Got Guns?

Post » Wed Aug 04, 2010 1:27 am

I'm still in the early stages of the game for my first playthrough. I cheated a bit and looked up some info on the weapons on the wiki, but I'm keeping myself from spoiling too much. Also, I have no DLCs.

I'm trying to limit myself to three weapons (and only two long arms, tops). Most of the reason for the preference is RP/character related. Right now, I have a varmint rifle (and am dying to find a scope), a cowboy repeater, and a 10mm. My rationale is as follows...

The varmint rifle is for sniping, plain and simple. Eventually, I will trick it out with the silencer and scope. I don't anticipate replacing it until I get a sniper rifle (the only other sniping weapon with a silencer option, right?)

The Cowboy repeater is for field combat, usually outside of VATS. Often times, when sniping, if my position is revealed, I have some time before they close the distance, or they maintain position and we're in a firefight. It's pretty accurate, though I hate the sights on it. The fat circular rear sight is more of a hindrance than anything. I would prefer something less obtrusive, but it has some seemingly cool mods and does decent single shot damage.

Finally, the 10mm is a backup piece, though I've used it instead of the Cowboy Repeater in quite a few situations just because I like the sights better. I almost went with the 10mm SMG, but I'm sure that like most FO games, shotguns and smgs just go splat against targets with decent armor (not that the pistol wouldn't). Also, I figured it being an improved holdout weapon gave it an edge over the SMG. I like the idea of always being armed, even though it will probably rarely be of benefit. The silencer is another plus. In fact, I think it's probably the most powerful non-DLC holdout weapon. I'm planning on a high Sneak, Silent Running, and Better Criticals, so I expect to be able to do a lot of close range sneak criticals. Lastly, I really don't want to be carrying around a lot of big guns. I think two long arms and a smaller weapon should be sufficient. Actually, I'd like to do just a single long arm and a single backup weapon, but I can't think of a combo that really has me covered.

So, these are the bases I'm trying to cover with my selection. I'm thinking of replacing the Cowboy repeater with an un-scoped hunting rifle when I come across one. It's more damage per shot, and probably has better sights. As for the 10mm, I don't know anything that would be a suitable replacement, though I expect it would be near useless by late game. Maybe give up the ghost on the silencer and go with a .44 mag?

Anyway, I'm open to tips, though. Got any?
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Harry Hearing
 
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Post » Tue Aug 03, 2010 5:38 pm

Do you use any Explosives or Melee or other weapons to compliment your main weapons? Also you should definitely take Cowboy and Grunt if you use Guns. The 25% extra damage is a necessity.

I personally use a .45 Auto Pistol with a silencer and HD frame for pretty much everything, even for all out fights with highly armored enemies, it's my main weapon. I also have an Assault Carbine with Ext. mags and AP rounds just in case the different firepower is needed. Chance's Knife I sometimes use for stealth kills and CQC. Plasma Mines for traps and Frag Grenades for groups of enemies. And the Pulse Gun for any Power Armor jerks and robots.
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Bethany Watkin
 
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Post » Tue Aug 03, 2010 9:21 pm

Ditch that varmint rifle for a hunting rifle when you can. You'll get one of them earlier than a sniper rifle.
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Shelby Huffman
 
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Post » Wed Aug 04, 2010 5:52 am

I know that the iron sights on the cowboy repeater are terrible, you may want to go to SETTINGS and turn TRUE IRON SIGHTS off, to make it easier on yourself.
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Mel E
 
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Post » Wed Aug 04, 2010 4:04 am

Do you use any Explosives or Melee or other weapons to compliment your main weapons?


No, I'm strictly a guns guy.

Also you should definitely take Cowboy


I was thinking about it, though my skill points are tied up in other things for a while (Lockpick, Science, Sneak, Guns, and some Speech) so getting the 45 Melee from where I'm at (17, I think) would take some time. Also, I'm not using a lot of the weapons on that list. Being that most of my kills (I hope) will be sniping kills.

It is a tempting perk, though...if only to make a cowboy themed character...ala Clint Eastwood. Maybe for my next run through.

I personally use a .45 Auto Pistol with a silencer and HD frame for pretty much everything


Yeah, I don't have the DLC, or else I would go with the .45 (one of my fav RL pistols, too). As for your other weapons, I'm not playing an uber-commando character, so I want to keep my loadout simple (yet, effective). Basically, he's just a regular guy, hellbent on revenge. If I could do just one rifle and one pistol, I would.

Ditch that varmint rifle for a hunting rifle when you can. You'll get one of them earlier than a sniper rifle.


I know that, but I'm kinda attached to the idea of a silent sniping weapon (even though I plan to be so far away it won't matter much). Additionally, if possible, I want to kill Benny with it (I haven't made it that far yet. I only just recently found out his name). I figure the varmint rifle is a fitting weapon to take out the rat bastard who tried to whack me. If it's not possible, don't tell me. I want to be surprised. After Benny, though, I wouldn't be nearly as attached to the weapon...maybe as a trophy.

you may want to go to SETTINGS and turn TRUE IRON SIGHTS off


I don't know if I want to go without them. I like them on all other weapons. It's just the cowboy repeater that's a drag.

Side note, somewhat related, I know that SMGs and Shotguns tend to be less effective on armored characters, but is the same true for slug ammo? I would think that it would solve the problem. That is, instead of doing (7.1x7) damage (or 7 shot for 7.1 damage each), it would all be combined into a single slug (e.g. 49.7 damage for the same weapon).
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Kathryn Medows
 
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Post » Wed Aug 04, 2010 1:49 am

I suggest going to Broc Flower Cave to get the Ratslayer ( the unique varmint rifle) It has a silencer, scope, and magazine upgrade. Plus it has an excellent critical hit chance.
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Lisa
 
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Post » Wed Aug 04, 2010 12:44 am

If your planing on using the Sniper Rifle, stock up on weapon repair kits since it breaks down easily. The carbon fiber mod doesn't work properly so don't waste money on it. A fully modded Hunting Rifle may be a better choice considering it's easily repaired, more durable, more accurate and does more damage. A Trail Carbine with scope and the Cowboy perk will work very well and may be the best general purpose gun in the game.
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Jessica Lloyd
 
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Post » Wed Aug 04, 2010 10:40 am

A fully modded Hunting Rifle may be a better choice considering it's easily repaired, more durable, more accurate and does more damage. A Trail Carbine with scope and the Cowboy perk will work very well and may be the best general purpose gun in the game.


^ ^ ^ This. Don't get too hung up on only being able to snipe with silenced rifles, as the Hunting Rifle is one of the best long guns you'll get, in the first half of the game. Get a scope for it, by the way- that is where it shines. Not to spoil it or anything, but there is a unique version of the varmint gun... which many people use all the way to endgame, it is so darn handy. Just don't pass up any caves you wander past... be amazed what you find down in them thar holes ;-)

And regarding your concern about shotguns, the Shotgun Surgeon perk negates -10 DT (Damage Threshold) on your targets... which makes using a shotgun for your secondary long gun a lot more useful. Especially in vats when you're staring down 3 or 4 fast-moving varmints that are about to get in your face. Combine that with a hunting shotgun, and you'll feel a lot less vulnerable when you have to deal with enemies that get in close. If you decide not to go with revolvers and saddle guns, swap out Cowboy for Shotgun Surgeon... and it doesn't have any onerous prereq's like Cowboy does, either.
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Princess Johnson
 
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Post » Tue Aug 03, 2010 11:52 pm

I suggest going to Broc Flower Cave to get the Ratslayer ( the unique varmint rifle)


Yeah, I really want that one, but I'm on my first play through and I think it would be cheating to make a beeline just for that instead of waiting until I find it naturally through exploration. Right now, I have tunnel vision and my #1 priority is to kill Benny (I'm in Boulder City now). After that I can explore.

Also, I would have to cheat to know the location of the Broc Flower Cave. I don't even know what neighborhood it's in. But, don't tell me, I don't want any spoilers.

If your planing on using the Sniper Rifle, stock up on weapon repair kits since it breaks down easily. The carbon fiber mod doesn't work properly so don't waste money on it.


Yeah, the sniper rifle was pretty fragile in FO3 as well. But, I already have Repair at 50 so weapon repair kits shouldn't be a problem. I didn't know the mod didn't work though. That's handy info.

And regarding your concern about shotguns, the Shotgun Surgeon perk negates -10 DT (Damage Threshold) on your targets...


Yeah, I saw that perk. It's definitely tempting.
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MarilĂș
 
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Post » Tue Aug 03, 2010 6:55 pm

Side note, somewhat related, I know that SMGs and Shotguns tend to be less effective on armored characters, but is the same true for slug ammo? I would think that it would solve the problem. That is, instead of doing (7.1x7) damage (or 7 shot for 7.1 damage each), it would all be combined into a single slug (e.g. 49.7 damage for the same weapon).


Slugs work great on armored enemies. The way armor works, it subtracts its threshold from each projectile fired at the armor wearer. A DT of 8 means that a shotgun doing 10x7 damage with buckshot would only only do 2x7 after their armor is figured in. Not a lot. But the slug would do 70 damage in one whack, so 62 gets through their armor. Combined with Shotgun Surgeon, your shotgun is capable of downing anything in the game. Personally I love my Hunting Shotgun and find it to be probably the best all around weapon in the game. Riot Shotgun is better if you're surrounded by many enemies since it holds more rounds and reloads faster, but I prefer the accuracy of the Hunting variant (effective at a pretty fair distance, unlike Riot).
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Laura-Lee Gerwing
 
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Post » Tue Aug 03, 2010 9:21 pm

Do the slugs affect the spread as well? I would think that it would be more accurate with slugs than with shot.
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Susan Elizabeth
 
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Post » Wed Aug 04, 2010 12:24 am

Yes slugs have dramatically higher precision than buckshot. The ammo has the effect "spread x0.35". They are still not a "long range" weapon, you're not going to be taking off people's heads when they're 3 pixels high. But you can plant one in somebody's chest at a goodly distance.

(It's also worth getting into reloading if you're a shotgunner. Convert your 20 gauge shells into more expensive 12 gauge shells if you can find empties, and upgrade your standard buckshot to magnum buckshot.)
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James Potter
 
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Post » Wed Aug 04, 2010 5:38 am

I have only one recommendation. This Machine. I love that gun. Use it for pretty much everything. I honestly think it's the best gun in the game.
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Janeth Valenzuela Castelo
 
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Post » Wed Aug 04, 2010 6:17 am

I'm still in the early stages of the game for my first playthrough. I cheated a bit and looked up some info on the weapons on the wiki, but I'm keeping myself from spoiling too much. Also, I have no DLCs.

I'm trying to limit myself to three weapons (and only two long arms, tops). Most of the reason for the preference is RP/character related. Right now, I have a varmint rifle (and am dying to find a scope), a cowboy repeater, and a 10mm. My rationale is as follows...

The varmint rifle is for sniping, plain and simple. Eventually, I will trick it out with the silencer and scope. I don't anticipate replacing it until I get a sniper rifle (the only other sniping weapon with a silencer option, right?)

The Cowboy repeater is for field combat, usually outside of VATS. Often times, when sniping, if my position is revealed, I have some time before they close the distance, or they maintain position and we're in a firefight. It's pretty accurate, though I hate the sights on it. The fat circular rear sight is more of a hindrance than anything. I would prefer something less obtrusive, but it has some seemingly cool mods and does decent single shot damage.

Finally, the 10mm is a backup piece, though I've used it instead of the Cowboy Repeater in quite a few situations just because I like the sights better. I almost went with the 10mm SMG, but I'm sure that like most FO games, shotguns and smgs just go splat against targets with decent armor (not that the pistol wouldn't). Also, I figured it being an improved holdout weapon gave it an edge over the SMG. I like the idea of always being armed, even though it will probably rarely be of benefit. The silencer is another plus. In fact, I think it's probably the most powerful non-DLC holdout weapon. I'm planning on a high Sneak, Silent Running, and Better Criticals, so I expect to be able to do a lot of close range sneak criticals. Lastly, I really don't want to be carrying around a lot of big guns. I think two long arms and a smaller weapon should be sufficient. Actually, I'd like to do just a single long arm and a single backup weapon, but I can't think of a combo that really has me covered.

So, these are the bases I'm trying to cover with my selection. I'm thinking of replacing the Cowboy repeater with an un-scoped hunting rifle when I come across one. It's more damage per shot, and probably has better sights. As for the 10mm, I don't know anything that would be a suitable replacement, though I expect it would be near useless by late game. Maybe give up the ghost on the silencer and go with a .44 mag?

Anyway, I'm open to tips, though. Got any?

I use the anti-material rifle for sniping, sneak attack headshot equals 100% chance of killing them even deathclaws; however you need AP rounds. (Long range) The fully modded minigun, or C745 or w/e is great for med range because of their massive DPS with little spread. (Med range) If something or ALOT of things get to close then i whip out the riot shotgun, seriously hands down one of the best guns in the game. With shotgun surgeon it's unstopable. Not the hunting shotgun even though the individual shot is stronger it's firerate and reload time is too slow
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anna ley
 
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Post » Wed Aug 04, 2010 3:52 am

With all their mods on the Cowboy Repeater, Varmint Rifle and 10 mm Pistol are all pretty good on anything but high armor critters like Giant Rad Scorpions and Deathclaws. For npc's, Legion and most New Vegas gangs are all light armor as well. If you're planning to pick a fight with NCR or Brotherhood of Steel you're going to need something with a lot more punch.

By the way don't have high ambitions for the Sniper rifle to be a "game over" weapon. When the game first came out is was that overpowered and they nerfed it badly when when they tried to balance it. On the other hand the Hunting Rifle has been given a few tweaks to make it more effective (though it's still not a Deathclaw killer).

As for smg's and shotguns they've done a lot to tweak these to be more useful but, as you've noted, they aren't as effective against armored enemies. Against low armor critters like Cazador's though they are serious mojo. The Assault Carbine with 5 mm AP ammo will cut through most any armor in the game though and can be your step up from the Cowboy Repeater. Have to wait to the mid teens to see it at the Gun Runners though.

By the way, don't turn your nose up at melee all together. Don't spend any points on the skills but keep a Lead Pipe or set of Spiked Knuckles for fly swatting weak creatures to save ammo. If you use a little footwork (sliding into range then backing off quickly) you can kill a lot of melee critters and npcs that have a slow windup to their attacks. Any scoprion other that the giant variety and any non fire breathing giant ant are pretty easy this way. Geckos (again non fire breathing) and dogs are tougher but doable with practice.
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Assumptah George
 
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Post » Wed Aug 04, 2010 8:21 am

It is quite a good idea to have a few different types of guns.
I've got a modded 9mm for all those pesky little things like cazadores, and I've got a light machine gun for big nasty things. The LMG is best because it's got more kick than the smg but its not as hefty to carry around like the minigun.
Third slot I keep for weapons I'm experimenting with. Wasnt to keen on Energy weapons, they dont seem very powerfull. Attacking a Deathclaw with a laser rifle was not disimilar to fighting a doberman with a mini-maglight.

If you're going for guns you might want to take the perk that increases your chances of finding ammo in boxes and containers, I'm finding that very usefull, well atleast for more common types of ammo like .308, 5.56 and 9mm. It's not so great for the odder ammo like .44magnum in my experience, which is a shame if you like to try out new weapons and some of them happen to be rarer.

If you're going for guns, Boone can be a good companion. If you fix him up with the Assault Carbine and a generic Sniper Rifle, that can be great fun.
I was in the ruins of outer vegas with him earlier in a massive shootout with some remnant fiends, and I started to get CoD flashbacks..


Repair would be good to increase your points on, also. especially if you get bigger guns, they tend to get damaged alot quicker, especially if you've only got a little charecter who tends to hide behind them :D
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Laura Shipley
 
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Post » Wed Aug 04, 2010 4:35 am

By the way don't have high ambitions for the Sniper rifle to be a "game over" weapon. When the game first came out is was that overpowered and they nerfed it badly when when they tried to balance it. On the other hand the Hunting Rifle has been given a few tweaks to make it more effective (though it's still not a Deathclaw killer).



See signature regarding sniper rifle nerfage. B)
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Floor Punch
 
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