Wtf is with Energy Weapons?

Post » Thu Mar 04, 2010 4:12 am

Don't forget that Psycho and Slasher can stack!

Roger, that. Results: Add Bloddy Moss, and 3 ranks of Abominable got the Big Lizard down to 60 HP. Adding Psycho did the job, went straight down to -50 HP. I wasn't sure how low they displayed the negative HP, so I added slasher, and it looks like -50 is as far down as they go. So it is easily possible to kill a 500 HP Barney the Dinosaur with a reasonable energy weapons build and a modded laser rifle. That's, of course, assuming you didn't remove that redonkulous sneak attack X2 damage multiplier like I did by mod.

-Gunny out.
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Amber Hubbard
 
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Post » Wed Mar 03, 2010 10:37 pm

Roger, that. Results: Add Bloddy Moss, and


Little known fact, deathclaws are *deathly* allergic to fresh vegetation. Wave a fresh wad of lettuce at them and they'll just keel over.

:D

(sorry)

Thanks for checking that out. Not quite as easy as I thought, but very doable. That's interesting stuff. Makes me want to look into what is required to make "silent" energy weapons for the sniper crowd. One would think that really a laser weapon would produce almost no noise from the firing itself, but in Fallout laser makes visible trails so maybe that's what the enemies are using to find you. Ultraviolet laser weapon, then?
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Chris BEvan
 
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Post » Wed Mar 03, 2010 8:54 pm

I just finished my EW character and they were amazing fo me. I could kill anything. BTW, Recharger Rifles aren't unique.
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Kat Ives
 
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Post » Thu Mar 04, 2010 2:41 am

Thanks for checking that out. Not quite as easy as I thought, but very doable. That's interesting stuff. Makes me want to look into what is required to make "silent" energy weapons for the sniper crowd. One would think that really a laser weapon would produce almost no noise from the firing itself, but in Fallout laser makes visible trails so maybe that's what the enemies are using to find you. Ultraviolet laser weapon, then?

Real world laser produce loud cracking noise as the air the laser travel superheated. Although I think Fallout laser just go with *Pew*Pew* sounds as they should.

Gauss weapon should be "stealth" with the right modification.
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Jack Walker
 
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Post » Thu Mar 04, 2010 11:11 am

Was the unique gauss rifle... YCS/Something.. left out on pourpose? Interesting chart, though.


Pew Pew delivers an epic 2.5 damage per ECP. There's a reason the thing isn't worth using, and here it is. Previous worst case scenario was the AER-14, at 5.83

YCS186 delivers 11.6(repeating), compared to standard gauss rifle at 8.
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Nicholas
 
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Post » Thu Mar 04, 2010 9:39 am

you need to know how to use them and have a good energy weapons skill if you want to do anything with them. plus you need to look at condition and what kind it is, some people are good at lazer some at plasma. im good at plasma. thing is , theres not many around.
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Daniel Brown
 
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Post » Thu Mar 04, 2010 9:54 am

and i think this is what people DON"T understand, it has to be IN GOOD CONDITION if it going to do ANYTHING AT ALL :shakehead:
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Charlotte Buckley
 
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Post » Wed Mar 03, 2010 10:54 pm

Damage multipliers are added after DT, this is why overcharged and maxed charge ammo originally failed, when the patch upgraded the damage of energy weapons and gave them innate DT penetration, it leveled the playing field. And despite what people believe criticals don't ignore DT. But usually the damage from a critical hit is greater then the DT of anything you'll find in the wasteland.

I just shot a (actually, many, so that my results were SCIENTIFICALLY! vaild) deathchicken with the set up you had listed above: laser rifle, focus optics, laser commander, lord dearh (3), better crits, max charge, with 100 energy weaps, sneak headshot (in vats) on a 500 HP DC at the Junction. He had 119 HP left afterwards. Straight up vanilla game (current patch), no mods, no tweaks.

I'll see if adding bloody mess will help, and then maybe take some chems.

BRB - Gunny out.

Keep n mind the Quarry deathclaws have double the normal hit points of deathclaws found elsewhere.
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kennedy
 
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Post » Thu Mar 04, 2010 5:20 am

You can use the YCS/186 rifle, I don't know if it's considered plasma since it doesn't turn people into glow, but it uses MF cells and has a dmg over 100 and that increases with a max charged MF cells.
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Tina Tupou
 
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Post » Wed Mar 03, 2010 11:28 pm

Damage multipliers are added after DT, this is why overcharged and maxed charge ammo originally failed, when the patch upgraded the damage of energy weapons and gave them innate DT penetration, it leveled the playing field. And despite what people believe criticals don't ignore DT. But usually the damage from a critical hit is greater then the DT of anything you'll find in the wasteland.


Keep n mind the Quarry deathclaws have double the normal hit points of deathclaws found elsewhere.

That's why I went there. Not much sense shooting at something that I know will die in one shot. I NEEDED it to live to see how much dam I did.

-Gunny out.
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Elizabeth Lysons
 
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Post » Thu Mar 04, 2010 10:00 am

In my playthroughs, I noticed that Guns get it easier, but when you start getting to the higher levels, the Energy Weapons end up ahead and gets the last laugh. Which is fine by me.
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lucy chadwick
 
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Post » Thu Mar 04, 2010 7:12 am

That's why I went there. Not much sense shooting at something that I know will die in one shot. I NEEDED it to live to see how much dam I did.

-Gunny out.

Actually, you can get damage even if the actor is dead.
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Ernesto Salinas
 
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Post » Thu Mar 04, 2010 3:05 am

You can also use "modav" to make any enemy you like into a suitable backstop for your attacks. I've tested sneaked attacks on a "Bighorner of the Apocalypse" with 10,000 hitpoints. :whistling:
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Darian Ennels
 
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Post » Thu Mar 04, 2010 1:15 am

In my playthroughs, I noticed that Guns get it easier, but when you start getting to the higher levels, the Energy Weapons end up ahead and gets the last laugh. Which is fine by me.


Not that much. While I admit the Holorifle+ and Tri-beam laser are powerful, there are still a triple the amount of guns that make up for the lack of end-level EN weapons. Plasma Caster, Tesla Cannon/Beaton, Gauss Rifle, are a bit under powered or somewhat less useful to use.

Honestly, you're better off saying Max Charge ammo makes up for high levels.
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ijohnnny
 
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Post » Thu Mar 04, 2010 1:44 pm

... I think that's probably the first time I've ever seen anybody say that the gauss rifle is underpowered. You're aware that it is the most damaging non-unique direct-fire weapon in the game, and that there's only 2 uniques (one of which the YCS/186) that do more damage? Forget the anti-materiel rifle, have you seen what a *gauss rifle* will do to a deathclaw!

:rock:

And the plasma caster is functionally the energy weapon equivalent of a riot shotgun loaded with slugs.
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meg knight
 
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