Best weapon combos for Lonesome Road

Post » Thu May 03, 2012 11:48 am

Hey everybody. I'm pretty new here but have been playing FO for quite a few years.

I just finished up HH and DM (Got all mods and special items, including all gold bars :o), and am about ready to start up OWB. I'm at a level 39 and change. I'm a Mele, Guns, Sneak, Med & Science (all 100) guy.

I'm a collector of all types of weapons and armor and have all unique weapons and armors so far. I don't rely heavily on stimpacks or doctor bags...just sleep to heal. I have about 80 stims and 20 super stims. Don't really use drugs either.

Just purcahsed GR Arsenal and have not yet earned the caps to purchase the $10K + guns yet

Through reading the forums, i cannot make up my mind on what weapons to bring on LR. I hate deathclaws with the passion of 1000 suns. I think i l ike the combo of "Oh Baby" with a riot shotty. Are there any other special weapons used to stun or knock down DC's so i can apply some shotgun ammunition ot the face?

I'm likely going to head in with Desert Ranger Combat Armor & Joshua Grahms armor.

How much ammo do i really need? Can i just scavenge for it during the quest? How about stimpacks? Do i need more than i have?

Thanks!
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Thu May 03, 2012 6:04 pm

The enemies you will be dealing with in LR:

Robots: You might want to carry an EMP (proton axe, pulse gun, sonic emitter, etc etc) weapon if you are playing on Hard or Very Hard, otherwise they won't be hard to deal with. The robots are mainly Sentry Bots, so they shouldn't be a challenge.

Marked Men: These NPCs are similar to ghouls, although they are very tough. They carry powerful weapons such as Anti-Materiel Rifles, Marksman Carbines, and Red Glares (explosive gun), so treat them like humanoids and take them down from afar if at all possible.

Deathclaws: A knockdown shotgun or a flare gun should be enough to deal with these.

Tunnelers: Small lizard men that move very quickly and normally are in large groups. They burrow underground and pop up when you least expect them, and when they're low health they like to burrow back underground.


All in all, I would take a fully automatic weapon to deal with the tunnelers, and save often because it is a fairly combat-heavy DLC. :starwars: You're going to spend most of it fighting and killing stuff.

As for ammo, you are free to go back to the mojave at any time so you could return to retrieve more if needed, although there is going to be a ton of scavenging throughout the DLC.

Have fun! :tops:
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Thu May 03, 2012 12:39 pm

A sniper and the CZ57 Avenger is what I found really useful against everything except the Tunnelers.

Since the Tunnelers move around quickly the GRA 12.7mm SMG could be a good idea since it has lots of punch, but also a lower rate of fire for an automatic weapon. Your just going to end up layering bullets into the walls with anything that has too high of a RoF. I actually used the Cleansing Flame which worked very well against them since it has roughly the same affect as a flare gun. A regular Flamer should work similarly.
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Thu May 03, 2012 6:05 pm

You can always fall back on This Machine, which has never failed me yet.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Thu May 03, 2012 3:34 am

COS silenced sniper rifle from HH with AP rounds, GRA antimaterial with AP and explosive rounds, GRA .50 SMG with silencer and HP rounds, Triple laser rifle with overload rounds for the robots along with some pulse grenades. Also a good supply of Stealth Boys going in will help. Plenty of ammo to be found. Make sure to look for the commissaries in the barracks and silos. You'll need Ed-e to open them up for you but plenty of goodies to be had.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Thu May 03, 2012 4:41 pm

COS silenced sniper rifle from HH with AP rounds, GRA antimaterial with AP and explosive rounds, GRA .50 SMG with silencer and HP rounds, Triple laser rifle with overload rounds for the robots along with some pulse grenades. Also a good supply of Stealth Boys going in will help. Plenty of ammo to be found. Make sure to look for the commissaries in the barracks and silos. You'll need Ed-e to open them up for you but plenty of goodies to be had.

It's actually from OWB.

You don't need ten different weapons to survive in the divide. You need two.

A good close range weapon and a fully automatic gun.

Snipers help, but having 3 different ones is just a waste of WG space.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Thu May 03, 2012 10:12 am

Maria, CZ57 Avenger, Gobi Campaign Rifle, & Chance's Knife were what I went in with. Using VATS, you can't beat Avenger + HP vs Tunnelers.

As for knockback weapons, how about the Shovel? It's VATS move delivers guaranteed knockback if you have 50 Melee Weapons skill.

-Nukeknockout
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu May 03, 2012 12:45 pm

the flare gun which can be had in this DLC will scare away death claws for a few seconds. shot them with something stronger then use the flare gun. repeat as needed.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Thu May 03, 2012 6:56 pm

went in with a couple a different tools, but in the end a combo of
Gobi(default gun), Red Glare(for mobs) and the Protonic Inversal Axe(CQC & Sentry Bots) was all I needed.
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Thu May 03, 2012 1:12 pm

All I used was: Silenced Gobi (http://www.newvegasnexus.com/downloads/file.php?id=39651), Assault Carbine with HP rounds, and A Light Shining in Darkness (because Ulysses destroyed New Canaan)
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Thu May 03, 2012 3:41 am

Esther with tons of mini-nukes and varities of mini-nukes.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Thu May 03, 2012 12:45 pm

Heres a list and why; Including what animal they destroy the best.

*CAN CONTAIN SPOILERS*

Tunnelers

Autumnbelle (I think thats how you spell it.. xD Its a rocket launcher on fallout-Physcho, just be careful, at close ranges it can damage you too as well as companions.)

Autumn helped me A LOT when it came to Tunnelers, why? Tunnelers breed like rabbits, yes, and they hunt in packs. Natural flaw is; Missile Launchers like this have long range, well, not in distance wise, but expansion wise. Tunnelers if you get them to some place narrow, and theres a lot, for example when I fought the Tunneler Queen along the story line, I took a single missile, and a big bang, and I blew up half of the Tunnelers. Not the Queen, damaged her though. Nailed the rest.

So, the formula:

Tunnelers = Packs + Thin Cave = Autumbell

As for getting it, I just destroyed the Nightkin Sniper up in (The place Raul is at and all those Super Mutants x,x). It was hard, but got through it.

Deathclaws

Deathclaws I used primarily a Anti-Material Rifle because that is in my opinion and observation the only gun I've observed that allows you to kill a Deathclaw in one hit under stealth. Let alone, a few hits can kill a Deathclaw thats coming at you, as long as you fire it enough before it gets within arms length.

Formula;

Deathclaw = Close Range = Strong. Long Range + Anti-Material Rifle = One dead Deathclaw.

Marked Men

Really and truely, MM are hard to kill. They're intellegent ghouls so to speak, as far as I know, they can't talk, but they can fire weapons and set mines. Basically, that being said, they're humanoid, with ONE acception. They are ghoulified, thus, Radiation heals them. And theres a lot of that in The Lonesome Road DLC.

Basically, I recommend avoiding them but they are ALWAYS in the direction in which it comes in to where you need to go. But, heres the formula best as I can put it.

But, there is a natural problem with the MM. They hang around Warheads often. Mostly probably because it offers radiation. Also, once you get oh so far (Not very far at all) you get to detonate those. Recomend you do that.

Marked men - Long Range + Machine Guns + Launchers + High Health + Radiation Regeneration = Long range Anti-Material Rifle, close range CZ57. Warhead = Detonate.

Hope it helps.
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Thu May 03, 2012 1:43 pm

12.7mm SMG for the Tunnelers, Riot Shotgun for the Marked Men, Flare Gun to scare off Deathclaws that surprise you. They're afraid of fire. :D , Anti-Materiel Rifle to take any one of the enemies down from a long range. Although, I recommend long range for Deathclaws. Don't let some of the posts that seem overly complicated scare you, just keep your wits about you and you'll get through with no problem.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu May 03, 2012 7:26 pm

Marked Men, hard to kill? Only if it's Steven Segal.....

MM are weak individually, they usually attack in groups, that's their strength. One thing I appreciated in LR was that you didn't just go murdering everything in your path so easily. You had to come up with a plan or you'd end up in the middle of a pack of Deathclaws. That and weapons seemed to balance out a bit. I ran through HH with the Holorifle and killed Ghost of She before she could even split into 3.
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Thu May 03, 2012 10:56 am

I went in with only a modded service rifle, a 5.56 pistol, and the 20mm APW and ammo. I just used battlefield pick ups along the way as ammo was never a problem, just my weapon load out being a bit weak. Picked up a marksman carbine and an ATM rifle and that was all she wrote. Even on hardcoe, lonesome road was a breeze (outside of the courier's mile, yeeesh )
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Thu May 03, 2012 1:19 pm

I killed 90% of the things there with A Light Shining in Darkness. Everything else fell to the Survivalist's Rifle, Christine's COS Sniper Rifle, or the Saturnite Fist Superheated.
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Thu May 03, 2012 6:41 pm

Heres a list and why; Including what animal they destroy the best.

*CAN CONTAIN SPOILERS*

Tunnelers

Autumnbelle (I think thats how you spell it.. xD Its a rocket launcher on fallout-Physcho, just be careful, at close ranges it can damage you too as well as companions.)

Autumn helped me A LOT when it came to Tunnelers, why? Tunnelers breed like rabbits, yes, and they hunt in packs. Natural flaw is; Missile Launchers like this have long range, well, not in distance wise, but expansion wise. Tunnelers if you get them to some place narrow, and theres a lot, for example when I fought the Tunneler Queen along the story line, I took a single missile, and a big bang, and I blew up half of the Tunnelers. Not the Queen, damaged her though. Nailed the rest.

It's Annabelle, broseph
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Thu May 03, 2012 4:04 am

this machine lucky high luck needed for maximum damage riot shotgun and a tommy gun well it realy depends on your build but those are some of my go to guns
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Thu May 03, 2012 9:32 am

the automatic rifle,this machine, riot shotgun, a gauss rifle, and esther with about 10k in mini nukes of all sorts got me thru just fine. while wearing t51 power armor and boones cap w/ auth. glasses. i also carried the 45.sub+ worked awesome 4 tunnelers
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Thu May 03, 2012 9:02 am

Probably making a mistake going into this DLC at level 12 lol but I want that courier duster for my ncr character. Going in with a hunting rifle plus scope, assault and marksmine carbine, all with AP rounds. Brought along thump thump as well. I usually just run for it, during the tunnler parts, but the deathclaws on the bridge overpass have me a bit worried. Going to take some patience killing them one by one, instead of getting all of them after me.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Thu May 03, 2012 6:17 pm

A assault carbine with lots of jps and ap rounds.
And a 5.56mm pistol with a lot of ap rounds.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Thu May 03, 2012 11:14 am

tunnelers: nail gun! large magazine, high rate of fire, cripples limbs like nothing else, ammo is everywhere. only use it on tunnelers though.

marked men and deathclaws: you need a heavy hitter. marked men also regenerate health near radiation. i typically like using brush gun/medicine stick with hand load rounds, COS sniper (it really is an awesome weapon) with hand load, and/or AMR with hand load. i also always use a high luck, high critical build so i'm not overly concerned with fire rate.

other fun weapons i like to use: (i always use hand load ammo, regardless if it's guns or energy weapons...so consider all weapons listed as using custom ammo) FIDO, automatic rifle, 45 SMG, this machine, cz57 avenger, tri beam laser rifle, proto tesla cannon, and it wouldn't be right if you didn't do at least one run with Mercy. Mercy is the answer to everything lol. absolutely one of the most fun weapons i have ever used in any video game ever.

stimpacks: i play on hard/hardcoe, so i'm not sure how many i would've used on normal (non-hardcoe) mode. i typically use about 100 i think...i've never really kept track, plus you will find a fair amount throughout the divide. by the time i go to the divide i've finished the other dlc's, so i'm swimming in stim's, and use them quite liberally. you will absolutely need radaway and rad-x. make sure you have a good supply. even though you're playing on normal, i would recommend some doctor's bag's too (i usually carry 4-8). tunnelers cripple my limbs all the time.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Thu May 03, 2012 12:48 pm

My workhorse for Lonesome Road was the good old Holorifle, fully modded and loaded out with max charge ammo. It one-shotted Rawr with a sneak crit to the head - EW skill in the 90s. :celebration:

For the Courier's Mile, I used it to tag Deathclaws at medium to long range, and used a modded Gatling Laser for the close up work against the mobs of Marked Men.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Thu May 03, 2012 6:13 am

Hey everybody. I'm pretty new here but have been playing FO for quite a few years.

I just finished up HH and DM (Got all mods and special items, including all gold bars :o), and am about ready to start up OWB. I'm at a level 39 and change. I'm a Mele, Guns, Sneak, Med & Science (all 100) guy.

I'm a collector of all types of weapons and armor and have all unique weapons and armors so far. I don't rely heavily on stimpacks or doctor bags...just sleep to heal. I have about 80 stims and 20 super stims. Don't really use drugs either.

Just purcahsed GR Arsenal and have not yet earned the caps to purchase the $10K + guns yet

Through reading the forums, i cannot make up my mind on what weapons to bring on LR. I hate deathclaws with the passion of 1000 suns. I think i l ike the combo of "Oh Baby" with a riot shotty. Are there any other special weapons used to stun or knock down DC's so i can apply some shotgun ammunition ot the face?

I'm likely going to head in with Desert Ranger Combat Armor & Joshua Grahms armor.

How much ammo do i really need? Can i just scavenge for it during the quest? How about stimpacks? Do i need more than i have?

Thanks!

Survivalist rifle and plenty of ammo and satchel charges is the best combo IMO.

User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Thu May 03, 2012 1:32 pm

I used the .45 Auto SMG from Honest Hearts, and the Grenade Launcher with Grunt and Demolitions Expert 3. For tougher enemies I'd pull out Annabelle.

And of course I used the Survivalist's Rifle for longer range and the AMR for tougher enemies.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Next

Return to Fallout: New Vegas