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http://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons
In the end though you can play through the entire game with just a 9mm pistol if you wanted. Just keep a lot of P+ ammo handy.
My favorite DLC weapon: Survivalist's Rifle
First it depends on what kind of weapon cls you want to use...
-guns
-energy weapons
-explosive weapons
-melee weapons
-unarmed weapons
then you have to know, if you want to crit a lot or just rely on base dmg
you also have to see how much strength you have
then you have to look do you want a weapon for the use in V.A.T.S. or do you want a weapon for aiming freely with high DPS....
I for myself prefer energy weapons + high crit chance + V.A.T.S. so Pew Pew is one really good weapon for my purpose but if you want a Gun and want to aim freely with low crits... then a Minigun like the 'Avenger', an Assault Rifle like the 'All American' or a 12,7mm Submachinegun with Mods would be good for you. All 3 have high DPS.
Long-range: AMR, since the low fire rate is made up for by the "kill anything in one hit" damage. Medicine Stick also gets a mention, because Mauno.
Mid-range: In terms of stats, the Assault Carbine as mentioned above, but the spread is a bit too large to make it really worth using. I'd probably put the Laser RCW in this spot, since ammo is both easy to come across, easier to recover, and the spread is a bit tighter. I'd also say the 12.7mm SMG, but I used that thing long enough at one time to hate it in every possible way. >:S
Short-range: Riot Shotgun, with your choice of ammo; or the Flamer, since kill ALL the things with fire. If you want a pistol, the 12.7mm fits the bill since my personal favorite, the Colt M1911 is from HH.
Melee: Either Shiskerbab (:3) or a Ballistic Fist. :P
Assault carbine can't be suppressed. It only has fire rate, condition, and clip mods. Standard 5mm ammo only has -10DT penetration, however, 5mm AP have -25DT of penetration. Both the gun and ammo (especially the AP and HP) are hard to find out in the Mojave. So you'll end up buying them.
Seriously, go blow through about a thousand rounds of your favorite ammo and watch the game lag when you try to open something or buy something. :P
This is my opinion, so take with a grain of salt.
Long range: The AMR (GRA)
Although it's from the GRA DLC, if functions the same as the regular AMR. The difference being the GRA model can use mods, which are a suppresser (not completely silent), custom bolt (faster firing), and a lighter frame (knocks it from 20lbs to 13). Fun fact: the custom bolt counters the firing speed loss of the trigger discipline trait. Also the variety of ammo is great. The explosive rounds from the GRA DLC can easily take out a closnit group of Deathclaws. Bad side of this weapon is it won't appear until ATLEAST level 16 and it's expensive.
Medium range: The All-American
A unique and all around better version of the Marksman Carbine. Uses 5.56mm rounds, which are plentiful. Has very good health and with jurry rigging and repair kits, you can keep this gun in good shape all the time. Good damage and combined with the Grunt perk (25% extra damage to marksman carbines) makes it a good weapon. The only real bad side would be its location, which is the irradiated armory of vault 34.
Short range: Riot Shotgun
The fast firing, reloading, and large clip make this shotgun very potent. Combine that with shotgun surgeon and stay back perks, nobody should touch you in short range combat. The con is that it only appears at higher player levels. Earliest you can buy it is 13. If your ballsy enough though, you can kill the bank guards at the Tops or Gomorrah. They always carry a riot shotgun.
If you're planning on sniping, though, Trigger Discipline is a bad trait, since you gain barely anything from the accuracy gain but you lose a lot from the fire rate reduction.
I don't know, a 20% better chance of getting a headshot sounds good to me . Combined with Commando and sniper perks, it gives you a 87% bonus to your accuracy in V.A.T.S..
You're supposed to take it slow when sniping. All of the sniper rifles in the game are slow to begin with, even the semi-automatics. The only bad side really is the +20% AP cost in V.A.T.S..
Combine the modded AMR (GRA), trigger discipline perk, and the hand load .50 mg rounds and you have yourself the most accurate gun in the game. All of that with only the additional AP cost drawback.
Okay, it does affect normal shooting accuracy but in such a small way that you barely notice it.