Best energy weapon fallout new vegas
The sniper also does a considerable amount of damage compared to the rest of the sniper rifles in the game. Almost 100% you can effectively and quickly hit your target.
Best energy weapon fallout new vegas full#
At full condition, and when not using VATs, this sniper kicks ass. As long as the player has a lockpick skill of 100, this is a rather easy to acquire machine. The player needs a lockpick skill of 100 to open the chest containing this sniper rifle. This can be found in the Sniper’s Nest, which is in the lower right hand corner of the map.
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Meet me after the jump to read more of my nerdgasm! I may have Maria, but I still don’t have a girlfriend.
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I have pretty much every gun in the game, so I know me some guns. Even though the energy weapons are fun, it’s difficult to buy enough ammo for the energy weapons when the entire Van Graff family is dead. Among discovering every location in the game, I have also spent my time collecting a large arsenal of good and customized weapons. IDK about the Tri Beam, it fires 3 beams that do individual damage, but such weapons tend to fare poorly in NV due to DT mechanics, overall damage is nice but the enemy resists each individual beam separately so in practice it can be quite bad for stronger enemies, but i would have to check that.Hello Fallout fans! I have been playing New Vegas nonstop recently. Thanks for the reply, yeah, maybe in the new build it will be better. And hope that you can check TTW 3.0 once it is out and see if the weapons balance is improved or if it still needs work (in that case please come by and tell us about it). The Operation Anchorage offers the Gauss Rifle. The Pitt offers the possibility of getting the Tri-Beam Laser Rifle which is quite powerful. Other DLCs also provide good Energy Weapons. So those can help, specially if there are a few enemies gathered in a group.
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Pulse Grenades affect Power Armored enemies in TTW too (they didn't in FO3, but they do in FNV). Those can be devastating depending on your build. So some might be better now than they are in TTW 2.9.4b.Īlso if you're having troubles with Enclave, you can always try to use Over Charge (damage x1.2 and DT -5) and Max Charge ammunition (damage x1.5 and DT -10), you can craft these if you're having trouble finding vendors that sell them.ĭon't forget that Flamers, Incinerators and Heavy Incinerators are also energy weapons. If something does not have a source (marked with something like: ), chances are it was made up or it is not backed by any real game/official lore.įO3 weapons have been rebalanced for TTW 3.0. The Wiki has a lot of made up and incorrect information so take it with a grain of salt. But it makes sense they wouldn't provide the best quality weapons to someone they don't really know and just hired to see if they can do a good job or not.Īlso there is no reference on the Wiki about the Mojave Wasteland energy weapons being inferior to the Capital Wasteland ones. Those are a bit weaker than the normal ones, but the Van Graffs do not sell those, the only way of using those is when you get hired to guard the front door. There is a version of Laser Rifle and Plasma Rifle named with the "Van Graff" before the Laser Rifle and Plasma Rifle name. If you repair the Van Graff weapons to max durability, they are as powerful as any other weapon of that type (they also are as powerful as any other weapon of that type if they have the same durability). What the Wiki means by "much poorer overall quality" is not that they are weaker than the other ones, but that are in more disrepair (their weapons are sold in a state with "more damaged" weapon durability). This way you could make energy weapons powerful without disturbing the balance, since you would still have to work to get the good ones, where the regular ones would stay their normal (unremarkable) selves, only with a nametag attached to them. But in NV you just beat up some lightly armored fiends or fork over a few caps at Silver Rush and you are set. So what would be valid? Either way i think it would be a good way to solve the whole energy weapon conundrum, i had real serious problem dealing with the Enclave before i did Mothership Zeta and got access to alien weapons, since energy weapons are so weak they are no longer a valid counter to PA, but making them strong enough to counter PA would make things unballanced in Mojave, in CW you only find your first energy weapons after you have already faced the Enclave, i had to kill my first Enclave trooper with firearms, and i only got the Plasma rifle in the Fort (and that gun served me quite nicely trough the campaign). The wiki is not a valid source of lore, it's often made up.