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The .50 round in the game is severly under powered for the caliber it is. Better off getting the Overseer Guardian and upgrading it to .308 cal if you want to snipe with a weapon, yet have a powerful one for general use.
The Maxwell, being a CC item, I have no experience with.
(I almost always do :) )
I don't like the AK class weapons in *this* Fallout game because they are like somebody didn't get the memo about this being an alternate history. And because they just make the AKs stupidly better than everything, for no good reason.
I don't like the cowboy pistols and cowboy rifles in this game because again, they make them stupidly better than everything, for even less of no good reason. These are two-three hundred year old museum pieces by the time of the Great War. It is absolutely ludicrous that they are, on any dimension, even *as effective* as the standard military weapons of the Great War, let alone more effective (which they are). In that case why wasn't the US Army defending Anchorage with cowboy revolvers and lever action cowboy carbines?
The weapons in the base game are well balanced and mostly internally consistent, even if they don't engage the enthusiasm of "modern weapons" fans in the way FO2 did.
The DLC weapons and CC weapons are all pretty much a joke. They are all basically the equivalent of some kid uploading a mod of a .45 automatic and it does 100 DMG.
Either of which can then spawn in the Commonwealth...
Doh.
The only STR factor should be to check if you can hold on to it after the first swing. XD
My favorites were the light in shining darkness (a 1911), Anti mat rifle, Pacienceia (hunting rifle), Christine's COS rifle (sniper), this machine (M1 grand), riot shotgun, medicine stick (lever action 45-70), and the survivalists rifle.
Though I do agree that some guns are comedically better than others. I guess I can always download balance mods, but where's the fun in that?
I don’t know much about the Kashlikov (probably misspelled) rifles tbh.
But in this game the Russian carbine round hits as hard or harder than the full rifle round. Yeah....
The stupid high damage of the AKs in this game is just a classic case of some junior content creator going "this be so cool must give it 100 DMG".
The base game design actually largely follows the ballistics. (Then fudges ballistics for the .50 round, the Tommy gun, the minigun, and auto weapons in general, for "game balance" I guess).
Base damage, semi auto mode
30 5.56 Assault rifle
32 7.62 Handmade rifle (7.62 x39)
33 .45 Combat rifle
37 .308 Hunting rifle (7.62 x51)
I love the goofy atompunk weaponry that's big and clunky with knobs and dials. That's a big part of what makes FO4 distinctive.
That being said, I equally love it when the weapon designs embrace the retro-futuristic vibe that fallout has.