Gun nutscrounger worth it?

Post » Thu Nov 26, 2015 8:37 am

Started my first run but I know a lot of you have already experimented with the skills. Would you guys say that gun nut/scrounging is worth the perk investments? I just realized I need gun nut 3 to add a suppressor on a rifle, which is quite a big requirement. Does simply adding points in rifles make more of an impact?

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Amber Ably
 
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Post » Thu Nov 26, 2015 6:15 pm

Gun Nut is definitely worth it! A lot of the materials you use overlap with those recovered from junk, and it some guns can be modded to have over twice their base damage, or add useful perks like a silencer. Alternatively you would have to wait for a good RNG drop on a silenced weapon, then go back to the workbench to take off the silencer mod and transfer it to your preferred weapon. I have found that you can build those long before the game starts dropping them as loot.

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louise tagg
 
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Post » Thu Nov 26, 2015 4:17 pm

They removed ammo crafting in this one, so I would say Scrounger is definitely worth it. Ammo for the best weapons is likely to be rare and/or expensive. For example I've only found a grand total of five .44 rounds anywhere so far.

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Irmacuba
 
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Post » Thu Nov 26, 2015 1:10 pm

I have yet to figure out how to remove mods from weapons (or armor)... all I can seem to do is Scrap them which just nets the usual resources. Would I, perhaps, go into the weapon's mod list and select the "standard" mod instead of the one it came with, which would then free that mod up? Have to try that tonight.

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MARLON JOHNSON
 
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Post » Thu Nov 26, 2015 6:14 pm

Did first two playthroughs, about 20 hoirs worth without scrounger and was ok.

Now in third playthrough and this is the one i will stick with, and based on other player comments i decided to take scrounger. Imo it is VERY worth it.

Cant speak to how endgame will be, maybe it will like other FO games be swimming in caps and ammo, but i can essily see scrounger bringing what i will say 'significant' more ammo. Not huge, not a little, but signficant - have a couple hundred more 38 rounds at same stage of game on my 3rd run compared to my first aborted plays.

Its good enough that when i get the level to do it, i will add another 2nd point into it. It coild also just be luck but i've also been pre-finding ammo i didnt get any or just a very tiny amount - loke i've got a semi decent start of .50 cal bullets that i coild swear i didnt even run across on runs without scrounger (up to the 10 hour or so mark into game - 3 settlements)

Just so i can spray and pray more, scrounger seems good investment of points, especially since vats while useful if you use correctly, is obviosuly now the secondary system and direct fire / shooter game is the new meta for FO4 vs FO3 vats centric.
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Farrah Lee
 
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Post » Thu Nov 26, 2015 6:25 am

I have noticed that fusion cores sometimes show up in ammo cans. You can get 3 or 4 all at once, which is way better than finding them in those unique places where they are installed in a generator somewhere. I suspect scrounger may boost the number you get, which is huge.

General ammo isn't a problem. The gun merchant in the main city carries .44 and 0.50, etc rounds you just need the caps to afford them. (and his inventory refreshes frequently) As I hear it, the perk where your settlements make you money gives you limitless caps. Of course, getting that perk costs you 7 total points. You can get the cap finding perk for just 1 point, and scrounger is also just 1 point. Probably better.

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Loane
 
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Post » Thu Nov 26, 2015 11:40 am

I think you 'mod' the gun and replace that part with a basic piece or standard or remove. I noted after I modded my 10mm pretty heavily I have the 'spare' standard parts when modding.

Note I haven't tried it yet, but now that I think about it that makes sense.

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Joanne
 
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Post » Thu Nov 26, 2015 8:05 pm

You can remove a mod, but i couldnt use it afterwards for other guns with different caliber, only for the same one. Also, i have to drop all the clothes on the floor in order to scrap them, since the armor bench only shows the leather, raider and vault armor.

But what really annoys me is that after scrapping 10 light armor and 20 pipe pistols, i did not get any extra components. Is the scrapper perk connected with luck? Only got 2 of it.

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Robyn Lena
 
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Post » Thu Nov 26, 2015 11:15 am

I think Scrapper depends on the weapon. Didn't see screws as a resource from the pipe pistol, but I did see that I would get one from scrapping a 10mm (along with 5 steel).

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louise fortin
 
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Post » Thu Nov 26, 2015 7:10 am

Some of it also depends if the weapon has mods on it. Some of the mods might have screws. I believe the base pipe pistol has no screws.

Scraping is quite good if you like to scraqe items. The other option is to sell the loot and purchase items you need for crafting but that can be expensive but then you do have the perks that effect bartering.

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Susan
 
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Post » Thu Nov 26, 2015 7:27 am

You've got it. You "unmod" the modded weapon by replacing the mod you want to keep with something else. After you exit the crafting station, the original mod will be in your inventory and can be applied to another weapon that can accept it (obviously can't put a Comfort Grip for a 10mm onto a Missile Launcher).

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El Khatiri
 
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Post » Thu Nov 26, 2015 10:20 am

Gun nut is nec if you want to mod. You can find guns with high stuff, put low stuff on and move good stuff to other gun. Also good reason to keep base mods after upgrading in case you get a special version and want to switch them. Also need armorer for power armor and combat armor. Science for lasers and some armor. Explosives and chemist can be powerful too.

I haven't done much with scrapper but at level 2 when it gets rare parts I plan to disassemble a bunch of laser pistols hoping they got something in them. For low level guns I get an extra screw. I am often low on screws tho.
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steve brewin
 
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Post » Thu Nov 26, 2015 7:48 pm

The modding/unmodding came in real handy last night. I got a Legendary auto pipe gun that does 50% more damage to robots/machines. So I stripped it down to a basic pistol (still had the legendary effect). Then I took all the mods off my other pipe guns and used those to max out the mods on my legendary pipe gun making a very powerful machine gun in it's own right, but now it also has the legendary effect also. Sweet.

So now I'm collecting legendary weapons and stripping them and upgrading them to max out their potential. Loving this system now that I got it halfway figured out.

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Dawn Farrell
 
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Post » Thu Nov 26, 2015 1:52 pm

Yes you can transform legendary weapons a lot using mods. Also smart to think of the effect, something who do an huge fixed bonus damage to each bullet is prefect for an automatic weapon.

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Jennifer May
 
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Post » Thu Nov 26, 2015 1:28 pm

Depends. I have a single point in Gun Nut. Using mostly energy weapons so Science! is better for me (and for power armor).

I had Tommy Gun SMG that did 15 dmg in AOE at point of impact. It was so brutal on "Survival" even. Prob was when enemies got close I would often kill myself in vats due to aoe dmg.

But this is true, automatic guns + additional dmg per bullet is awesome. I sold a Minigun that did 10 or 15 dmg per shot additionally. Thinking about it I must check the vendor I sold it to if he still has it:D

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Isabel Ruiz
 
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Post » Thu Nov 26, 2015 6:22 am

Yeah, stock minigun vs. guy in power armor is interesting. I think I spend over 1000 rounds to kill him. (boss at the Ironworks) Without power armor, and the minigun, I simply could not kill him.... (think I was level 12 or so.)

I want to know why helmets don't show up on the armor workbench.

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Sophie Morrell
 
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Post » Thu Nov 26, 2015 11:41 am

Here's a little tip... in Sanctuary craft lots of large water generators in the river and get your water up to 150-200 or more if you want... do this and you'll start seeing 100-150+ purified waters show up every so often... with 10 charisma you can sell these waters for 10 each and just buy your ammo instead of having to scrounge for it. The more water generators you build the more water you get.. you can pretty much afford to buy all the components and ammo you need. At 10 charisma 10mm and .45 rounds cost 4 each. Shotgun slugs I believe are 6 each as are some of the rifle rounds like .308. Make sure to go to sanctuary regularly and take the waters out and move them to your safe storage.. my storage is in a building I built on the roof of the overhang right next to the workshop.

Too boost charisma temporarily... wear a suit that boosts it 2, hat that boosts it 1, and pair of glasses that boost it 1, boosting it 4 just from clothing.

Getting enough aluminum and copper is harder to do than finding ammo.... scrounger perk is NOT needed unless you spray and pray with automatic weapons.

The gun and armor mods have let me craft far superior weapons and ammo than I would have found in the wild. I have them both at level 2 right now, and science at level 1. Take the points you want to put into scrounger and use them for lockpicking ... terminals are of minor importance.. I'd say I pick 10-15 locks for every 1 terminal I need to hack and then I haven't come across anything so important it warrants blowing a couple of skill points I could use in more useful perks like armor/weapons crafting or damage output, damage resistance, stimpack effectiveness, etc.

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Steve Smith
 
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