Energy Weapons Fallout New Vegas

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In earlier games, energy weapons were rarer, more expensive but better than most other guns. In New Vegas, this is less true- either guns or energy weapons can be used for shooting. It's mostly a matter of preference but here are the main bullet points (pun not intended):Guns:. More commonly available, especially in the early game.

  1. Fallout Nv Energy Weapons

Ammunition is cheaper. Based off Agility. Perks and recipes are based off Repair.

Large variety of weapons. Ammo is specific to a weapon or small group of weapons. Types of ammo vary with weapon groups. Bulk ammo degrades weapons quickly. Strength requirements are higherEnergy Weapons:.

New

Rare and mainly sold by two stores. Ammunition is more expensive. Based off Perception. Perks and recipes are based off Science. Smaller variety of weapons. Only 3 types of ammo, no counting flamer fuel.

All ammo can be converted into other types. Ammo crafting only uses ammo and spent ammo. Bulk ammo degrades weapons slowly, higher quality ammo degrades faster. Strength requirements are lower. Less recoil.

Critical hits can disintegrate or melt enemies. New vegas body physics. Due to a glitch, this stops them respawning.

Fallout Nv Energy Weapons

Legend- Damage: This information comes straight from the and shows the damage caused by a single click of the mouse/trigger. For most, that's a single bullet, but for shotguns, it's a single shell (containing several small pellets), and for the it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads.- Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading.- Spread: This is the Min Spread stat from the G.E.C.K.

(the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from the center by that many degrees regardless of stance, skill, or condition.- Critical chance multiplier: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. Each bullet fired from your ). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT% MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit.

For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit% Mult stat in the G.E.C.K. Is divided by the G.E.C.K.' S Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired.

Note that single V.A.T.S. Attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done.- Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized deals twice the damage of a common critical strike.- Action Point cost: The number of used per shot in V.A.T.S.- Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K.- Durability: This is the maximum number of times a weapon can attack/fire from full health before completely breaking.- Ammunition used: The type of ammunition the weapon uses.- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine.- Weapon weight: Weight value of the weapon that applies to encumbrance.- Weapon value in caps: Base value of the weapon in. Resale value is affected by skill.- Value to weight ratio: The ratio of the base weapon value in to the weapon weight.- Skill required: The weapon and skill level required to use the weapon without penalty.- Strength required: The required to use the weapon without penalty.Guns.