Fallout: New Vegas

Fallout: New Vegas

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Are energy weapons THAT good?
Even though my energy wpn level is 85 and guns are 100, they does so less damage compared to the counterpart(they were unique weapons too). Is it that there are only particular wpns that kicks ass?
Btw, is it normal that you can charge some energy wpns by holding LMB?
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Showing 1-4 of 4 comments
talgaby Sep 27, 2014 @ 3:04am 
Project Nevada added the chargeable energy weapon feature.
Energy weapons usually deal less damage or fire slower, but they need only three types of ammo and those can be changed into one another at a workbench, so it's easier to manage them. They also can do nasty thing on critical hits, especially the DLC weapons.
Throughout the whole series they acted like a very unique type of weapons, and it needs time to properly adjust your play style to it. A good energy weapons char can do larger devastation than a gun-toting fighter, but it needs a careful build and knowing that they are not working like spraying everything with lead, like in most shooters. Think of them as scopeless snipers: precision is the key.
Except for the gatling laser, of course. With that you just hold down the trigger and see things burn.
Bansheebutt Sep 27, 2014 @ 7:14am 
They're also generally more accurate, have larger capacities and have lower Strength Requirements; not to mention powerful (if not volatile) perks like Meltdown.
Last edited by Bansheebutt; Sep 27, 2014 @ 7:15am
red255 Sep 27, 2014 @ 7:42am 
A laser rifle with a beam splitter, and focus optics and a scope, is great for sneak attack crits.

Its SILENT are you comparing them to silent weapons?

The Plasmas are more of a VATs Gun. Don't really use them much. not being hitscan means they need to be used at short range, nice for getting thru radscorp DT (with a damage modded GRA plasma pistol)

Alright things about Energy

1.) Really easy to get ammo for. (you can move enery ammo around from small-> MFC ->ECP

2.) Armor Pierce

3.) No recoil/low spread with automatic weapons.

I mean the laser RCW's damage is kinda low per say but it gets a FLAT bonus to crit chance with the perk of about 19% compared to the next to nothing crit chance of most automatic weapons.

its also a beam weapon so ED-E's lonesome road perks boost its damage 5 points.

So yeah.

Laser RCW, -no spread high crit
Laser Rifle -Each Beam can crit for full damage, silent like all lasers.
Advancer LAER -Similiar to laser rifle but more damage for less durability.
...holorifle. -VERY high damage body shot gun. (Get the mods obv)
the Alpha Recharger pistol from GRA. (High damage automatic pistol with no ammo requirements)
Compliance Regulator. With a critical build this can generally stun things like 60% of shots.
With a reasonable fire rate.
all serve their purposes.
Tribeam Laser GRA -Shotgun.

Since you got Project Nevada theres also the stealth laser pistol.

You mention things you are comparing them to but don't name names. thats difficult to make the comparison.

At the start of the game the laser pistol GRA with focus optics is the best gun you can get. and a GRA plasma pistol for the scorpions. used bulk rounds used it to charge up the challenge perk if something was more difficult I might switch to optimized rounds, make rounds from fusion batteries and empty casings.

But state what you are comparing what to what.

the unique laser rifle is garbage. kinda obvious since you find in in a place where the guy was killed by bugs.
Last edited by red255; Sep 27, 2014 @ 7:42am
Cooperal Sep 27, 2014 @ 1:10pm 
Most of the energy weapons have their strengths and weaknesses spelled more plainly compared to ordinary guns.

Plasmas generally have more damage output than a laser counterpart. But also they have slow projectiles which can make luck come into play when tackling moving and distant targets. That becomes of very little issue when you use VATS because successful rolls literally cause the shot to home-in on enemies anyway.

Laser weapons are hit-scan (or near-instant at least) so if you're a deadshot with the mouse, you'll squeeze a lot of potential out of them at any range. I personally practice a lot of CSGO and I did a tweak to turn off mouse-acceleration so I have no problem snapping to peoples heads and tracing quick movements. Although normal guns have quick enough projectiles that I often still pick those instead.
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Date Posted: Sep 27, 2014 @ 2:53am
Posts: 4