Fallout 4

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Good Modifications for Overseer's Guardian?
Hi. I recently purchased the Overseer's Guardian
and would like to know what modifications I should get for it.

Thanks.
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Showing 1-15 of 18 comments
Fer Jul 10, 2021 @ 10:36am 
308' ammo damage / Mid Range Scope / Large Mag / Suppressor / Tactical stock

Shoot when crouched, And level rifleman and sneak in your Skill-Tree.
Last edited by Fer; Jul 10, 2021 @ 10:37am
Originally posted by Fer:
308' ammo damage / Mid Range Scope / Large Mag / Suppressor / Tactical stock

Shoot when crouched, And level rifleman and sneak in your Skill-Tree.

Thanks!
brownacs Jul 10, 2021 @ 10:42am 
I think a few depend on your preferences. Do you like scopes? I don't so I used the red dot sight. Depending on that choice you'll know which stock you want (I went with the recoil compensating one). Same with barrel really, you're either taking the long ported barrel or the short ported barrel depending on whether you want to use hip fire. Magazine's blindingly obvious: large quick eject mag. For the muzzle, I like the suppressor personally (could probably go with any but the suppressor = stealth). The receiver's where I'm really not sure. I went with the .308 receiver and it's a big upgrade but it's a much rarer ammo type so bit of a trade off. You could definitely make an argument for the calibrated powerful receiver (no negatives) or the powerful automatic receiver (if you're cool with an automatic weapon and reduced range).
Fer Jul 10, 2021 @ 10:55am 
Originally posted by brownacs:
I think a few depend on your preferences. Do you like scopes? I don't so I used the red dot sight. Depending on that choice you'll know which stock you want (I went with the recoil compensating one). Same with barrel really, you're either taking the long ported barrel or the short ported barrel depending on whether you want to use hip fire. Magazine's blindingly obvious: large quick eject mag. For the muzzle, I like the suppressor personally (could probably go with any but the suppressor = stealth). The receiver's where I'm really not sure. I went with the .308 receiver and it's a big upgrade but it's a much rarer ammo type so bit of a trade off. You could definitely make an argument for the calibrated powerful receiver (no negatives) or the powerful automatic receiver (if you're cool with an automatic weapon and reduced range).

I think there are many other weapons better suited for full auto fire. And they allmost all use 45'ammo. So switching it to 308' and keep it single fire cause of the low ammo find is a good way to go early game. Rifleman you can get like after Perception stat 3 already. Start of the game basicly. But hey you can do w/e ever you want you can switch back-and-fort with weapon's. Stat's will only increase perks will be kept always. Build a ammo factory and it won't matter anyway.
How does one build an ammo factory?
brownacs Jul 10, 2021 @ 11:01am 
Originally posted by Fer:

I think there are many other weapons better suited for full auto fire. And they allmost all use 45'ammo. So switching it to 308' and keep it single fire cause of the low ammo find is a good way to go early game. Rifleman you can get like after Perception stat 3 already. Start of the game basicly. But hey you can do w/e ever you want you can switch back-and-fort with weapon's. Stat's will only increase perks will be kept always. Build a ammo factory and it won't matter anyway.
For sure, I went .308, but it was a bit punishing sometimes. I also wasn't using .45 ammo at all on that run anymore (found out about the Nukaworld DLC special weapon so late that there wasn't really any point anymore... next run though). Also didn't really get how to use settlements properly (never occurred to me to check my workbench for things they were producing... not my finest moment) and now I'm playing on survivor so is there even that much point? I'm really asking. It seems like it could be incredibly useful but then I'm going to have to create these ammo/water/food/cash farms in every single settlement cos I'm not walking back to Sanctuary every 20 minutes.
Fer Jul 10, 2021 @ 11:23am 
Originally posted by brownacs:
Originally posted by Fer:

I think there are many other weapons better suited for full auto fire. And they allmost all use 45'ammo. So switching it to 308' and keep it single fire cause of the low ammo find is a good way to go early game. Rifleman you can get like after Perception stat 3 already. Start of the game basicly. But hey you can do w/e ever you want you can switch back-and-fort with weapon's. Stat's will only increase perks will be kept always. Build a ammo factory and it won't matter anyway.
For sure, I went .308, but it was a bit punishing sometimes. I also wasn't using .45 ammo at all on that run anymore (found out about the Nukaworld DLC special weapon so late that there wasn't really any point anymore... next run though). Also didn't really get how to use settlements properly (never occurred to me to check my workbench for things they were producing... not my finest moment) and now I'm playing on survivor so is there even that much point? I'm really asking. It seems like it could be incredibly useful but then I'm going to have to create these ammo/water/food/cash farms in every single settlement cos I'm not walking back to Sanctuary every 20 minutes.

Full-auto fire is wasting bullet's anyway. The damage multiplier's over the O'G rifle with Sneak and Rifleman in single-shot is way more cost-friendly. And will kill most mid tier enemy's in 1 shot. While full auto it will need 100 bullet's if you ain't aiming xD
Fer Jul 10, 2021 @ 11:32am 
Originally posted by Prince Ludwig the Indestructible:
How does one build an ammo factory?

I build a 3 Hall Factory out of concrete and glass on the Starlight Drive-inn.
This is on one of my save file/ playthrough's.
I have screenshot's on my profile but it shows the work in progress.
It has been awhile that i have been on that savefile.
1 Hall with Ammo production machine's.

And robot's that room the grounds from the mechanist Add-on.

Fer Jul 10, 2021 @ 11:36am 
Originally posted by brownacs:
Originally posted by Fer:

I think there are many other weapons better suited for full auto fire. And they allmost all use 45'ammo. So switching it to 308' and keep it single fire cause of the low ammo find is a good way to go early game. Rifleman you can get like after Perception stat 3 already. Start of the game basicly. But hey you can do w/e ever you want you can switch back-and-fort with weapon's. Stat's will only increase perks will be kept always. Build a ammo factory and it won't matter anyway.
For sure, I went .308, but it was a bit punishing sometimes. I also wasn't using .45 ammo at all on that run anymore (found out about the Nukaworld DLC special weapon so late that there wasn't really any point anymore... next run though). Also didn't really get how to use settlements properly (never occurred to me to check my workbench for things they were producing... not my finest moment) and now I'm playing on survivor so is there even that much point? I'm really asking. It seems like it could be incredibly useful but then I'm going to have to create these ammo/water/food/cash farms in every single settlement cos I'm not walking back to Sanctuary every 20 minutes.

If you play survior the best thing to get early. If you want to build settlements and such. Is going to the BOS and get the airship transport so you can get in and be the gunner on the ship on your way to the settlement. Faster then walking.
brownacs Jul 10, 2021 @ 11:42am 
Originally posted by Fer:
If you play survior the best thing to get early. If you want to build settlements and such. Is going to the BOS and get the airship transport so you can get in and be the gunner on the ship on your way to the settlement. Faster then walking.
Groovy. Thanks for the advice. One last question: what happens (spoiler) when I get to the institute? I'm assuming that doesn't unlock pseudo fast travel for me?
Fer Jul 10, 2021 @ 11:46am 
Originally posted by brownacs:
Originally posted by Fer:
If you play survior the best thing to get early. If you want to build settlements and such. Is going to the BOS and get the airship transport so you can get in and be the gunner on the ship on your way to the settlement. Faster then walking.
Groovy. Thanks for the advice. One last question: what happens (spoiler) when I get to the institute? I'm assuming that doesn't unlock pseudo fast travel for me?

You will get a inplant i believe which you will only be able to fast travel into the institute and onto the building above it.
brownacs Jul 10, 2021 @ 11:51am 
Originally posted by Fer:
Originally posted by brownacs:
Groovy. Thanks for the advice. One last question: what happens (spoiler) when I get to the institute? I'm assuming that doesn't unlock pseudo fast travel for me?

You will get a inplant i believe which you will only be able to fast travel into the institute and onto the building above it.
So I can fast travel into the institute from anywhere but travelling out it just takes me to the CIT ruins? Makes sense. Thanks for your help. Enjoy the award. EDIT: To the OP, sorry for derailing.
Last edited by brownacs; Jul 10, 2021 @ 11:51am
How to mod the OG depends on your build type and play style, and your perks, though the OG is so good it's worth building your perks around it, rather than the other way round.

As it's going to be your main weapon for a large part of the game, mod it around your strongest combat perks (or if you can't do that, take perks to match its current setup).

The key difference is whether you prefer VATS or free fire. For VATS use you want short stock, short barrel or light barrel, reflex sight, quick eject mag. This maximises your VATS rate of fire, but doesn't give the best range or accuracy.

For non VATS, and certainly for non VATs sniper, you want long stocks long barrels (preferably light) and the longest scope.

The suppressor is almost always a good option and always worth the range penalty, even if you don't perk into Stealth and Sandman.

Suppressed auto is the most OP setup in the game, particularly with a Two Shot weapon like the OG. With Two Shot you do something like 2.5x damage of a regular auto weapon. Stack in sneak attack multipliers on auto and you will basically break the game.

The Two Shot effect gives the greatest (relative) benefit with mods that reduce damage, so Light and Auto receivers. Sadly when you find a .308 receiver (and you will need to be higher level to make or find one) you pretty much have to install it, unless you are using the stealth auto exploit mentioned above, and this will lose the relative advantage of Two Shot, though still gets some absolute benefit.

Idk. Getting the OG is basically cheating in my opinion. :-)
Or more like, it's like taking the difficulty level of the game down one level. But it's a fun weapon and I have definitely run many many games (mostly Survival) where the OG was the main weapon through most of the game.
Originally posted by Fer:
Originally posted by Prince Ludwig the Indestructible:
How does one build an ammo factory?

I build a 3 Hall Factory out of concrete and glass on the Starlight Drive-inn.
This is on one of my save file/ playthrough's.
I have screenshot's on my profile but it shows the work in progress.
It has been awhile that i have been on that savefile.
1 Hall with Ammo production machine's.

And robot's that room the grounds from the mechanist Add-on.

I never realized you could build your own ammo factory
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Date Posted: Jul 10, 2021 @ 10:30am
Posts: 18