, while generally being lighthearted, one thing i've noticed being in the gun space all my life is that a lot of us (like sword nerds, military vehicle buffs, armour nerds etc) are way too serious about pointing out inaccuracies in games/books and forget that sometimes, its all just in good fun, rather than being malicious inaccuracies.
Jonathan Fergusson on GameSpot is the best at this sort of thing that I've seen so far, and I'm saying this as someone who doesn't know a single thing about guns. He obviously plays games and is perfectly happy accepting some errors, weirdness, or inaccuracies for gameplay, balancing, graphical, or animation reasons.
Can't agree more
New Vegas sound and weapon design give the most safisfaction of all Fallout games, and even many FPS games
Just give me a Dinner Bell or a Nuka Breaker and everything in my life will be fine
@@TiomesTheOneespecially when you consider how they basically had to radically rework all the gun systems of the creation engine using only Fallout 3’s rudimentary, antiquated gun-play mechanics and with only like 16 months to do it in.
I Can’t imagine how much work it took to get just the ADS feature to work well (all the pre-One Wasteland FO3 mods I’ve seen that implement that system have noticeably consistent problems and glitches when they try to graft it on), let alone the weapon modding and ammunition selection systems.
Word. Animations aren’t perfect because that takes time/money and storage space (especially back when you had to fit it all on a CD) so they get reused. Stuff like universal/generic/incorrect caliber Ammunition (ignoring the particularly egregious Bethesda FO’s caliber and magical pistol/to bottle necked rifle changes) decisions is a design compromise because not all games have inventory.
And Like the fact that NV let’s you change ammunition types (and craft your own!) for different applications, was mind-blowing to me at the time-I can’t think of a game that had those systems back then-maybe STALKER? And it feels like it only recently came back with the appearance of games like Tarkov.
@@okonkwojones indeed.
Amazing achievements from Josh's team with the little they had
There are a few revolvers that use bottle neck rounds. They make the BFR in 30-30. You can have the chamber taper down with the brass and it can even be used as headspace. The reason you dont see it too often is because sometimes there can be expansion leagth wise om the brass after fired and that may cause a push between the breech of the window and the shoulder of the chamber
There have also been a few double action revolvers from s&w and Taurus that use bottle necked cartridges
The real immersion is when you're 2 nautical miles away from your gun because your fov is 100000
Lmao
I want to believe is done on porpouse to show the gun as much as possible...I want to believe...
i see some people playing cod games at 10 million fov, like bro just play at 90, the ADS is a full scope zoom
You don't wanna see the stupid animations, so you move 59499385 lightyears away from that mfer
@@thesomewhatfantasticmrfox quake pro go crazy ong
The 5.56 pistol is featured in the original fallout too, there it also uses rifle ammo, but the description sais that it's a rifle that has been carefully cut down and modified into pistol form. I believe the combination of the "rifle pistol" execution in fallout 1, and the origins of the model combined made the rifle revolver gun we see in NV which while weird, is a legacy I can respect.
its also an easter egg for deckard's gun in blade runner. it looks just like it. that was the whole point of that gun in fallout 1
The 5.56 is actually a clone of Irwin's custom .223, but perfected to be better as a sidearm
@@Kris-wo4pjI know that the Blade Runner Blaster is a revolver that they then welded a barrel/action from an old, single shot Mauser bullseye competition gun: do you know if was a rifle that they’d cut down to fit, or if it was originally a single shot target pistol?
I just looked it up and it is chopped down from a rifle-i was wrong about it being a Mauser though, it’s a Steyr, and it’s chambered in a .222 [not typo of .223] a caliber I’ve never even heard of.
I enjoy the 12.7 pistol because its an homage to the 14mm pistol in the original fallout games
Shame the mag doesn't load in the front like it should. :(
Isn't it described as a Sig Saur 14mm pistol rechambered to the more common 12.7 mm?
@@lurkingedge Even then loading in the grip looks odd the way its shaped.
New vegas classic weapons pack (complete with hitman's animation pack) has a super badass and fun 14mm pistol, along with some other great classic guns
@@Aurum100 because it's not meant to load from the grip. The grip on the 12.7mm pistol is supposed to work like a revolver grip so it has a sharp bend to it making it impractical to load a magazine into. They just needed to reuse the regular pistol reload animation so had to force it to be loaded through the grip
About the 5.56 pistol, there are many homemade revolver in Indonesia and the Philippines that shoots 5.56 and runs somewhat fine
Not to mention the S&W made several revolvers chambered in .256 Jet
There's also the 5.7 which is a bottlenecked pistol round as well.
@@frogman6346Are there any 5.7x28 revolvers? Seems like that would actually be kind of neat.
@@rifleshooterchannel208 not that I know of. I haven't really thought of that. I don't see why it can't be done. That'd be pretty slick.
whoa, you should tell me more about these, they banned guns in indonesia, only .22 and 9mm rubberized allowed there
6:57 to be fair, the Calico 9mm submachine gun did have the rear sights on the magazine and maybe that big chunk in the middle contains recoil mitigation parts.
Also to be fair, the Calico is almost as cursed as the 12.7 smg itself.
The 12.7mm smg probably had the same mechanism as the Kriss vector did, with the apparatus behind the magazine taking force and reducing recoil. The gun probably has that mass on the bottom for the massive recoil bullet firing out of it
Thank you! I love it and all this slander is crazy. It looks awesome and is good/fun and satisfying to me. I love the reload animation!
I've always been a fan of it because it also looks like it'd be pretty solid for beating the shit out of somebody with that bottom bar
Too small but it would work if it was bigger
@@naiveveg8447 nyehehehehehehe
Yeah its a super V
For those looking for some of the specifics for the philosophy behind New Vegas’s weapon design, Joshua Sawyer has some great quotes surrounding the process of designing them that can be found on the fallout wiki under the fallout new Vegas weapon page. Effectively the process was aiming for semi-realistic aspects without getting too obsessed with the specifics and real life counterparts/comparisons/inspirations, while also having a mix of real guns, semi-real guns, and totally made up guns. So even though some of these guns (like the 12.7mm SMG) may seem cursed, many of its cursed aspects didn’t come from a place of total ignorance or anything like that.
Problem is that, so what if it's cursed? Does every game really need to be that copy-pastaed real life weapons done to death by every other game already? This is exactly why he forgone the Barrett for the Hecate -- yeah it's real life, but it's different. And that is what these weapons were supposed to be, different, creative. What BB and a lot of other modern-tactishit guns in Nexus are, uncreative uninspired copy-cats. Sure it's polished, professional, but imaginative and creative it ain't.
FO4 Pipe Gun, Assault Rifle. and Combat Rifle might not make sense, is cursed and ugly, but hey it has character.
@@The6thMessengerIt may look unique but (and I don't mean to quote the lord Todd Howard) it still has to function and be believable to function as it does.
@@The6thMessengerA great example of this is The Alien Blaster. It still works kind of like a pistol but it's a alien weapon.
@@freddieb1903Well, I believe that it can function. Ugly but it can.
Problem with a lot of certain gun-snobs is that they only believe that it can, if it's following an existing weapon closely, rather of thinking how it can outside the box.
Look at the other comments here theorycrafting how the 12.7mm SMG should work.
The FO4 Assault Rifle can legit work, a side-mounted magazine has been done before, just look at FG42.
The Pipe Gun looks ugly as hell, and the magazine isn't in line the barrel? Maybe a ramp inside the receivers?
See the issue here really is largely the proportion issue, but the imagination and concept is there. But certain players are so entitled, so spoiled by COD and Battlefield, they can't think outside of the box.
your ignorance of the word ignorance's use is what's cursed
1:48 "I suppose your character is just an absolute Gigachad with shoulders of steel"
He says, talking about the character who survived being shot in the head and buried.
'That Gun' is a direct reference to Decker's handgun from Bladerunner, thats why it looks so goofy
Yes... he said that
16:05 “we fire the whole bullet, that’s 65 percent more bullet, per bullet”
I believe your fire rate cap complaint (9mm pistol) can be explained with the Traits you can choose at the start of the game. Trigger Discipline slows your shots by 20 percent, while Fast Shot quickens them by 20 percent. As an RPG first, and a shooter second, you aren't playing the fastest shot in Vegas without the Fast Shot trait, you're playing a more modest marksman.
@@SwordlessNinja As stated above, it's a Role Playing Game, a genre that originates in Pen and Paper Table Top RPGs. General RPG fan bases *want* character building that matters, I.E. They don't want their character to just be *good at everything* there is fun to be found in making a character who has specific strengths and weaknesses and that's what New Vegas is trying to give people. The fire Rate being tied to a trait being part of the system.
@@nicoyazawa6890 yeah your right
I don't know... I feel like that gives unnecessary restrictions and very few avenues to to actually fix the issue. By default always being a modest and slow shooting marksman, unless you take a specific trait with specific downsides which makes you less of a marksman to fix an issue with the gun just not feeling like a proper gun...
If perhaps it was dictated by an extent with the agility special or the gun skill actually also affected recoil and/or fire-rate, then that would be more understandable. If your character had a low gun skill, there could be a variety of debuffs with guns, especially single-shot ones to the fire-rate. Automatic guns would likely not have fire-rate debuffs, but harsher accuracy debuffs with each consecutive shot. Both semi-auto and automatic guns could have higher pseudo-recoil as well, larger screen shake (since there is no real recoil) if skill requirements are not met.
That being said, perhaps a better more realistic implementation could be if low on the gun skill, you can still fire the gun pretty fast, but the recoil or accuracy (Since there is no recoil in the game) suffers more with each consecutive shot, meaning there's a reason why you'd want to pace your shots. But you can still choose to shoot the gun as fast as realistically possible, maybe slightly or moderately less-so if lowly skilled because of a lack of trigger discipline, lack of trained muscle memory, and lack of ability to compose oneself when firing a firearm, so there definitely could also be a reason as to why some guns (particularly single-shot ones or manual action ones) might shoot slower.
Whether it's the solution above or the one listed in the previous paragraph, I think both solve the issue much better than saying you can just fix it with a trait...
While a gun being less accurate by shooting it fast doesn't make much real-world sense, I think that would be more acceptable to most player's standards of suspension of disbelief.
I also found it really goofy that the two traits somehow also apply to automatic weapon. I think there's more realistic, yet still RPG-friendly ways of implementing stuff like that. I mean maybe there's a trait or perk that increases or decreases the fire-rate because you mod your weapons, if they really wanted to do something like that. Or you could mod each weapon individually and choose which ones to give that fire-rate boost + accuracy penalty or vice versa.
But I don't like at all that this is relegated to a trait (not even a perk!) And that trait gives negatives on top of all that. And I certainly don't like the argument that it's some kind of workaround to a fundamental issue with the guns in the game, given how niche and skippable the trait is.
Nope the 9mm is still super slow and i pick wild wasteland and skilled
@@GarrulousHerald Honestly, asking a lot for a game that came out in 2011. If they were to actually release another Obsidian developed Fallout, maybe they could pull off more in depth combat systems. But really combat is treated as a vehicle for role-playing, rather than the main focus. Combat is the place for half of your perk options and traits to show their effects.
Fallout 4 had better combat, at the cost of lacking in the role-playing, story, writing, and faction departments
The grease gun has a brace, which causes the 9mms to blow a lung out of the body. That's why the stock clips through your forearm.
Its easily the most deadly submachine assault gun, firing deadly armor piercing grenades
That grease gun has a brace on it which makes it a higher calibre. 9 is higher than .45 so it's true - Biden
Let's go Brandon
@@curtisevans8413"... there's no reason someone needs a weapon of war with 100 rounds..." Biden
Epic biden reference
5:35 this is clearly supposed to be a nod to the Boltgun from 40K lol
I find the 12.7mm smg being crapped on quite funny, especially when there is a description of the gun in the game saying its ugly
I'd like to think Fallout's '12.7mm' round is something like .50 GI, not .50 AE like in a desert eagle.
If you have ever fired, it's slightly more recoil than a .45 and isn't an unusually long pistol round. So it could work in an SMG, even one without a stock, and it could fit in that P90 type magazine
man you're a gun nerd, kinda like me.
Only .50AE would fit in a p90 magazine, technicaly is like 10mm larger than what the p90 mag takes but hey, close ienoughh
Exactly this.
If that were the case, it wouldn't do magnum-level damage. It's definitely supposed to be more along the lines of .50AE, it's just that the designs for the guns that use it are ass.
@@mattrobson3603
Base Damage per Shot
(Damage per Shot with related perks)
.45 Auto Submachine Gun, aka Thompson
26 (37,4)
12,7mm Submachine Gun
36 (42,8)
So youre saying that this is definitely Magnum-level damage and can't possibly be .50 GI?
I'm not buying it.
I don't necessarily agree with the gun design either, but there's no sense in bad-mouthing something when there's reasonable explainations for it.
So with the .357 magnum, the half cock and cylinder turning, the .357 is based off the Ruger Vaquero so it isn't incorrect. The vaquero has a Transfer Bar system so the hammer doesn't need to go to half cock and the Ruger's cylinder can rotate clockwise or counter clockwise for loading as the locking lug is disengaged when the loading gate is opened
This. I bought a Ruger Wrangler and was confused that it didn't have a half-cock at all. Asked the clerk how it was supposed to be reloaded and they showed me that the loading gate was all you had to open.
The 12.7mm pistol is based off of the Whitney wolverine; a very unique looking 22. Pistol from the 60's. It has the kind of retro futuristic type structure that matches the fallout esthetic imo.
thats kinda hard to believe since they look nothing alike. 12.7mm looks like the blade runner gun and the whitney wolverine looks like a star trek phaser. VERY different aesthetics.
Retro futuristic =/= goofy ahh gun
Don't hate on me, I actually like the design, but it still looks silly goofy.
It looks more like a very odd Rudiger than anything I'd call retro futuristic
It looks closer to a Hammerli 280 albeit if it was extremely thicker. I think that's where FO1/FO2's 14mm model got its inspiration from in regards to the box magazine located ahead of the pistol's grip
@@fckgooogle1000xHämmerli
The 'Bubba'd 180' at 14:46 is actually a Yugoslavian MGV-176 Submachinegun.
17:46
The Taurus Raging Bull had a bottlenecked cartridge variant in the 218 Bee. Taurus also was planning a 223 variant around the late 2000's (if I know correctly). There are also revolvers in 30-30, another necked round.
Besides, what's to whoring stop the designers from filling the neck area to the sides of the cartridge inside the chamber, not allowing any escape for pressure?
me when the spin off game with an incredibly short dev cycle didn't rework the engine's animation system
THERE ARE NO MAG TAPPING >:((((
@@tobebruhed6017 "Sori for bed england"
Still not as bad as Fallout 4
It's not like Obsidian was going to build a new engine for Bethesda, for working with what they had I'd say they improved the gunplay a lot. The attention to different bullets and reloading is still something other games barely mimic.
@@MojaveWinternv fans only talk about fnv. Until you mention something bad about fnv, suddenly their heads fill up with fo4
6:12 Calico does with their guns, they also have the top feeding thing and a magwell looking thing in front of the trigger which acts as the ejection port
Was looking for this one I recall a weapon that does that IRL
Was going to leave a comment much like this if someone else hadn't pointed it out. Calico and their weird cylinder mags.
At least the 12.7mm SMG looks better than the FO4 "assault rifle"
btw the 12.7mm SMG that resemble little bit of the 5.7 machine pistol variant, I forgot the name but it exists
@@PhongPilot0402the gun it's partially based on is the FN P90, a PDW
A Leper's skin looks better than the FO4 'assault rifle' after it was dragged behind a car for five miles and crashed into by a fuel truck that split and leaked fuel and then burst into flames on top of the leper .. but does that make it any less tragic?
It does and doesn't. The "assault rifle" in FO4 is a decent recreation of the Lewis machine gun, but that makes it very obviously _not_ an assault rifle. Meanwhile, the 12.7mm SMG is a grossly malformed monstrosity that dishonors the lineage of the P90 and probably the nail gun it had a weekend fling with.
Assault vacuum
17:55 S&W chambered several revolvers in .256 Jet, which has a much more severe shoulder than 5.56 so it’s not really a big deal for it to work.
Plus right now you can go out and buy at least a half dozen different revolver models chambered in .17 HMR.
In regards to the 5.56 pistol, the game came out in 2010 the movie you are reffering to came out in 2019, so it's not from that movie.
It's from the original Blade Runner movie, which was released in 1982.
Blade Runner is set in 2019
I always liked how the ar-15’s ditched the charging handle we know, giving it one attached to the bolt. feels like a natural thing for an alt history game to do
*but*
It still has the forward assist, which you don’t need if there’s a charging handle on the bolt, you wouldn’t need to push the forward assist, just push the bolt forward!
It assists forward, it's not hard to understand
The Gun runners based the design on old schematics so that must be a left over detail that survive the simplification process.
Most guns in fact the vast overwhelming majority do not have the charging handle on the bolt. the only ones that do are usually semi auto shotguns almost exclusively.
If you want to play technicalities they are usually indirectly attached to the bolt usually by the gas system. Just about the only two guns I can remember that would be that way are the galil and AK which basically is the same gun anyway.
@@RandomLombax37 true, most have non reciprocating ones, but here the charging handle is on the bolt like an ak, which the forward assist does what punching the charging handle forward does on an ak, so having both would be superfluous.
the .357 magnum revolver is primarily based on the Ruger Vaquero. the cylinder of the vaquero can be moved in both directions and the hammer doesn't need to be half pulled in order to do so
I think the point of the RCW is that it was made by manufacturers post war, and my theory is that they built the RCW off of the Thompson build, which is the reason the gun has drum mag even though the gun is reloaded via cell
I heard somewhere that it was specifically made to look like a Thompson for marketability, and that the capacitor "drum" is supposed to spin
That is also the cannon reason for recoil it was made to have recoil for soldiers who were used to having recoil
Tbh I think the drum on the RCW probably has some use that isn’t shown in the game, like a system inside it makes the weapon fire. I probably sound really dumb but I’m just thinking of stuff.
@@dylfai But your are right. The "drum" holds a series of capacitors( don`t know if it is the correct termn, i am no native englishspeaker). Basically they each hold the energy for 1 single shot and are charged and discharged contiously, one after the other. This allows the very high rate of fire in this smal package.
it's actuality a pre war prototype, it's the first automatic laser rifle
6:14 The rear sight being on the magazine, believe it or not, has been done in real life, with the Calico M100, best known for its use in Spaceballs.
While I don't have any real doubts about it being hitscan, there certainly is bullet travel time, at least in some instances. Just yesterday I cleared out quarry junction using two shotguns, Dinner Bell and a lever action, and used mostly slugs to hit the deathclaws from a distance. There was a noticeable delay between firing and seeing the health meter decrease, not long but a very perceivable amount of time
>complains about speedy reloads
>agility 10
>fast reload perk
mf when they pick skills to reload fast, and then complains about the reload being fast
how do you know? i didn't saw it.
@@gabrielfmm I have over 50 hours in this game and in almost all of my playthroughs I put 8-9 points in agility. Even without the fast reload perk my character reloads the .357 at about the same speed as in the video
It makes me think this whole video is just a shitpost. No way that was intentional right?
Dude took the Thompson and called the game unrealistic because it didn't act like the model of Thompson he said it was
@@calebbarnhouse496seriously.
A lot of the jank can be explained by being postwar reproductions.
People need to remember that Fallout takes place 80 to 210 years after the nuclear apocalypse of 2077.
Yeah, Josh said that the Police Pistol was "loosely" (according to fandom) based on the Colt Police Positive, which is the successor of the New Police, but the design is really really close, I think the Police Positive has its barrel shorter than the New Police, but not sure.
It seems to me that the "drum mag" on the RCW is maybe holding something like capacitors along with the fusion mag and/or some other thing used to regulate the amount of energy being used
Yeah, power amplifiers or something
9:37 oh boy! over prices lootboxes without a game! what wil they think of next to get people addicted to gambling?!
1:52 while there is no "recoil", there is gun spread that is improved with skills and perks. Also the crosshair not moving is not an indicator of anything at all.
“Who puts iron sights on a magazine”
Calico in the back not saying anything
About the 12.7 SMG, I would imagine that the box on the underside that looks like a magwell is more like a counter weight (like the mentioned Kriss Vector) and the frame is also there to add weight. It shoots a .50 equivalent, so I would guess you need it to stay on target since it has no stock.
Idk about y'all but I prefer a stock to attaching a dumbell on my fulauto ar...
Ngl personally i feel like it would be something that would be in 40K lol
Can't be a Colt SAA as they were never chambered for .357 mag. It wasn't developed until the 30s long after the SAA was discontinued. It's most likely some clone like a Ruger Vaquero or Pietta Cattleman which which also explains the animations as the Vaquero doesn't need to be cocked to spin the cylinder.
Fallout is set in alternate future-history, however, so there may be such a thing as a .357 Single Action Army (also irl production basically just took a 15ish year break when Ww2 started, as I recall). Personally I imagine the Single Action Army in game is a stand-in for the variety of different brands, original and cloned, that make up the industry standard in 2077.
This dude could make a video about anything and I’d be hooked
Regarding the 5.56 pistol, they do make real revolvers that use necked cartridges. Chippa makes a Colt SAA 1873 knock off in .17HMR. no issues with the cartridges expanding the jamming in, the chamber is made to use the cartridge.
Had to edit as I got further in, you said the Hunting Revolver is based on the BFR. The BFR comes available in .30/30 Winchester, a bottle neck cartridge.
17:35 this only applies if the slots are bored/drilled all the way through.
You could make a revolver cylinder that takes virtually any cartridge by for example mold casting it.
I was so confused by him here. Like does he not know that chamber reamers are a thing?
I was about to point that out.
its not reamed in the game though so the argument still makes sense honestly
I’m surprised you didn’t mention the little fact that the slide doesn’t lock back on empty with the 9mm and when you reload and magically shoots backward without your character pulling it back.
The 12.7 mm pistol is actually based off of a pistol from a movie. I forgot what the movie is but if you look at the movie gun and then the gun in the game it’s a one to one copy and the unique variant the little devil I’m pretty sure is also a reference to the movie I don’t know for sure though because I don’t remember the movie.
Blade Runner is the movie.
@@Savra that’s the .223 pistol.
@@Savra Finally. Omfg. I thought I was the only who watched this video that has seen that cinematic masterpiece.
6:10 There's one example that comes to mind, regarding putting iron sights on the magazine--the Calico M960. It looks weird as hell, but from what I've heard it's reasonably functional.
forgot to mention that the mag in the 12.7mm pistol has no way to possibly reach the reciever
2:25 You got it wrong, man. The Courier is actually blessed by Gork and Mork and can kill people by just imagining the bullets.
Fun fact: if you pay attention to the model of the 10 millimeter pistol in fallout 3 you’ll notice that it looks like a mix between the desert eagle and usp 45 just heavily modified with a makeshift barrel( if you have and disagreements with this just tell me as i have not played fallout 3 yet)
"Who puts a rear sight on a mag ?" the answer to that is kel tech.
Yeah Keltec are weird company. They have some legitimately great designs (KSG, 5.7 PCC) but most are just kinda crap.
5:46 sooo funny thing is, Kel-Tec actually made a weapon VERY similar to the 12.7mm smg IRL, except it’s chambered in their proprietary 5.7mm ammunition. It’s called the P50
I used to be like one of the first subscribers when you are live streaming without mods and you didn’t have a voice changer best UA-camr in my opinion
I started new vegas when I was like 12, and "That Gun" was the first unique weapon I got in the game. So it holds a very special place in my heart.
That said I think it would have been cooler if the gave it the RCW treatment and turned into some kinda cool-ass laser revolver.
I I'm remembering correctly it supposed to a reference to the one of the pistols in blade runner.
I'd rather they make the defenders into revolvers then.
Don't dare take my favorite gun from me.
the 12.7mm smg is more like a boltgun than an actual smg lmao
I was gonna say it does look more Warhammer then Fallout!
Laser Rifles were set to have simulated recoil to make sure soldiers who were used to normal guns could use them in the Fallout universe
This makes zero sense, why would they nerf their own gun.
@@oaktree149 They did this so they didn't have to train a soldier for two different types of weapon, only one
@@therealevilmudbug They still do though. A laser gun is not even going to be remotely the same to operate as a conventional gun, even with recoil.
@@oaktree149 The same reason vacuums are still made loud despite the fact they can make them quiet, or cars having microphones and speakers so the engine sounds louder inside the car than it usually would, or loading bars being present despite them not actually being accurate to how much a program has loaded. Feedback is a huge part of design, so while theoretically you could optimize all these things, people are going to complain if you do, like for example making a powerful gun with no recoil.
@@kiwi3085 None of those examples are life and death. This is a to the death scenario, where the recoil would be the difference between living and dying.
13:40 If I had to guess, the fused drum probably is housing electronics needed for the gun to function.
I cant help but feel like the Postal Dude is explaining video game guns to me while watching this, its great
Maybe the fallout new Vegas guns were the gun facts we made along the way
the 12,7 mm smg probably is meant to use a downward recoiling bolt much like the kriss vector to mitigate recoils seeing as 12,7 would be a pretty hefty pistol round.
the fact the magazine is on top wouldn't be much of an issue seeing as the bolt still has some rearward travel before recoiling down.
someone may have pointed it out but the rear sight on top of the magazine is not unheard of seeing as both the calico rifle and pistol had that so probably borrowed from there.
This is what I was looking for, yeah. Calico helical mags have built-in sights. Really I'd say the 12.7 is like a stupid mix between a P90 and Calico.
The problem is that its bolt is 6 inches forward of where the rounds are fed from the magazine.
How the hell can it pick up (bring down in this case) a round if the bolt physically cannot reach it?
I think the 12.7 smg looks cool visually
The 12.7mm pistol and "That gun" is a reference to blade runner
right as you were rating the Hunting revolver, I found one while playing New Vegas lol.
It should be noted that the 12.7 mm pistol is an altered version of the 14 mm pistol from Fallout 2(and maybe 1, I haven't played far enough into it to find out) In Fallout 2 it had magazine loaded underneath the barrel rather than into the pistol grip like the 12.7. I actually like the 12.7 mm weapons especially the pistol, it's a giant oversized hand cannon and I love it. The little devil unique with hollow point rounds does so much damage that it bypasses the DT of any enemy even after it had been tripled by the hollow point modifier
The funniest part is that Bethesda got the reload right for that gun when they brought it back as the crusader pistol for Fallout 76.
I forgot to add this earlier, but both of these pistols were made by Sig Sauer in this alternate timeline
The only downside was that the spread was terrible
I think the Thompson’s rear sight is actually flipped down since the peep sights might be a little hard to see through for NV’s gunplay
But you still use the aperture sight on the Service Rifle (which has a hilariously shrunken carry handle in the viewmodel for some reason), the Cowboy Repeater, and the BAR.
@@bloodleader5all guns i hate using with true iron sights on lol
It does make quite a lot of sense to have recoil on laser and plasma weapons. Because soldiers are unused to handling energy weapons with no recoil they would mess up their accuracy by adjusting for recoil through muscle memory. Also: Aww shucks, I was really excited to hear you cover the Misterious Magnum
Also also: one of the quest mods I played recently added a unique 357 where the rear sight was on the hammer,
Plasma weapons might have recoil naturally, as far as im aware accelerated plasma would have mass, so it would generate some momentum pushing gun back. As for laser rifles, you would need to add a mechanism generating the same momentum as a bullet, without having bullet to generate said momentum, this would add so much unnecessary complexity and weight
I guess can understand if it was a feature specifically made for veterans, but still, isn't it weird to make a feature that affects your accuracy?
@@sneedclavehere8918thats what i wondering too, you generally wanna make a gun perform better not worse lol.
Yes, the thing I want most in my weapon is extra unnecessary parts to simulate recoil that doesn't need to exist. Nah, I would be more worried about getting caught in fog and having the water particles diffuse the beam to the point of being worthless.
I'm sorry. But that's got to be the most stupid justification for recoil I've heard.
"Ah yes. You know what would make me a better and more effective soldier? *Simulated recoil to throw off my aim and make follow up shots harder!"*
Bro, that sponsor actually feels illegal, or at least scummy, tf dude
So, true to form for this guy?
@@Hartwig870 guh? what you talking about like this is genuinely a question
B-b-but... you _might_ get something you like!! _maybe_ ...!!
@@Hartwig870What?? You do realize the guy has different sponsors beside this. Beside, this is literally the first thing you say after 10 months has passed too lmfao. I get you seems to been new to the channel, but you can ignore the sponsor part and I tend to overlook the sponsors as accusing a gun reviewer of being scummy (which we don’t have any proof of) has no solid grounds anyway
“WAHHHHHH THAT SPONSOR MAKES ME SAD WAAAAAH”
For the 12.7 Pistol, I believe they could have taken inspiration from the Whitney Wolverine .22 "Atomic Age" pistol. There's even a tacticool version that looks closer to the in game model. Thoughts on that?
03:50 Oh I sure do love the janky ass angry faces old Fallout games have.
Considering how little resources obsidian had from Bethesda they at least tried to make 'realistic' guns
Better than what Bethesda could spew out in fo4.
@@James_Randal average FNV circlejerker
@@WdoubleyouW I don't even have fnv.
@@James_Randal so you just circlejerk with other fanbois on a game that you dont even have? what a 🤡🤡
Recoil isn’t actually usually a big deal. Lots of research and development goes into reducing recoil as much as possible.
recoil is a meme tbh
2:46
You sound like Postal Dude here
I just wanna say BrandyBoy that I've liked your content more and more as you've made it and I always look forward to more videos
2:09 Hey, I can almost see right down the barrel
Come to Mick and Ralph's for all your shopping needs
The 5.56 pistol is the same pistol of fallout 1 & 2: the .223 pistol, a rifle converted into a 5 shots pistol.
Yeah, i wonder how the Rifle looked like ?
A 5.56 revolver rifle with 5 round chamber would be really bizarre
@@noobikus5475when I read the description, I thought it was the fictional Colt Rangemaster, F1 Hunting Rifle, because that's the one of the other two weapons we find on this game that uses .223 rounds.
I'd always assumed the .223 Pistol in the original games was based on the Remington XP 100 rather than a revolver. Or perhaps a semi-auto variant.
Basically just commented the same thing. Bladerunner used a Steyr Mannlicher .222 SL. That Gun being a revolver makes it a more accurate replica of the film version than to the .223 pistol
Not gonna lie, the 12.7mm SMG makes me think I can do some ironing, sewing and nail punching with one tool
18:08 though deformation is always a problem in revolvers without an extractor mechanism, I mean if the cylinder could be designed to take the pressure there’s no reason the chamber couldn’t be machined to fit the cartridge shape, the barrel and forcing cone is bullet sized, and the shoulder would mitigate the problem of the exact opposite of what you said, revolver cartridges need a rim because they’re typically regular cylinders and would fall through otherwise, it’s a whole extra mechanism to chamber any “auto” cartridge in a revolver
The drum mag of the laser RCW actually has a use!
There's some scientific reasons behind it.
The way I understood it, it takes some time to create a laser charge.
This means, that you can effectively have one strong laser or multiple weak ones, because the charge is gone once the laser beam is sent off.
Because of this, only single shot laser rifles are effectively viable. Fully automatic laser weapons lack the charge power.
In this design, the drum features multiple spools creating charge at the same time for follow up shots.
In accordance with lore, this weapons is absolutely genius!
Ah yes so it is perfect after all
Same reason why the gat laser has a bigass battery on your back
If I remember right, the spools on the magazine were actually supposed to spin with each shot, kinda like a minigun's barrels. That way you have multiple charges and allowing one to fire while the others charge up in rapid succession. But you don't see it because, just like the 180, they couldn't get spinning mags to work in game.
that 12mm smg would be great in a suit of power armor, no need for a stock with reinforced arms and that top loaded magazine would be easy to operate through big metal fingers
Which is the exact same reason why the Assault Rifle in Fallout 4 is designed the way it is, it’s made to be used while wearing Power Armour
Both of you are pretty clueless.
Why would power armor, *which is designed to wield giant weapons that are normally mounted on vehicles and fortified emplacements like miniguns and rocket launchers,* use a submachinegun and a 5.56 rifle?
@@DJWeapon8 because its cheap to make easy to use and the ammo is everywhere
@@Salty_C.J. wrong on all accounts.
The 12.7mm SMG is one of the more expensive weapons in the game, its badly designed and therefore not easy to use, and 12.7mm cartridges are rare.
The 12.7mm Pistol bears some resemblance to the Whitney Wolverine, a really unique looking .22 LR pistol from the 50s. Not a 1-to-1, but the charging handle and some of the lines are fairly similar.
The 12.7mm SMG might be using a vector style of recoil reduction, hence the random block in the middle. That’s honestly the only logical explanation
I can forgive the safety dropping the slide on the Brownings because I was never able to notice it while playing the game and always assumed the courier's thumb was hitting the actual release
Postal dude? Is that you?
On the 12.7 smg in the real world some of the calico firearms have part of the ironsights on the mags and use top loading helical mags. So its a Calico/p-90/vector that fell into the FEV.
For the sights on top of the 12.7 smg the calico brant helical mag smg and shot gun have the rear sights on the magazine
I never even realized some of the issues, like no partial reload, but now that you’ve pointed them out they’re hard to ignore lol
Counterpoints for the 12.7mm SMG (Is still silly, but awesome).
-The thing you see on on the bottom of the frame that looks like a magwell is could be an ejection port (not expressed in game)
-The Calico is a gun that put sights on a magazine
-You could just use the front portion of the gun to mount a red dot sight, kinda like P90 setups today.
Personally I think the 12.7mm fits just fine in the Fallout Universe! 🤗
The 12.77 SMG is a combination of two of my favorite guns and looks nice and compact/portable I love it. I don’t care if it makes sense its just a satisfying and fun looking gun to me that I hold dear. Grab a free one at Bloodborne Cave after 100 Lockpicking and you are set! (Just get the other perks for it before you go Deathclaw extincting.
The worst gun in New Vegas is still better then the Assualt Rifle in FO4, mostly because it maybe, MAYBE could actually function.
Most guns in fo4 shouldn't function, the most glaring example being the pipe weapons, except the pipe revolver.
@@James_Randal I know, like, what the fuck even are the pipe guns?
@@FlackBackTV slabs of wood with pipes in them, you can tell Bethesda really didn't care about thier guns.
@@James_Randal it messes with me because the community has made better Pipe and Homemade weapons before and after Fallout 4, and they just, didn't even care, and proceeded to make one of the worst "guns" I've ever seen.
game is still fun though
20:35 unlike the lone wonderer and the sole survivor we dont know 100% of the courier's wastland story. it makes complete sense for an experienced courier to be well experienced with weapons and able to reload fast.
I believe the "drum" on the laser RCW is supposed to be an intergral part of the weapon. I don't remember if this is offical from an art book or if it is just a fan theory but I remember reading that the idea is that the "drum" is a bank of capacitors that are charged by the Electron Charge Pack, the weapon attains it's high fire rate by discharging from these cells in a cycle so each capacitor has enough time to recharge when it comes time for it to fire again, similar to how a multi-barrelled rotary machinegun can have a much higher fire rate than a single barrelled weapon without the same constraints from heat.
Interesting theory
I honestly enjoy the guns in new vegas I think that it's amazing that they got so many weapons in the game with so little development time
You hold the grease gun as a pistol since it has a barrel shorter than 16 inches. You think the ATF died with the rest of America?
Yeah a lot of issues are due to the age of the Gamebryo engine, like hitscan or even a second reload animation, which can only be added with script extenders
And the incredibly short development time.
Mods fix all these issues anyway
Games still use hitscan to this day. It's not an issue at all. It's just an easy and economic use of resources
To be fair, Bethesda did kinda hold Obsidian at gunpoint to make a game with barely any time.
The round size difference between the brush gun and hunting revolver is no longer something I can unsee.
I would love to see an “FEV Launcher” in fallout 5.
The game that’s never going to come out sadly 😢
The 12.7mm SMG’s “mag-well” is based on the Kriss Vectors recoil elimination system
Also, there are revolvers in the real world chambered in 5.56
That might be the idea, but the location of it versus the location of the ejection port and the magazine mean that it doesn't line up. If they'd moved the latter two forward (or put the 'magwell' behind the grip) it would work.