Fallout 4

Fallout 4

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TK Darkhaven Dec 3, 2016 @ 12:42pm
Farming Explosive Minigun
I'm aiming to farm an explosive minigun. I'll do it at Hubris comics, but when I did a test run, all I would get is an explosive rifle or a piece of armor. I'm level 16, so was it just bad luck, or should I wait until a higher level to go after the explosive minigun?
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Showing 1-15 of 108 comments
ChemicalBacon Dec 3, 2016 @ 12:49pm 
Levels won't matter when farming legendaries, difficulty will.
Bare in mind with an explosive minigun, your odds of getting one are statistically slim.
I've only ever gotten one. And that was by pure chance at level 14.
TK Darkhaven Dec 3, 2016 @ 12:51pm 
Alright. I'll keep at it then.
ChemicalBacon Dec 3, 2016 @ 12:52pm 
Originally posted by TK Darkhaven:
Alright. I'll keep at it then.
Oh, and don't bother farming on survival. V.hard and survival share the same drop chance multiplier.
Last edited by ChemicalBacon; Dec 3, 2016 @ 12:52pm
BlazeD Dec 3, 2016 @ 1:23pm 
The Final Solution does more damge.
The one you get through the quest in Goodneighbor does the same damage, but without that aoe danger and is easier than depending on a random drop to get.
Last edited by BlazeD; Dec 3, 2016 @ 1:24pm
Drua Dec 3, 2016 @ 1:38pm 
no its not the same damage, the 15 dmg fire dot will not stack, so shot 30 bullets in the duration dot time = 15 insane dmg

its a bad legendary effect for slow weapons, and a total disaster for fast weapons :steamsad:

better search for a bleeding minigun (stack)
Last edited by Drua; Dec 3, 2016 @ 1:39pm
Yaro97 Dec 3, 2016 @ 3:53pm 
On one char I broke down and got a mod that lets you craft discovered legendaries. I was just so sick of getting instigating Rolling Pins, pipe rifles, and every ♥♥♥♥♥♥ weapon inbetween on survival. :\
It is kindof a flaw in the system to have to wade through an extraordinary amount of 'Legendary!' trash to get one gem. I understand why they did it, but still seems weird.
Nerevar Dec 3, 2016 @ 4:13pm 
first off to address some of the ♥♥♥♥♥♥♥♥ on this thread : the explosive prefix IS the best one for any fast firing ballistic weapon. there just isnt a contest at all. the minigun from the big dig doesnt even come close to the explosives power.

second :

the dropchance for a legendary minigun is 1:432 if you wanna know excatly. so very small. only a few weapons are this rare.

check here if you wanna know all numbers :

https://www.reddit.com/r/fo4/comments/3v2apg/legendary_weaponarmor_changes_from_game_files/

also YOUR level doesnt matter at all for the drop. it never did. the difficulty also has NOTHING to with what weapons can drop. the difficulty only raises the chance of a legendary ENEMY to spawn not what it can drop. but since bethesda nerfed the spawnrates on all difficultys higher than normal in patch 1.5 to be a 1.5 multiplier only compared to old survivals 3.0 mulitplier its cut in half basicly. very hard and new survival share the same multiplier of 1.5 now making survival pointless for this even without the other restrictions.

what effects which guns you can find or not ONLY depends on one single thing : THE ENEMIES LEVEL. the only way to see enemy levels is by having the vats perk that lets you see enemy weaknesses. it only costs 1 perk point. get it asap. this allows you to see the enemy level in vats.

as you can see on that link the minigun can only drop from legendary enemies which are lvl 15 atleast. that might be one reason it doesnt drop. the other is just its insanely low dropchance like you can see its one of the rarest weapons to even drop 5 times more rare than a gauss rifle for example.

unlike popular belief the enemy TYPE plays zero role in what can drop. its only the enemy level. i got EVERY weapon on that list from a legendary lvl 42 ghoul inside croup manor basement except railway rifle during a very long test i did back then to check this out. so dont believe that crap when someone trys to tell you you need super mutants or anything special. you just need a loot lockable location where the enemy is the right level and nothing else. the max level of the legendary enemy is FIXED the moment you enter a location FOR THE FIRST TIME during a playtrough. the second time it respawns the level REMAINS what it was. each location has a LEVEL CAP aswell. for example the popular NGTY building has a cap of lvl 31 for the legendary ghoul. so going there later is pointless and going there earlier ruins the spot for some weapons. this also means you can farm ANY legendary weapon from NGTY except gauss rifles and gatling lasers since the ghoul is not high enough level for them.

if you visit the NGTY before beeing lvl 30 yourself the legendary enemy is only lvl 22. you also ruin the full set of x01 power armor on the leveled frame OUTSIDE the area inside the container with the expert lock if you got anywhere near there before lvl 27. typcial betheda ♥♥♥♥♥♥♥♥ leveled world at work here which they should just stop using forever since it actually punishs you for exploring certain places too early which is stupid on a open world game to begin with.

long story short : check if your legendary enemy is lvl 15. if its not no minigun possible and you waste your time. if it is higher than 15 its just the droprate beeing poor like proven.

Last edited by Nerevar; Dec 3, 2016 @ 4:14pm
SuperSledgeNY Dec 3, 2016 @ 4:58pm 
Originally posted by Yarxov:
On one char I broke down and got a mod that lets you craft discovered legendaries. I was just so sick of getting instigating Rolling Pins, pipe rifles, and every ♥♥♥♥♥♥ weapon inbetween on survival. :\
It is kindof a flaw in the system to have to wade through an extraordinary amount of 'Legendary!' trash to get one gem. I understand why they did it, but still seems weird.

I guess you never played Diablo 3. The "junk" legendaries that dropped in that game make FO4 seem tame in comparison.
Zulu Dec 3, 2016 @ 5:24pm 
Originally posted by Drua:
no its not the same damage, the 15 dmg fire dot will not stack, so shot 30 bullets in the duration dot time = 15 insane dmg

its a bad legendary effect for slow weapons, and a total disaster for fast weapons :steamsad:

better search for a bleeding minigun (stack)
Explosive miniguns are rediculously OP. You can pretty much slaughter an army within the 500 bullets, it makes it easier to kill any legendary, even a Mythic Deathclaw.
BlazeD Dec 3, 2016 @ 7:00pm 
The Final Solution is a better mini gun.
You may be right about the burn not stacking...never mattered to me on my heavy build. Once mobs get into your face or friends get around the baddie the explosive nature of the weapon makes it dangerous to the user.
DouglasGrave Dec 3, 2016 @ 7:06pm 
Originally posted by Nerevar:
unlike popular belief the enemy TYPE plays zero role in what can drop. its only the enemy level. i got EVERY weapon on that list from a legendary lvl 42 ghoul inside croup manor basement except railway rifle during a very long test i did back then to check this out. so dont believe that crap when someone trys to tell you you need super mutants or anything special. you just need a loot lockable location where the enemy is the right level and nothing else. the max level of the legendary enemy is FIXED the moment you enter a location FOR THE FIRST TIME during a playtrough. the second time it respawns the level REMAINS what it was. each location has a LEVEL CAP aswell. for example the popular NGTY building has a cap of lvl 31 for the legendary ghoul. so going there later is pointless and going there earlier ruins the spot for some weapons. this also means you can farm ANY legendary weapon from NGTY except gauss rifles and gatling lasers since the ghoul is not high enough level for them.
I'm going to add here that the level isn't fixed for absolutely *every* enemy. There are a few places (just a few) where you'll get enemies that will continuously scale with you, apparently without limit. It won't actually affect the chance of getting what you want if the enemies already have a high enough level, but it does happen here and there.

The other thing I've encountered is that some prefixes will occasionally lock out and just not show up for a while. There does appear to be something in the scripting for legendaries that is intended to stop you repeatedly getting the same prefix, and though I'm not sure it works exactly as intended, I've definitely had times where a particular enemy location never spawned the prefix I was after until I'd gone roaming around elsewhere killing off other legendary enemies. I've got an extremely useful lockable, repeatable location in Nuka World, and while I can get anything there with comparative ease, I can't get certain things all the time because of the way certain legendary prefixes seem to lock out.
Zulu Dec 3, 2016 @ 8:02pm 
Originally posted by BlazeD:
The Final Solution is a better mini gun.
You may be right about the burn not stacking...never mattered to me on my heavy build. Once mobs get into your face or friends get around the baddie the explosive nature of the weapon makes it dangerous to the user.
Final Solution? Fire isn't to bad on weapons like this but it's not the best on a minigun. Explosive is great at mid to long range, and since it deals a ton of DPS you should be able to kill most enemies before they get to close, at least in most places you should be able to.
BlazeD Dec 3, 2016 @ 8:13pm 
Final Solution is +25% fire rate +15% reload speed, not a flaming weapon. That translates to +25% damage over regular weapons. If your weapon does 100 damage then being 'explosive' = 15% damage over regular weapons. Mini guns are a medium-short range weapon. Enemies that close on you will limit the explosive usefullness over non explosive minis.
Dimathiel Dec 3, 2016 @ 8:20pm 
Originally posted by BlazeD:
Final Solution is +25% fire rate +15% reload speed, not a flaming weapon. That translates to +25% damage over regular weapons. If your weapon does 100 damage then being 'explosive' = 15% damage over regular weapons. Mini guns are a medium-short range weapon. Enemies that close on you will limit the explosive usefullness over non explosive minis.
Isn't base damage on a minigun 8?
Zulu Dec 3, 2016 @ 8:23pm 
Originally posted by BlazeD:
Final Solution is +25% fire rate +15% reload speed, not a flaming weapon. That translates to +25% damage over regular weapons. If your weapon does 100 damage then being 'explosive' = 15% damage over regular weapons. Mini guns are a medium-short range weapon. Enemies that close on you will limit the explosive usefullness over non explosive minis.
Do you mean the Final Judgement, because there is no weapon called the 'Final Solution', and it is also not a minigun, it is a Gatling Laser. more fire and reload rate doesn't equal more damage. An Instigating Gauss/Explosive Rifle is much more OP (especially instagating) then a Rapid Auto Pipe SMG.
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Date Posted: Dec 3, 2016 @ 12:42pm
Posts: 108