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So Spray and Pray
+15 base, but with explosive bobblehead, bloody mess 3, lone wanderer 3 (dogmeat/no companion), commando 5, demolitions 4, and the nukaworld operator end-DLC perk (with a silencer) it can get multiplied up to 154.98 explosive damage/shot.
At the start of the game (with few relevant perks) overseers guardian probably works better.
Just cos on the field it works for me. The numbers don't mean much to me in real world application. That said, besides playstyle preference I probably have better success with it because of my more typical builds.
Numbers seem to be more useful for Survival - otherwise dead is dead. :)
Right?
Yes. My experience suggests it usually starts as an automatic.
It was the most op weapon when I made it automatic.
But I burned through bullets way too fast using it.
Finding more was such a chore.
as Long range weapon
and
http://fallout.wikia.com/wiki/Justice
as CQC weapon
is my choice
Both early obtainable both Single action rifles
Though things like the OG, Spray and Pray, Splattercannon/Prblem Solver (same gun for all intents) and Kiloton Radium Rifle are all top notch if used even half decently.
Automatics tend to be a lot more sensitive to the parts you use to build them than other weapons, and the way you build them is going to depend on playstyle. The value of different legendaries will also change as a result.
Examples using a combat rifle.
http://steamcommunity.com/sharedfiles/filedetails/?id=1331992213
This one minimises AP cost on most parts, but compromises for a long light (short light would cost slightly less again) for the increased range on which VATS accuracy is so dependant.
The OG is paticularly nasty set up like this, but as autos have higher AP costs than single shot your mileage will still depend on how your character is set up.
http://steamcommunity.com/sharedfiles/filedetails/?id=1331991356
This is setup mostly for aiming down the sights and use like a traditional assault rifle. Solid all round and will combine well with any automatic friendly legendary effect.
http://steamcommunity.com/sharedfiles/filedetails/?id=1331991595
This one is built for close range hip fire use. Maximum hip fire accuracy with maximum recoil control. Works quite well with the OG, wounding, freezing, kneecapping etc, explosive works well but you need to be very careful, attack from much further away, don't worry about the low range stat. I built this late as more of a curiosity rather than something well battle tested, it will eat ammo.
http://steamcommunity.com/sharedfiles/filedetails/?id=1331991865
Last one is built as an automatic sniper, the suppressor allows you to repeatedly make sneak atatck boosted shots. It takes a while to get used to the necessary burst firing but the effective DPS gets high enough to let lower calibres rip up things they have no right too.
Works best with freezing, plasma, nocturnal, junkie's, mighty and other things that boost damage without adding recoil. Not sure if explosive breaks the sneak attack spam though wounding and kneecapper are still the same.
Most of the other automatics can be set up in similar ways and performance will vary. The 10mm machine pistol for example can be built for much lower recoil than a combat rifle and can prove devastating asa sneak weapon.
Additionally the energy automatics can have abnormally long ranges and make use of photon agitators for impressive crit damage so can make excellent use of Lucky.
Then theres the handmade rifle which can be made to have practically zero recoil which is amazing for any role. Even better there are two unique versions with the Furious effect which makes it more thn slightly ridiculous.