10.10.2019
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  1. Fallout New Vegas Console Commands

Top 10 Fallout Weapons. Throughout the many hours spent playing Fallout, the need to find bigger and better weapons always lingered. With over 500 hours of experience on the last two installments of the series (Fallout 3 and Fallout: New Vegas) I have seen pretty much all the Wasteland can throw at you, whether it's much needed Stimpaks sneakily tucked away in the corner of a destroyed toilet.

Oct 26, 2010  I'm hoping this will help people without guides still manage to find all the neat weapons and armor Fallout: New Vegas has to offer. I'll try to kepp spoilers to a minimum but I'm being safe here. Alien Blaster: Must take Wild Wasteland, found on Alien Captain, NE of Vault 22 quite a ways. Fallout New Vegas Unique Weapons Guide.

Contents.Legend. DMG: This information comes from the and shows the caused by a single click of the mouse/trigger. For most guns, this is a single bullet, but for shotguns it is a single shell (containing several small pellets), for the it is a single beam, and for melee weapons it is a single hit.

This stat is most useful for comparing semi-automatic weapons such as rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. Some weapons deal additional bonus damage, either as AoE (see below), over time, or as, affecting and/or ('EMP (R)' and 'EMP (PA)' in the tables).

DPS: This stands for damage per second. A gun has a DMG of 10 and fires 3 bullets per second. Therefore the gun's DPS is 30. For guns emptying their magazine (clip) within this second, the reload time is considered.

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AoE DMG/Radius: Bonus damage in a certain 'Area of Effect'. 64 units is equal to 1 yard, 70 units equal to 1 meter. Crit% Mult: The applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g.

Each bullet fired from your ). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a Crit% Mult of 2, then each shot has a 5% × 2 = 10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit% Mult stat in the G.E.C.K. Is divided by the G.E.C.K.' S Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that a single attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs.

Some weapons have a multiplier of 0; mathematically correct, these weapons don't cause any critical hits, not even with sneak attacks. Crit DMG: The amount of damage that is added when you score a critical strike. The more specialized deals twice the damage of a common critical strike. AP: The amount of used per shot/burst in V.A.T.S.

DMG/AP: Damage per single Action point.: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon.

0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. Ammo: The type of used by the weapon. Some weapons use more than 1 round per shot (numbers in brackets). Clip: The capacity of the firearm. Basically, how many shots you can fire before having to reload. WG: The of the weapon.

V: The of the weapon. V/WG: Value to Weight ratio. HP: Health points or is the amount of health a weapon has. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam. Also this determines how many times a weapon can be fired. Att Req: Attributes required to wield the weapon optimally: to gain full attack speed for melee weapons, or full aiming stability for ranged weapons. Note that further increases in weapon skill beyond the requirements will continue to increase the weapon's damage (and DPS).

Is a requirement for all weapons, while every single type has its own skill:;, in the tables named only 'Energy';;, in the tables named only 'Melee';.Guns Pistols. Name²2260.0.8002000.1.107570008f213³5887.0.307560008f214²3667.0.705050008f215²2645.0.500008f216²3082.0.3503000e2c86²1650.0.700000e3778¹931.0.50000e377a²2075.0.200²1.00000.5050600127c6c1.50000.1075690.0.558Courier's Stash2466.0.80004001735d4¹ Dead Money3060.0.550400bbc2² Honest Hearts2979.0.850253008e1a² Honest Hearts2.00000.500753009dbe¹ Gun Runners' Arsenal2.00000.900² Gun Runners' Arsenal2877.0.6³ Gun Runners' Arsenal5887.0.3.

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Fallout New Vegas Console Commands

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War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. Survivalist rifle beats everything.

In the final battle of Hoover Dam enemies will be coming at you in groups of 6 or 7 and 1 magazine of 10 rounds will take them all down.Lucky is good for all that 357 ammo you start accumulating once you've moved on to bigger calibres. A lot of people don't pick it up because it's in Primm in a high level safe, by the time most people have the skill to get into it they've forgotten all about that part of the map.' That gun' in Novac is good for the same reason as Lucky, at a certain point in the game you need something to use with all your 5.56 ammo.