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Revolvers and rifles have similar ranges. A scoped western .44 revolver makes a better sniper weapon as it easier to aim and has much the same range as a rifle and does more damage. The catch with revolvers is close-up you'll have to reload and that can get you hurt bad.
Early game just stay in cover and if in doubt run away.
I also often use glitch-built weapons, so when it comes to pistol versus rifle, the ideal is more AND than OR.
There are also weapons that completely break the balance of any style:
- Deliverer: a silenced pistol that you gain from a quest. Stronger than the 10mm by default, and you can stock a ton of shots in VATS. A TON.
- Handmade Rifle: it's a weapon from the Nuka-World DLC. I don't know what they were thinking when they made this. The weapon is mostly perfect for any play style, and you can mod it to be either a spray gun or a sniper. The gun does a lot of damage by default, the recoil is minimal (even less than a pistol!), and you can find 2 legendary versions right from the start of the DLC: one is The Problem Solver, and another is the Splattercannon. Their effect is that each successive shot does more damage than the last.
I like gunslinger a lot as well, the disarm is hilarious with Deliverer and a magnum is always good damage. Pistols are very lightweight for survival and take less resources to upgrade, as well as being brutal in VATS. Main issue for sniping is you can't put a silencer on a magnum without modding. Playing through with Gunslinger and melee right now.
But there is a difference in the quality of the weapons available. Gunslinger brings up the rear here with its lack of serious high tier weaponry.
But each single perk point is better spent on Gun nut first, then a weapon speciality second when it comes to damage output.
You may plan for a Gunslinger build and find awesome Legendary Rifles, or vice versa, plan for Rifleman / Sniper and get really cool pistols.
If you know where to buy the in-game weapons, you can always make a bee-hive for those, but where is the fun in that ?
or . . . you can loot guns from enemies and remove the mods from their guns rather than build your own, not worrying about Gun Nut or Science!. this works for Armorer too. just saying . . .
If you're into glitches, you can also fudge the crafting interface into building mod parts even when you don't meet their requirements, as long as they appear on-screen at the same time as a valid mod part.