Alien Blaster Compared

Post » Mon Jan 11, 2016 4:53 am

I found the Alien Blaster a short distance from Oberland Station, maybe a little NW of there toward the river, or body of water. It was located with an alien in a cave not far from his wrecked space ship, and it came with about 475 rounds of ammo.

I have a question about the capability of this weapon. Here is what the Pip-Boy displays about this weapon:

Damage: 60

Accuracy: 73

Range: 119

Here is what the Pip-Boy displays about my Tactical Hardened Combat Rifle:

Damage: 57

Accuracy: 82

Range: 185

According to this information, the Alien Blaster is no more powerful than that rifle, or maybe not as powerful as some other weapons. Am I understanding this correctly?

In Fallout 3 and Fallout NV, the Alien Blaster was so powerful that one shot would dispatch almost any enemy. Has anyone used this Blaster in Fallout 4 against foes?

I tried it with disappointing results, or what seems like disappointing results as compared to what I experienced in prior version of the game.

Fritz

User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Mon Jan 11, 2016 7:41 pm

This is something I don't understand about Legendary weapons. I have some normal weapons that appear to have better stats than Legendary weapons. If this is the case what makes Legendary weapons so "Legendary"?

User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Mon Jan 11, 2016 7:02 am

In FO3 the alien blaster was special because every shot was guaranteed a critical hit. In FO4 the critical hit is controlled by the player during VATS and they didnt give it any other special ability so it is just a mediocre weapon.
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Mon Jan 11, 2016 12:40 pm

A curious question OP, do you have any ranks in weapon related perks?
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Mon Jan 11, 2016 11:27 am

Legendary weapons are not about stats, but they have an additional ability (e.g. additional explosion damaga, additional plasma damage, unlimited ammo capacity, ...).

User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Mon Jan 11, 2016 11:22 am

+1

Also it seems you are comparing an unmodded alien blaster with a modded combat rifle. You can mod the alien blaster so that it has more damage.

User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Mon Jan 11, 2016 4:44 am

Even modded the alien blaster is only so-so. Great early game weapon if you can get it but late game it isn't worth bothering imo.

User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Mon Jan 11, 2016 4:08 pm

Legendary is just an effect like +50% damage against minelurks or double damage if target is at full health. It does not affect base damage.

Now you can move mods from one weapon to another, say you have two laser rifles, one with siniper barrel and one who do double damage on unhurt enemies: make an standard barrel will release the sniper barrel so you can put it on the legendary weapon.

User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Mon Jan 11, 2016 12:23 pm

^ This. The modded regular weapons you find only exist for you to nerf them down at the crafting table so you can use those mods to improve the legendary weapons. Unless you have max crafting skill and a stockpile of materials then you can just build everything yourself. If not, then horde those picked up weapon mods.

Also remember that mods that are taken off weapons are put in your backpack and not the workbench so remember to transfer them over, having too many mods can kill your carry weight really quick.

User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Mon Jan 11, 2016 3:08 pm

doesn t the alienblaster also do 50 or so energy damage besides nrmal damage

User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Mon Jan 11, 2016 2:43 pm

The weapon basically lost all purpose with the removal of critical hits in Fallout 4. Could probably give it to Max over at Freeside and he probably wouldn't be able to tell the difference between it and his toy gun.

User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Mon Jan 11, 2016 1:05 pm

I don't know whether the Alien Blaster does energy damage as well as normal damage. My Pip-Boy only show what I posted, above. I didn't research this question, though. Yes, I have some weapon related perks, but I don't recall what they are without looking at the in-game data. It looks like the Alien Blaster is nothing special in Fallout 4, judging from what I read here in the responses. There's a lot I don't understand in this and other Fallout games. Even so, I love Fallout 4.

Fritz

User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Mon Jan 11, 2016 1:31 pm

Alien blaster, I think, counts as pistol. Your hardened combat rifle counts as rifle. If you have rifleman perk, but not (what was the pistol perk) then that alone shows better damage to your rifle. That means, the damage the game shows for your gun in its data listing includes the benefit you get from gun type related perk. But yes, what others have said, alien blaster is not all that special (then again getting it is fairly easy too) I used it earlier in the game on hard situations before my rifleman perk kicked in well enough to make any pistols largely inferior for me in most situations.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm


Return to Fallout 4