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But Kiloton have more damage 122 vs 68 , thats 70% better damage, and it has 100 rad damage on top of that, splash is 15 for both of them. splash damage are equal.
Soo a big boost in damage for the kiloton, and a slight in splash damage for S&P.
I would chose Kiloton.
The rad damage shines against monster with huge healthpoints and low rad resist, each shot removes 10% of their maximum healtpoints.
Yes, DemoExp is also maxed.
You still got Splash damage, about 70% of S&P.
Yeah but the main deal breaker for me is the clip size. Even with a Large Quick Eject Mag, it still only holds 40 rounds as opposed to SnP's 100 from the QE Drum. That's why I'm hesitant.
Plus from what I've tested via console, the fire rate is inconsistent. Sometimes it's 300, sometimes 90, depending on seemingly whenever it feels like each time I load a quicksave. Apparently this can be exploited, but for the sake of argument and practicality, I wanna keep it at the intended 90 RoF.
https://www.reddit.com/r/fo4/comments/4kgldq/spoilerradium_riflespoiler_300_fire_rate_glitch/
It was very fun to spam .45 bullets all around the targets.. and satisfying too.
"Irradiated
The Irradiated mod is potentially very powerful, scaling extremely well with higher difficulties and higher levels.
When combined with the Nuclear Physicist perk, Irradiated weapons do 100 points of radiation damage (10% of max health).
At lower levels and difficulties, the normal damage of the weapon may dwarf the 10% max health reduction (due to how radiation damage in Fallout 4 works).
Indeed, even at high levels, properly upgraded and geared weapons may also do much better against many enemies.
However, high-level human enemies may have over 1,000 health and, due to radiation damage ignoring player damage penalties in higher difficulties, a single irradiated shot could be worth hundreds of damage, highly effective on automatic weapons (even a low-level auto pipe pistol).
Irradiated Gamma guns and Radium rifles are even more extreme.
The Irradiated mod is also very effective against legendary enemies, as it reduces the maximum health points of the target, preventing the healing effect of the mutation."
https://fallout.fandom.com/wiki/Fallout_4_legendary_weapon_effects#Irradiated
With that in mind, i'd take the SnP for hordes, aka groups of enemies, as the aoe per shot only benefits from groups, aka 80 bullets x 15 extra damage, per nearby enemy is quite a bit.
Still would use the Kiloton for stanalone (or just 2) enemies.
But then... irradiated.. vs. FH enemies is not as effective, because most animals there are born with that.
Explosive damage isn't as impressive but works vs everything.
In the end, as the game progresses, you are going to find that you may keep Kiloton vs human enemies as a dedicated secondary weapons, and use something else as your main gun.
In my opinion, in FO4's combat system Bethesda dropped the ball in 3 things:
1) Damage resistance scaling making auto weapons useless vs harder hitting semiauto weapons. I think Damage Threshold in New Vegas was a better idea.
2) Due to 1, making plasma weapons split their damage in half ballistic and half energy, thus making them bad vs most enemies who tend to have around equal levels of both resistances
3) Auto receivers doing less damage per bullet than semiauto. I never understood why they did this. Automatic weapons fire the same bullets at the same power. If you fire in auto mode, you just get much more recoil and heat in real life. There is no reason to make auto receivers do less damage per bullet, and thus making them more susceptible to damage resistance.
I hope they fix these things in FO5. These factors are what make Spray n Pray a bad weapon to get. The submachingun is one of the most useless weapons in the game.
But keep Kiloton in a safe storage, in case you change you mind.
I feel like the Kiloton may be my go-to weapon for Nuka World, at least. Lots of human raiders there.