My regular setup is based on a combination of factors. Do I like it? Does it do enough damage? I try different things out all the time, but at lvl 57 I still find myself gearing up with:
1. Ten Mike Mike AP (10mm pistol: Recon, silenced, AP regen)
2. Reacher (Hunting Rifle: .50 cal, recon silenced, Instigator)
3. Big Bertha (Combat Shotgun: silenced, circle reflex - no legendary yet )
4. Dirty Harry (.44 Pistol, recon, AP refill on Crit)
5. MkI Gauss (fully modded silenced, no legendary yet ) - will name my Legendary MkII
6. Righteous Authority (reward from Danse, just can't part with it)
I will arm up with a Fat Man and Power Armor if I need to get busy.
Sprinting Wolf (Legendary Gauss +75% speed while aiming)
Cryoblade(Legendary Combat Knife 10 freezing damage)
Juggernaut Baton(Legendary Stun Baton +25% Damage)
Hellfire(Legendary Weapon The Gainer rename 44.Pistol)
Anguish(Shishkebab rename)
Angel(Legendary 10mm Pistol +10 plasma damage chance to gooify foes)
Ratchet(Big Jim rename +20% limb damage)
Deathbringer(Legendary Deathclaw Gauntlet +50% damage against ghouls)
Coffin Maker(Legendary Institute Rifle +50% damage against ghouls)
Deliverance
Death Singer(Legendary Revolutionary Sword +50% damage against ghouls)
Flare Gun
Thats my kit lol all completely modded to best potential.
I usually keep:
- Semi-Auto Combat Rifle, .45, muffled. It's my workhorse, taking out most targets in 1-2 hits. There is always plenty of 45 ammo, so if I need to unload a magazine into a tougher target, no fuss. Great for sneaking around and working through rank and file minions.
- Combat Shotgun, accept no substitutes. It tears apart anything quickly... be it Deathclaw, Sentry, Mirelurk Queen, regardless of legendary status. I use this when I need raw damage. Or when I'm fighting ghouls...they seem to be unhittable during certain parts of their animations unless you have spread damage.
- Plasma Sniper. it tears apart most things, and at long range. If I need to kill a heftier variety of super mutant or some derpy BoS Knight, this gun works wonders. Free nuclear material is a bonus (which I use to build expensive reactors for power sources for my settlements... thanks to homemaker mod)
- Deliverer. It serves roughly the same role as the muffled combat rifle, but lacks the armor penetration of the rifle perk chain. It can fire extremely fast though. I generally use it against lighter targets
As options:
- Gauss Rifle. It replaces the plasma sniper in most situations, although it's trickier to land long shots due to slow velocity and bigger hitbox. It's bulkier and the ammo is less available. The damage is top notch though. I bring this out on the rare circumstances I field my power armor. BoS power armor is paper to this thing.
- 50 Cal Sniper. 50 cal damage is underwhelming and the recoil is terrible, but the fast projectile velocity and laser thin hitbox makes it the best ultra-long range sniper weapon. I field it on suitable quests... such as Dunwich Borers quarry or taking out certain gunners installations, where the fight happens over a huge area.
- Scatter Plasma Pistol. This serves a role strictly as my courser killer. It can lay down more damage than the shotgun in short order thanks to forgiving recoil, firerate, and a better magazine size. The spread is enough to catch cloaked coursers when they wiggle around.
I use other weapons as well on a whim. I like to experiment and mix things up. As far as legendary mods go, I use whatever I can get. Explosive mod for the combat shotgun is ridiculously OP, and I had one my first playthrough. I love armor penetration and extra damage.
I currently carry 3 for my sneaky-yet-charismatic sniper character.
Fully modded Deliverer
Fully modded Justice
Fully modded "Violent" Hunting Rifle rechambered for .50 cal
I'm considering dropping Justice unless I plan to head into extremely hostile (read: surprise deathclaws) territory. I basically have no up-close defense, so deathclaws and assaultrons and their melee enemy ilk are my bane. Can't always see them coming from far enough to cripple their legs with my rifle, so it's nice to just be able to unload a drum-magazine full of shotgun shells with the chance to stagger up close. It's just extra weight I usually don't need though...
Overseer's Two-Shot rifle modified to 0.308 ammo with a long (non-nightvision) scope for most things.... two-shot 10mm pistol with all the bells-and-whistles modded in for "close work".... silenced shotgun modded for max damage just because it feels good (probably less damage than the Two Shot pistol, really, but fun to use). I have Fatman I carry "just in case" (Behemoths, etc) but rarely use it since it's hard for me to aim and my VATS % is horrible (you would think getting "close" would be enough for a nuke). I used to carry around tons of other weapons of varying ammo types but finally decided: Why? I've got plenty of ammo (thanks to the ammo scrounger perks and buying ammo and selling off ammo I do not use like 0.38 and 5mm)....
My current build is as follows
Primary weapon: Melee using the Power Fist or the Ripper
Secondary Weapon: .50cal rifle for those to far out of reach
Third weapon: Combat Shotgun. For ghouls mostly because sometimes its easy to get overwhelmed by those.
Silenced! My top 2 go to guns are a silenced 10MM that does 50% of limb damage and a Silenced .50 cal sniper rifle (powerful advance receivers on both).
If the silence is no longer an option or I am running into nasty animals, I pull out my Advanced Hunter's shotgun that does 50% more damage to animals, or I use my .44 Pistol (Kellog's ex-weapon...).
All guns are fully modded.
1. suppressed 10 mm
2. suppressed assault rifle
3. what I have lots of ammo for
4. refreshing beverage
5. molotov
6. frag
8. bottlecap mine
I have one chest set aside for my load out weapons and armor that I swap through. It contains,
Kellogg's armor and revolver,
Exterminatus, a Big Boy outfitted with an MIRV Launcher
Experiment 18-A outfitted to be a plasma thrower
A modified plasma sniper
A modified minigun with the stagger effect
A heat-seeking missile launcher
A modified Shiskebab
Submariner's armor
Maxson's coat
A full set of heavy combat armor
10mm pistol for weaklings (thinking about trading that up for a better handgun);
.308 Combat rifle for general purpose combat;
Combat shotgun when things need to die fast;
.50 Sniper rifle for long distance calls.
For the most part, combat rifle and combat shotgun carry the weight of most engagements. Handgun's mostly when I feel like conserving ammo for a while.
Recon .50 Sniper Rifle
Explosive Combat Shotgun
Mostly-Modded Combat Rifle (Will swap out with AR once Gun Nut reaches lvl 4).
I have some good legendary melee weapons, but I always find myself killing from range.
The only time I use explosives is when I can surprise a group of enemies. Although I do equip companions with them as they cannot hurt me.
Just like F3 and NV my primary is a Gauss Rifle, secondary is a Plasma Pistol, and backup is a Ripper. Admittedly in F4 i HATE the plasma weapon frame but i have a tradition to uphold
I like to get one gun for each ammo type, that way if I run out of .45 slugs, I switch to another type. Usually the sniper setup is .308, but when I found a 2xDamageAtFullHealth on a laser gun, I knew it was time to change my ways. And a simple pipe rifle for trash.
I collect all the ammo at my base and generally take the 2 guns with the most ammo, though once you get a few perks in scrounger you have so much ammo that isn;t necessary any more. My loaded weight at the moment is running about 72 in power armour since she stopped wearing armour as well as her power armour.
were you able to find a suppressor for the assault rifle prior to level 39 for the Armorer level 4 unlock? I want a suppressed assault rifle badly
You will occasionally get recon scopes and suppressors from legendary weapons.
Currently lvl 72 and still rocking an Overseer's Guardian 80% of the time. Also use a 2-shot legendary Plasma, and usually an explosive 10mm.