Sniper Rifle: Most Powerful Weapon in NV?

Post » Tue May 03, 2011 5:06 am

In Fallout 3 I used my sniper rifle from the Operation: Anchorage exploit a lot. Almost too much to be honest. I have to say that I don't think the sniper rifle is the most powerful weapon in New Vegas. Yes, you have a 5x Critical Chance with it. However, if you're sneaky and get Sneak Attack Critical hits most of the time, then the Brush Rifle beats it. If you have your Guns to 100, take the Cowboy perk and use hollow point ammunition, then it dwarfs the damage the sniper rifle can do. I'm at work so I can't get on my 360 to see the damage with hollow points, but I think it's around 166 DAM and well over 300+ DPS. Take Better Criticals and you can decimate nearly anything that you run into. True it doesn't have any advanced optics and a Critical Multiplier of 1x. That's because if it had a scope of high multiplier it would be way too much. Then again it's just preference too. I just find it to be way more effective than the sniper rifle.
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April
 
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Post » Mon May 02, 2011 8:18 pm

another important part of it is that crits bypass DR... which means a high-crit build is absolutely brutal against tough high-DR enemies.


Yes I have a high crit build I crit most of time like 90% and crits take 1 on some occasions 2 shots from sniper rifle
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Kirsty Wood
 
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Post » Mon May 02, 2011 11:19 pm

The Sniper Rifle does do the most damage in the game but not for the reasons you mentioned. As everyone else said, the crit multiplier is a crit CHANCE multiplyer. Still, it's possible to have a 100% chance to crit. If you build your character to take full advantage of the Sniper Rifle, it's probably the most damaging gun in the entire game. Here's what I did:

  • Gobi Campaign rifle: 60 base damage, +60 damage on a critical hit.
  • Hand Loader perk: Make JSP .308 ammo to increase base damage by +50%, bringing the base damage up to 90.
    ...



That's not how ammo damage modifiers work. They multiply the damage you do after DTR, crit damage, etc. So if your enemy has 50 DT, you've got a sniper rifle dealing 60 base damage, and you've got the ammo that does 1.5x damage and you do a critical for an extra 60 damage, you get this result:

HP Damage = ( Base Damage + Critical Damage - DT ) * 1.5 = 105

This would be multiplied by 2 for a headshot or 4 for a sneak attack headshot, making a one-hit for 420 damage. With a 90 damage critical (due to Better Criticals), you'd be looking at 600 HP damage on a sneak attack headshot. If the enemy had zero DT, you'd be looking at a 900 HP damage sneak attack critical.

Also, crits do not bypass DT. They simply make it a hell of a lot more likely that you'll penetrate DT.
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Steven Nicholson
 
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Post » Tue May 03, 2011 11:33 am

I'm a moderate idiot that simply looks for the applicable perks that support preferred guns and ammo and I get a little mixed up with computing stats. That said, I love both the .308 and the .50 which technically SHOULD make the .50 anti material more powerful based on ammo caliber. BUT I understand that may not be the issue. what am also curious about is the potential DMG of two other weapons I have.
I know that I have to apply perks/ammo to maximize damage which I fundamentally did by applying early perks towards two handed weapons and energy weapons (also wear my 1st beret for +5 crit)
It SEEMS like these two weapons SHOULD be the most powerful

Two weapons of mention:

Euclids c finder: (is it affected by perks/abilities? It doesnt seem that effective for how cool it is)

Tesla-Beaton Cannon- fully upgraded with OC ecp
Dam 161 DPS 219
Energy 72(+)
black widow
Bug stomper 2
Commando
Lord death 2


Also, can I get a higher rade energy ammo than OC ecp for Tesla Cannon?
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Blackdrak
 
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Post » Tue May 03, 2011 5:23 am

Also, crits do not bypass DT. They simply make it a hell of a lot more likely that you'll penetrate DT.

Haven't found anything in GECK yet (lots of new stuff have been added since FO3) but from ~100hour I am sure at least the crit damage (not the weapon damage) bypass DT, best example is taking Lucky against super mutatans, you would keep seeing shield comes up and do little damage until you got a crit.
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Harry-James Payne
 
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Post » Tue May 03, 2011 11:34 am

Also, crits do not bypass DT. They simply make it a hell of a lot more likely that you'll penetrate DT.

Haven't found anything in GECK yet (lots of new stuff have been added since FO3) but from ~100hour I am sure at least the crit damage (not the weapon damage) bypass DT, best example is taking Lucky against super mutatans, you would keep seeing shield comes up and do little damage until you got a crit.
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Conor Byrne
 
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Post » Tue May 03, 2011 2:28 am

Also, can I get a higher grade energy ammo than OC ecp for Tesla Cannon?


For Microfusion, there is an over charge AND a max charge. I presume that you can make a max charge ECP at the workbench, however that uses more ammo and the TC already uses way too much ammo to make sense.
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Adriana Lenzo
 
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