Fallout 4: 10 Simple Fixes That Would Improve Everything

10. A Playable Explosives Class

Explosives have played a huge role in Fallout's gameplay; everybody remembers the first time they snuck a frag mine into the pocket of an unsuspecting bystander. However, while explosives have been deemed worthy of having their own skill level and weapon type, why is it that playing as an explosives expert is still nigh impossible? It seems to be a problem that Bethesda are aware of, seeing as they massively expanded the explosives based weaponry of Fallout: New Vegas' arsenal to include the missile launcher, Fat Man and grenade rifle, amalgamating Fallout 3's Big Guns weapon type under the same banner. Adding more guns didn't make explosive weapons into a viable gameplay option for most players though. It's still unlikely that a player armed only with grenades, mines and a missile launcher is ever going to walk away from a close-quarters encounter without some serious limb damage, that's if they're able to walk away at all. There's also the issue of friendly fire to confront, as trying to pick a hostile Radroach out from a group of innocent settlers with a weapon specifically designed to deal damage across a large area will prove. Bethesda need to add some explosives based weapons that could be used in a more versatile array of encounters: something that's in equal parts desperate and devastating. Moreover, in order to truly diversify combat in the next Fallout title, the mechanics that are already in place for explosives weaponry need some fine-tuning so that we have some semblance of control over who we're blowing up, instead of a limp, ineffective grenade throw that goes exactly nowhere near its intended destination.
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