Fallout New Vegas Guns Or Energy Weapons

Fallout New Vegas Guns Or Energy Weapons 3,9/5 6136 votes
  1. Fallout New Vegas Guns Or Energy Weapons Free
  2. Fallout New Vegas Energy Weapons Perks
  3. Fallout New Vegas Guns Or Energy Weapons 2017

Ok, short version is if you're talking a longe range sniper type of sneaker then Guns has the best long range weapons hands down. The scopes make a huge difference when firing outside of VATS and the ammunition weighs a lot less in Hard Core mode.If you're talking about an in close Professional perk style of sneaker you could go either way and not be hurting.

Guns because most enemies are carrying them, most are light, they are everywhere and you can find ammunition in lots of places. Energy weapons are fun because your enemies either turn into goop or ash, but I enjoy guns more. A Light Shining In Darkness is my favorite gun, second is tied between the 9mm and 10mm. The guns have advantages over the energy weapons in Falout New Vegas but there is no disadvantage at all when compared to energy weapons. The game makers were really fucking stupid in this regard when they nerfed the energy weapons so that guns have all the advantages no disadvantages at all making the use of energy weapons pointless exercise. This page lists all weapons in Fallout: New Vegas. The content is not described in full detail on this page. For details, please see the respective articles. “ Guns are the most common ranged weapons of the Mojave Wasteland. They are numerous and varied and ammunition is relatively easy to acquire. “ Energy weapons are less common.

You have the advantage in Guns of having silencers on pistols, smgs and even some rifles but a critical hit from Pew Pew can do a massive amount of damage.As far as the Critical Multipliers on the weapons check the and you'll see hunting/sniper rifles have basically the same multiplier as Energy Weapons and several of the hand guns actually beat their Energy Weapon counterparts. That said you can boost your critical chance higher with Laser Weapons than with guns.One final consideration is that the 'goo' piles left when you critically hit with a Plasma weapon doesn't diappear when zones reboot every 3 days so if you like going back to an area to farm critters or gang members it can be annoying to sort through which is the new and which is the old goo pile.Posts: 3384 Joined: Sat Aug 26, 2006 6:26 am. Either way you go. If you use Lucy( the nightkin companion) can't remember if that's her name ATM or not lol, she gives a crit bonus and a stealth bonus when crouched. Also she has her own stealth boy everytime you crouch.On the other side of things, you can boost your crit chance also by clothes and perks. I'd assume energy weapons would be a little more difficult because they are or seem very poor early on.

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Fallout New Vegas Guns Or Energy Weapons Free

Gauss rifle is your only true 'sniper' and that might take a little time to get too.Posts: 3373 Joined: Mon Nov 27, 2006 6:12 pm. If you're going guns/sniper, you don't need a high crit build. Your crits will come automatically since they'll all be sneak headshots. Unless you drastically modified the crit/headshot/sneak/damage multipliers you'd be wasting your investment in perks to improve crits on a guns/sniper.

Now a energy high crit build is the only way to go energy. They generally have higher crit multipliers and with a lot of the weapons having fairly low dam/shot, min/maxing for a high crit rate is really rewarding. Then mod a scoped laser and go crazy. At least that's my two caps.-GunnyPosts: 3393 Joined: Thu Nov 30, 2006 4:05 pm. Thanks for the comments here guys!@Silverjohn: Yep, but the Hunting Rifle, Sniper Rifle and Gobi are the only real high crit weapons.

The high crit pistols are nice and all, but they lose out to the bigger caliber guns.@Oreo - Thanks for reminding me of the lack of Sniping Energy Weapons! I normally go Energy and Guns, but this time I just want to use one.@46ACP: So going for a sneak sniper - what kind of luck do you like to take? The Gobi is a rocking crit machine once you are no longer sneaking. I usually try to limit myself to one or two sneak shots an encounter. Keeps it more challenging and realistic.Posts: 3450 Joined: Mon Oct 30, 2006 10:22 am. Thanks for the comments here guys!@Silverjohn: Yep, but the Hunting Rifle, Sniper Rifle and Gobi are the only real high crit weapons.

The high crit pistols are nice and all, but they lose out to the bigger caliber guns.@Oreo - Thanks for reminding me of the lack of Sniping Energy Weapons! I normally go Energy and Guns, but this time I just want to use one.@46ACP: So going for a sneak sniper - what kind of luck do you like to take? The Gobi is a rocking crit machine once you are no longer sneaking. I usually try to limit myself to one or two sneak shots an encounter.

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Keeps it more challenging and realistic.I'm usually gimping myself on ST, EN and IN for other reasons so much that my luck is usually pretty high anyways. Most builds recently I've had to dump luck up to 9.

On the bright side, it sure makes breaking the casinos easier.:hubbahubba: Hell, anyways, with gobi or cristine's you won't need much more than two sneak shots on most targets. If you got multiples, a sniper's just gonna go to ground and wait for another shot. Kinda boring that way, though.-gunny.Posts: 3473 Joined: Thu Jul 13, 2006 3:57 am. Not to question a Diviner Gunny but unless they've changed things in the last month or two there's a difference between your Critical Attacks and your Sneak Attack Criticals. I can dig up the thread were some one tested this but basically there's Base Damage then the Critcal Chance to do the extra damage (usually but not always double the damage).

After this there's the chance to double that combined damage with a sneak attack then another chance to double the damage by doing a head shot. Basically you can do 8 times the damage on a successful Critical Hit/Sneak Attack Critical/Head Shot but only 4 times the damage with a Regular Hit/Sneak Attack Critical/Head Shot.Posts: 3448 Joined: Mon Aug 06, 2007 2:30 am. Not to question a Diviner Gunny but unless they've changed things in the last month or two there's a difference between your Critical Attacks and your Sneak Attack Criticals. I can dig up the thread were some one tested this but basically there's Base Damage then the Critcal Chance to do the extra damage (usually but not always double the damage). After this there's the chance to double that combined damage with a sneak attack then another chance to double the damage by doing a head shot. Basically you can do 8 times the damage on a successful Critical Hit/Sneak Attack Critical/Head Shot but only 4 times the damage with a Regular Hit/Sneak Attack Critical/Head Shot.You're not questioning me, I probably helped in that thread.:celebration: What I was saying to Beans was that a guns/sniper, when properly employed will almost always be getting sneak attack crits, which are automatic. That 8x damage that you get even if you have nothing at all boosting your crit chance is what the guns/sniper lives on.

Fallout New Vegas Energy Weapons Perks

Well, not in my game. I modded out that stupid thing. But for everyone else. Now if you're talking regular crits, then yes, perk away. They work nicely with shotguns (not with slugs though). But snipers should.never. waste their time on crit chance perks or vats perks IMOHO.

Fallout New Vegas Guns Or Energy Weapons 2017

If you want to use them for secondary weapons, that's your choice, but there's plenty of good perks that will make your primary weapon more deadly that will also help your secondary weapon without wasting a perk just to help your backup weapon crit.-Gunny out.Posts: 3510 Joined: Tue Dec 05, 2006 10:43 pm. Now a energy high crit build is the only way to go energy. They generally have higher crit multipliers and with a lot of the weapons having fairly low dam/shot, min/maxing for a high crit rate is really rewarding.Yeah, pretty much what he said. If your going for energy weapons, I would recommend a fully modded laser rifle for long range, a tri-beam laser rifle (or LAER) for long-mid range combat, tesla beaton prototype for long range, plasma caster is the best mid-short range, gatling laser is excellent jack of all trades.Posts: 3306 Joined: Sat Oct 20, 2007 1:26 am.

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Piracy is a permanent ban, no warnings.All posts and comments in end, come down to moderator discretion.WRITE THIS War. 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. In Fallout 3 I preferred energy weapons; especially the Alien Blaster and De-stabilizer.

The crits were phenomenal.In Fallout NV; I don't know if the damage/crit weights are different or what but the energy weapons are just /meh. A big factor is the cornucopia of ammunition types introduced by Gun Runners Arsenal; makes guns more FUN and VERSATILE. The AMR, has so many luscious choices for ammunition; it is just so much fun to see a pack of night-stalkers dismembered from one HE.50; or a lobotomite shuffling, on fire, from an Incendiary.50.The plasma 40mm grenades (Using Mercy) I hoarded for the purpose really gave me a leg up on the giant robo scorpion.TLDR; F3 = Energy Weps. FNV Gunsedit: and their mods.energy mods were /meh.gun mods were so much fun.edit2: Guns can be used to silent kill. Stuck a silencer on a.45.

Suppressors on my AMR and 12.7mm machine gun. Sleepytyme is one of my all around favs.

Silent 10mm auto action.