Anyone else love the Holorifle ?

Post » Wed Aug 26, 2009 12:44 am

OMG this rifle roxxx, and for the love of god don't nerf it on the next patch.

so anyone else than me digg this all-in-one killing machine ?
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Bellismydesi
 
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Post » Wed Aug 26, 2009 12:25 pm

A bit too powerful though, should require 2 MFC per shot or maybe even 3.
That would mean they'd have to increase the MFC a little in Sierra Madre but yeah this rifle is a bit too powerful.
Gauss Rifle was fixed by requiring 5 MFC per shot, this one should require at least 2 if not 3 per shot.
Oh and they need to patch the weapon mod that is glitched and gives unlimited CND.

Other than that, yeah it's an awesome weapon, definitely one of my favorite EW.
I do have a hard time understanding exactly "what" it is that it's shooting.
Is it a holo-bolt?
How can that hurt?
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James Shaw
 
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Post » Wed Aug 26, 2009 3:14 am

Just looking at the thing's page on fallout wiki tells me that it's hilariously overpowered. But maybe this is just a natural reaction to expansions and DLC packs usually adding increasingly hilariously overpowered enemies? Overpoweredness is a relational function to the type of enemies you are facing. I haven't got Dead Money so I don't know everything it does. But if all the enemies you fight there are Deathclaw-tough and you fight them at short range, then the holorifle is probably what you need just to survive. In that situation the error would be in allowing players to take the weapon that is barely adequate for CQB Deathclaw Arena into the rest of the game, where it easily annihilates anything and everything...
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Rach B
 
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Post » Tue Aug 25, 2009 9:40 pm

The Hollowrifle is powerful but lets compare it to say brushgun and they have roughly the same damage potential, a Brushgun with the cowboy perk
and SWC rounds s certainly a beast., the brushgun has more damage potential if the character has cowboy and is using SWC rounds.
The real shine of the hollowrifle is it has a scope and a 1ft wide projectile so the weapons inaccuracy is rather moot

With in the EW family the AER14 laser rifle may deal a little over a 3rd of the base damage, but its optimum critical rate is 84% and fires much faster
the Hollowrifle can only manage 27% critical rate. If I'm fighting a pack of cazadors I'll take the AER14 over the hollowrifle.
*this includes the new light touch perk that adds a base +5% when wearing light armor*
One annoying bug with the weapon is unlike the other energy rifles doesn't count the Beam (Weapon) Me Up challenge

The real power from Dead Money is it grants easy and near unlimited access to weapon repair kits.

I do have a hard time understanding exactly "what" it is that it's shooting.
Is it a holo-bolt?
How can that hurt?

In answer to your question.
[img]http://www.imfdb.org/images/a/ae/Tommygun-picard.jpg[/img]
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(G-yen)
 
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Post » Wed Aug 26, 2009 11:52 am

I'm not sure that comparing the Holorifle to the Brush Gun, a weapon that many feel makes the Anti-Materiel Rifle obsolete, is a good way to explain how fair and balanced it is.
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Mario Alcantar
 
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Post » Wed Aug 26, 2009 3:37 am

The Hollowrifle is powerful but lets compare it to say brushgun and they have roughly the same damage potential, a Brushgun with the cowboy perk
and SWC rounds s certainly a beast., the brushgun has more damage potential if the character has cowboy and is using SWC rounds.
The real shine of the hollowrifle is it has a scope and a 1ft wide projectile so the weapons inaccuracy is rather moot

With in the EW family the AER14 laser rifle may deal a little over a 3rd of the base damage, but its optimum critical rate is 84% and fires much faster
the Hollowrifle can only manage 27% critical rate. If I'm fighting a pack of cazadors I'll take the AER14 over the hollowrifle.
*this includes the new light touch perk that adds a base +5% when wearing light armor*
One annoying bug with the weapon is unlike the other energy rifles doesn't count the Beam (Weapon) Me Up challenge

The real power from Dead Money is it grants easy and near unlimited access to weapon repair kits.


In answer to your question.
[img]http://www.imfdb.org/images/a/ae/Tommygun-picard.jpg[/img]

Holorifle shoot what the Hologram shoots.

You have complete ignore Overcharge and Maxcharge cell; Holorifle with Overcharge cell out strip Brush gun with Cowboy and SWC round (which require two perks) while only suffer half the condition damage. While Brush gun have a bigger clip, it is quite pointless because Holorifle also reload faster.

AER14 use 2 cell per shot, you are basically trading good base single shot damage at the expense of weapon condition and cells; Tri-beam for example is better than AER14.

As for the vending machine, I would say it is just a small convenience as you have to go back to the bunker for them instead of any workbench/Veronica.
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Da Missz
 
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Post » Wed Aug 26, 2009 5:46 am

What I love most about it is that it's just a modified Grenade Launcher. Makes it so much cooler than a brand new design.
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Oscar Vazquez
 
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Post » Wed Aug 26, 2009 9:27 am

I just got into DM and used the Holorifle once. Not sure about it. The one guy I tried to kill with it I had to shoot him 6 times to get him to 1/2 health. I ended up switching to a Knife Spear (or whatever it is) and bludgeoning him to death with it.

Doesn't seem like the Holorifle is that powerful. But again, maybe it's more effective against holograms which I have not come across yet.
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Ludivine Poussineau
 
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Post » Tue Aug 25, 2009 9:28 pm

I had a 35th level EW character and did a free roam around the Mojave using the Holo as my primary. It got boring fast. Everything, and I mean everything, went down with one shot. *yawn*
One of these days I'll try it at a lower level. I bet I'll be grateful for it then.
I hate to think what the Holo + Meltdown would do.
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BaNK.RoLL
 
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Post » Wed Aug 26, 2009 10:58 am

I had a 35th level EW character and did a free roam around the Mojave using the Holo as my primary. It got boring fast. Everything, and I mean everything, went down with one shot. *yawn*
One of these days I'll try it at a lower level. I bet I'll be grateful for it then.
I hate to think what the Holo + Meltdown would do.


Heh, I had meltdown during Dead Money. It got messy.
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Anthony Rand
 
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Post » Tue Aug 25, 2009 11:27 pm

Heh, I had meltdown during Dead Money. It got messy.


I bet it did. Probably looked cool, though, huh?
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Quick draw II
 
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Post » Wed Aug 26, 2009 4:02 am

I would use it if it didn't have a scope, because I just don't like scoped weapons unless I'm sniping.
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ILy- Forver
 
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Post » Wed Aug 26, 2009 7:33 am

I just got into DM and used the Holorifle once. Not sure about it. The one guy I tried to kill with it I had to shoot him 6 times to get him to 1/2 health. I ended up switching to a Knife Spear (or whatever it is) and bludgeoning him to death with it.

Doesn't seem like the Holorifle is that powerful. But again, maybe it's more effective against holograms which I have not come across yet.

Whats your EW Skill? when I went there mine was maxed.


Holorifle shoot what the Hologram shoots.

No it doesn't, the holograms shoot a laser looking attack, the holorifle shoots something completely different.


As for the vending machine, I would say it is just a small convenience as you have to go back to the bunker for them instead of any workbench/Veronica.

How are up to fifty-five free weapon repair kits every 3 days just a small convenience?

AER14 use 2 cell per shot, you are basically trading good base single shot damage at the expense of weapon condition and cells; Tri-beam for example is better than AER14.

It can also fire 12 times before reloading, and unload that clip about as fast a the holorifle unloads its four shots. So its DPS is significantly higher even before accounting for the higher critical rate. Lastly it only costs 20AP in VATS. The holorifle is a powerful weapon do doubt, but there are other energy weapons that can compare. Because the vending machine makes weapon repair trivial with the sheer amount of repair kits you can have, using OC or MC regularly on energy weapons is much easier.


*Found another bug, the holorifle qualifies for "the riflemen" challenge* despite being a EW and not a gun*
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Elena Alina
 
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Post » Wed Aug 26, 2009 1:08 am

I bet it did. Probably looked cool, though, huh?


Meltdown always looks cool.

Spoiler
Managed to kill 3 Ghost people in one shot when they swarm the area below the Bell Tower.

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Cameron Wood
 
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Post » Wed Aug 26, 2009 12:56 am

No it doesn't, the holograms shoot a laser looking attack, the holorifle shoots something completely different.

Elijah say he harness the hologram projector into the Holorifle; i think Holograms' beam is red because they are red while attacking.

How are up to fifty-five free weapon repair kits every 3 days just a small convenience?

Because I have Jury Rigging

It can also fire 12 times before reloading, and unload that clip about as fast a the holorifle unloads its four shots. So its DPS is significantly higher even before accounting for the higher critical rate. Lastly it only costs 20AP in VATS. The holorifle is a powerful weapon do doubt, but there are other energy weapons that can compare. Because the vending machine makes weapon repair trivial with the sheer amount of repair kits you can have, using OC or MC regularly on energy weapons is much easier.

DPS isn't significantly higher, it is merely 17 dmg before Holorifle modded and 12.5 dmg less after mod without criticals.

Critical helps a bit with max 60% (don't know how you get 85% in real time), giving it another 21 dmg per shot on average, 63 damage in DPS; but you are still using double ammo. and you also need carry more WRK even if the Holorifle doesn't have infinite condition.

AP isn't a problem as Holorifle is better DMG/AP: 2.66(3.5) instead of 1.75 of AER14, 75% critic chance helps, to 3.06, barely better than Holorifle before modded.

Using OC/MC only enlarge AER14's disadvantage.

On wait, I didn't even factor in Holorifle's burning damage (15 dmg for 3 seconds).
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Richard Thompson
 
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Post » Tue Aug 25, 2009 10:06 pm

DPS isn't significantly higher, it is merely 17 dmg before Holorifle modded and 12.5 dmg less after mod without criticals.

Your numbers aren't adding up the way mine are, the AER14 fires roughly three times the speed of the holorifle.
Your forgetting stuff like laser commando which really makes lasers pack a punch it makes the DPS of the AER14 30 even after the holorifle is fully modded, I'm getting a much larger gap between the AER14 and the fully modded holorifle.
Here's the numbers I'm getting with maxed charged ammo
Holorifle:(all 3 mods)
Max Charge :DAM 167, DPS 205
Regular: DAM 111, DPS 143
AER14
Max Charge: DAM 64, DPS 238
Regular 43DAM, 173DPS

I'm seeing a thirty point difference DPS in the AER14's favor vs a fullymodded holorifle, I don't think laser commando could be making that much of a difference, I think your equipping one weapon and comparing to the stats of another without actually switching.

Even ignoring those values and using the stuff presented in the wiki, the holorifle fully modded still comes out with a lower DPS then the AER14 with laser commando(and lets face it if you love lasers your going to take that perk for the +15%DMG and +10% critical)

Critical helps a bit with max 60% (don't know how you get 85% in real time)


10LK+Finesse(5)+1st Recon Hat(5)+Light Touch(5)+Laser Commando(10)+4% Set Lasers for Fun, +3% Built to Destroy=42%with laser weapons,
The AER14 has a x2 critical mod which means 84%, The holorifle doesn't benefit from laser commando and has only a x1 chance mod so its max is 32%.

My point is the Holorifle may be a awesome weapon but it doesn't outshine everything from the original game like people think it does.
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Ebou Suso
 
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Post » Wed Aug 26, 2009 8:47 am

I do love it, what I don't love is it's lack of ammo. But then again, I haven't finished Dead Money yet :P
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Jordan Fletcher
 
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Post » Wed Aug 26, 2009 7:26 am

I hate the sound it makes. Just too loud. And it feels a bit inaccurate sometimes.
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sunny lovett
 
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Post » Wed Aug 26, 2009 10:14 am

A bit too powerful though, should require 2 MFC per shot or maybe even 3.
That would mean they'd have to increase the MFC a little in Sierra Madre but yeah this rifle is a bit too powerful.
Gauss Rifle was fixed by requiring 5 MFC per shot, this one should require at least 2 if not 3 per shot.



Yah try not to ruin it for everybody else by going and saying that it needs to be nerfed its fine as it is...
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Jessica Stokes
 
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Post » Wed Aug 26, 2009 8:19 am

I don't do energy weapons. Should I give it to the mute girl? I equip Veronica heavily with energy weapons and she just shines with them. I have the BAR too but just a few rounds. It looks like I'll do the entire DLC with the Bear Trap Fist. Hi ho.
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Marnesia Steele
 
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Post » Wed Aug 26, 2009 1:09 am

the holorifle will be nerfed by the 4th DLC, because by then something will have replaced it.
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April
 
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Post » Tue Aug 25, 2009 8:34 pm

I don't do energy weapons. Should I give it to the mute girl? I equip Veronica heavily with energy weapons and she just shines with them. I have the BAR too but just a few rounds. It looks like I'll do the entire DLC with the Bear Trap Fist. Hi ho.

Christine is perfectly fine with Knife Spear. Maybe give her a police pistol if you prefer melee/unarmed, but I like ganging up on Ghost.

Your numbers aren't adding up the way mine are, the AER14 fires roughly three times the speed of the holorifle.
Your forgetting stuff like laser commando which really makes lasers pack a punch it makes the DPS of the AER14 30 even after the holorifle is fully modded, I'm getting a much larger gap between the AER14 and the fully modded holorifle.
Here's the numbers I'm getting with maxed charged ammo
Holorifle:(all 3 mods)
Max Charge :DAM 167, DPS 205
Regular: DAM 111, DPS 143
AER14
Max Charge: DAM 64, DPS 238
Regular 43DAM, 173DPS

I'm seeing a thirty point difference DPS in the AER14's favor vs a fullymodded holorifle, I don't think laser commando could be making that much of a difference, I think your equipping one weapon and comparing to the stats of another without actually switching.

Even ignoring those values and using the stuff presented in the wiki, the holorifle fully modded still comes out with a lower DPS then the AER14 with laser commando(and lets face it if you love lasers your going to take that perk for the +15%DMG and +10% critical)



10LK+Finesse(5)+1st Recon Hat(5)+Light Touch(5)+Laser Commando(10)+4% Set Lasers for Fun, +3% Built to Destroy=42%with laser weapons,
The AER14 has a x2 critical mod which means 84%, The holorifle doesn't benefit from laser commando and has only a x1 chance mod so its max is 32%.

My point is the Holorifle may be a awesome weapon but it doesn't outshine everything from the original game like people think it does.

Yes of course, Laser Commander. And I haven't add Better Critical in.

Still, real numbers (from GECK, only look at Laser Commander and critic chance difference) is more like this:
AER14:120.75 base DPS, with critical 253.05
Holorifle (fully modded):120.75 base DPS, plus DOT 135.75 with critical 174.15

Sure, in expense of extra 4.9 cell per second, you get extra whooping 78.9 dmg per second. What if I use the Maxcharge that only eat another 4 cells?
Holorifle with Maxcharge: 181.12 base DPS, plus DOT 196.12, with critical 253.72

The number is identical, along with -10DT.

In VATS, AER14 only fire 1.5 time more than Holorifle. 99% crit chance brings it closer, but still 4.3 dmg/AP against AER14's 3.5 dmg/AP

Now lets say we are shooting at some Fiends:
AER14 does 219.05 DPS
Holorifle does 165.35 DPS
Holorifle with Max charge does 253.72 DPS

Given Fiends only have ~100hp, Holorifle kills before AER14 fire its second shot.

Now how about some DeathClaws?
AER14 does 208.05 DPS
Holorifle does 157.65 DPS
Holorifle with Max charge does 248.22 DPS

Given their health of 350, AER14 do triumph Holorifle with regular cell; however with Max charge the Holorifle is already aiming at the next one.

My point is, Holorifle does too much damage per cell.
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Tracy Byworth
 
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Post » Wed Aug 26, 2009 10:41 am

the holorifle will be nerfed by the 4th DLC, because by then something will have replaced it.

what is the point of nerfing a gun that is already good. thats just dumb to do.
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Steph
 
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Post » Wed Aug 26, 2009 1:20 am

Forgot I can edit, please delete.
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BrEezy Baby
 
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Post » Wed Aug 26, 2009 1:20 am

I just got into DM and used the Holorifle once. Not sure about it. The one guy I tried to kill with it I had to shoot him 6 times to get him to 1/2 health. I ended up switching to a Knife Spear (or whatever it is) and bludgeoning him to death with it.

Doesn't seem like the Holorifle is that powerful. But again, maybe it's more effective against holograms which I have not come across yet.



I know; I thought the same thing at the beginning. But somewhere along the way, when I'd found its mod upgrades and had more ammo for it, it became my go-to weapon. Then, afterward, I think it a joy in the big Waste. Yeah, maybe makes thinks a bit easy, but I'm pretty much done with the game anyway, and just go in to finish up a few achievements or random quests. I think I deserve taking out a deathclaw in a couple of shots after what I've been through.
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Vincent Joe
 
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