Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fairly sure they don't stack with each other, though i think the explosive perk may with either commando or rifleman if the gun is explosive. Automatic explosive might be hella brutal though..
Demolitions Expert does stack, but not really with Rifleman or Commando. Heavy weapons are different, because Heavy Weapons Expert does boost explosive damage as well (as otherwise it wouldn't be very useful on missile launchers and Fat Men).
Explosives perk applies to the explosive effect.
As to the question, it depends on playstyle, but you may have issue with ammo going down the automatic/command rout untill you get a few of the perks that get you more ammo, but it has higher overall DPS.
The rifelman side of things does not have as much of an issue with ammo, but actually has lower overall DPS.
But if you can get Spray and pray early and just use that, then I'd say you would be alright doing an automatic build.
But the general concensus is that higher damage weapons ignore more damage resistance then lower damage weapons.
Unless it has the explosive effect and is automatic. Then it's just a one way ticket to hell for every enemy.
Rifleman/Gunslinger/Commando perks will buff the explosive damage of a legendary explosive weapon.
HWE specifically has an effect which applies "Mod Player Explosion Damage" in addition to an effect which applies "Mod Weapon Attack Damage". Gunslinger, Commando and Rifleman don't have "Mod Player Explosion Damage".
Here - I just did, normal mode 0 armor, shooting the ground with a mini-nuke:
No magazine perks, companion perks, bobbleheads, etc.
List Damage (no perk) is 468 - 18 impact (if hit with the bomb), 450 explosion <-- this is the only part that will do splash damage
Damage taken (no perk): 450
Damage taken (heavy gunner 1): 648 <-- this is 1.44x without a perk, or normal damage x 1.2 x 1.2...
Damage taken (heavy gunner 5): 1800 <-- this is 4x without a perk, or normal x 2.0 x 2.0
[Note that the damage in pip boy is 936 --> 36 impact + 900 explosion, it actually does 1800...]
For straters it increases the hipfire accuracy by 20%, combine this with the steady aim perk for a total of 60% increase to hipfire accuracy. As a shotgun user i dont think you will be using your sights very often so having a good hipfire accuracy will help alot.
Also there is the stagger change with commando, which with a regualr automatic weapon isint very noticable, but with a shotgun that shoots 7-8 pellets per shot and with a 6% per pellet chance to stagger, your looking at a 36%-40% change per pull of the trigger to stagger your opponent. This can be a life saver in some situations as a shotgun user as you are typically going to be getting close to some deadly melee enemies and being able to stop them in their tracks at a very reliable rate will be very handy.
Iv also noticed with shotguns modded for automatic use have a very magangeable rate of fire and can be used like a semi auto to save on ammo.
If you want to play rambo and brrrt stuff in the face --> auto.
If you aren't playing survival then the game is easy enough once you get to level ~20 that basically anything is viable...