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"Deliverer" Pistol (i.e. legendaries that lower VATS cost)
Sniper Rifle (whatever does highest, I try different things here)
Explosive Weapon (like a Fat Man or, my best weapon, an Explosive Shotgun)
A Utility Thing (1 character may have a knife, but another may have Vertibird flares)
In other words, it's generally a pistol sidearm, a long-range non-automatic rifle, some Area Effect thing, then something else that I use often.
Funny thing, I have a dedicated Melee build, and she happens to use 4 weapons as well, because it turns out I have 3 melee weapons for different enemy types and 1 Pistol because there are sometimes turrets you simply have to shoot.
In the case of my mercenary sniper, who plays all side, its simply a combat knife, 10mm, assault rifle spec'd towards single fire high damage, and a sniper rifle. Half the weapons are super light, the 3rd merely light, with the sniper taking up the most.
In the case of my BoS Paladin, the melee could be anything from super sledge to rocket bat, the pistol is almost always a full auto laser pistol or plasma pistol, the primary could be anything from full auto assault rifle to plasma flamer, the heavy is truly a heavy weapon, and the 5th spot is rocket launcher, fatman, or something else of the mass overkill variety. He simply does not worry about weight tolerance.
In the case of Minutemen general, saber, revolver, combat rifle, and then a skip over to flare gun as special. Relatively light weight, but he tends to abuse artillery smoke and carry lots of nades as well.
Raider boss, is gruesome melee (something, clawed, jagged and/or rusty. Nothing that if used for real would be a clean kill.) sawed off double barrel, pack rifle, a heavy weapon of choice (a preference again for brutal, like harpoons or bowling ball launcher). Half the time he is on drugs, unloading the double barrel or up close in melee.
Institute scientist, shock baton, laser/plasma/institute/gamma pistols, laser/plasma/institute/rad rifle (mix match ammo from pistol), railgun.
Lots of various loadouts, but generally always the same pattern of 3-5 weapons, with a melee, handgun, primary, heavy, special hierarchy.
In the case of a more pure melee character thou, the primary and heavy would also be melee, making the pattern be light melee, handgun, primary melee, heavy melee.
For more gun based character with weight limitation, (snipers, stealthy, etc,) the melee weapon is something super light, that may never be used save for the occasional annoying mole rat or radroach. I just can't roleplay going out into a wasteland without a knife (or similar) thou.
Craft your own ammo with the workshop stuff. Buy DLC ammo from vendors.
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For range = .50 calibre sniper rifle
For close/indoor = Combat shotgun
For other circumstances = Grenades
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Nowadays I also often to rebuild quite a few of them as glitch weapons with unusual mod parts, but Deliverer and the melee weapon are usually natural.
Do you think a combat sniper would actually be better? Or does anyone actually use a laser or plasma sniper? I tend to use those for automatic.
I had the shotgun for a while up until I got to much higher levels, then it stopped doing as much damage, even an auto shotgun with like a 30 round clip or whatever. So I just go rifles now.
Thinking of bringing a gauss around. Usually have this urge to give it to a provisioner or attractive female settler.
Using improved settlers and mortal followers. Losing lots of them to falling. Nasty habit I picked up on my normal playthrough to build beds as high up as possible.
(With a carry weight mod about 200 weapons is the most I have had on me at any point in time. I had all the raiders weapons from NW world and handed them out to settlers in Boston. Plus any legendary under $400.
I figure if the vanilla game let's you carry all sorts of junk like complete sets of armour, several rifles, a sword or two, 50 hand grenades and thousands of rounds of ammo without tripping over every bump in the ground it's no more unrealistic. Especially if using followers. Saves a lot of time mucking around in their inventories. I've always wondered how getting hit never caused anything to detonate.)
Initially, the beginner 10mm pistol and a .308 pipe sniper rifle you can findupstairs at the last house on the right at the east end of the Concord museum street (don't blame me if you open this spoiler and then find yourself way too OP for the game!
I switch to the Overseer's Guardian as soon as possible and keep upgrading that, while keeping the .308 sniper rifle. Eventually I switch the OG to .308 ammo, so I can use the same ammo on both.
End game, I switch the OG to sniper configuration and use a short range semi-auto assault rifle and/or a short range semi-auto handmade rifle from Nuka World. THe handmade rifle does more damage than the assault rifle; but without the Commando perk, it's ammo is limited to 30 max.
One game a while back, I lucked into a legendary Two-Shot Assault rifle, which became my sniper rifle; so, I kept the OG for short range use.
All of the above is fairly OP, but at this point I'm just playing the game for fun and relaxation. I'm too old to worry about it anymore.
What those specific weapons are obviously varies as you level up, get access to stronger weapons and also more versatile weapons.
I only play Survival and that obviously really focuses you on a tight selection of weapons because of the limited carry weight and the competing demands from armour, aid, and loot.