Big Gun Character viable?

Post » Sun Mar 06, 2011 11:11 pm

I was considering making a character who loves big guns. Is there enough ammo or guns to last?

I am tired of always doing a gun, repair, sneak, speech character and want to try something different.

Is melee fun also? Looks like it might get old...
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Alexander Horton
 
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Post » Sun Mar 06, 2011 9:09 am

I was planning on playing my Tank (8684366, Guns, explosives, melee, medicine repair), but haven't yet tried it. Big guns are no longer separeated, they are now guns (minigun, LMG), explosives (missile launcher, fat man, grenade MG) and energy weapons (flamer, heavy incinerator, gattling laser, plasma caster, tesla cannon), so you can use "small" guns before getting the heavy weapons.
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Gavin boyce
 
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Post » Sun Mar 06, 2011 2:44 pm

A missle launcher with high explsive/velocity rounds is viable.
- Gun runners sell 40 rounds of each missle per restock.
- The quarter master at the mojave outpost can repair your gun.
- Just need the caps to sustain the expanisve ammo/launcher repair.

Grenade machine gun may work also but the ammo cost is fairly significant just like the ML.
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Joie Perez
 
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Post » Sun Mar 06, 2011 12:21 pm

I was considering making a character who loves big guns. Is there enough ammo or guns to last?

I'll be working on a character like this eventually myself. In order to make a gun last, it would help to craft lots of Weapon Repair Kits and half Raul along with you - preferably both. Ammo, however, is another matter. I don't know for sure where to find it, but I recall buying up A LOT of it at one time from the NCR at the Dam, and the Gun Runners always have some in stock. But if nothing else, you can craft your own for certain weapons like the anti-materiel rifle.

Is melee fun also? Looks like it might get old...

I'm enjoying mine so far. It's still fun to compare one melee weapon to the other and decide which one would be best for most situations. There are also times when you have to decide when to charge in head-on or wait around the corner and let the bad guys come to you. Plus, if you really need a ranged attack, melee weapons lets you put all those throwing spears to good use and they do decent damage, especially if you have a high strength. :thumbsup:
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мistrєss
 
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Post » Sun Mar 06, 2011 4:03 pm

There is Mini guns, Missie Launchers, Gatling Lasers.
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kennedy
 
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Post » Sun Mar 06, 2011 2:54 pm

I hear that melee is much improved in this game - I'm considering it for my next char. as the weapons do look like fun to me :thumbsup:
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le GraiN
 
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Post » Sun Mar 06, 2011 10:58 pm

Depends on what type of big guns you want to use. It's been split between 3 skills now so it will be hard to be a guy running around with a minigun, flamer, and rocket launcher and be good at all 3.

There is Mini guns, Missie Launchers, Gatling Lasers.


All three of these require different skills.
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Nana Samboy
 
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Post » Sun Mar 06, 2011 12:38 pm

Don't forget Grenade Machine Gun, Plasma Caster, Flamer, (Heavy) Incinerator and to some extent AMR.

You still play like old FO which you start with small guns, the good news is you don't waste any skill point.
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Zualett
 
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Post » Sun Mar 06, 2011 2:39 pm

Is melee fun also? Looks like it might get old...


I started a Melee character, also taking Unarmed for the perks that affect both skills but have prerequisites in both or in "the other one that you're not focused on."

He's now an ass-kicking Unarmed character who has 100 in Melee for the perks. :D
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CYCO JO-NATE
 
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Post » Sun Mar 06, 2011 6:03 pm

I was planning on playing my Tank (8684366, Guns, explosives, melee, medicine repair), but haven't yet tried it. Big guns are no longer separeated, they are now guns (minigun, LMG), explosives (missile launcher, fat man, grenade MG) and energy weapons (flamer, heavy incinerator, gattling laser, plasma caster, tesla cannon), so you can use "small" guns before getting the heavy weapons.


The Tesla Cannon was an Energy Weapon in FO3.
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Joey Bel
 
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Post » Sun Mar 06, 2011 8:15 pm

This game really needed a medium machine gun. Something along the lines of an M60. The light MG and minigun suffers from the same problems as all the light rifles namely extremely weak unless you use armor piercing rounds. The closest you get to a medium machine gun is the 12.7mm SMG, which packs a nice punch but is miserably inaccurate and has a tiny magazine.

:(
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Scott Clemmons
 
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Post » Sun Mar 06, 2011 10:19 am

.308 machine gun with JSP.....lovely.
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matt
 
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Post » Sun Mar 06, 2011 6:58 pm

This game really needed a medium machine gun. Something along the lines of an M60. The light MG and minigun suffers from the same problems as all the light rifles namely extremely weak unless you use armor piercing rounds. The closest you get to a medium machine gun is the 12.7mm SMG, which packs a nice punch but is miserably inaccurate and has a tiny magazine.

:(


Ha yeah an M60 would be nice go all Rambo on some Deathclaws.
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Janette Segura
 
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Post » Sun Mar 06, 2011 6:36 pm

The Annabelle missile launcher with HE rounds was a blast (haha) to use, though I had explosives as secondary on a guns character. Really its main problem is killing yourself :D

You're going to suffer from the old problem of needing to use guns for quite a bit at the start of the game though :(
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evelina c
 
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Post » Sun Mar 06, 2011 6:36 am

Well, first off youd have to choose weather you want big energy weapons or big guns, energy weapons would be my suggestion since incenerators are common and you can get one almost as soon as you start a new game, but, you could go explosives and guns and get the pyromaniac perk and only use the flame based energy weapons. Meaning you could be effective with certain energy weapons big guns and all gun big guns.
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NAkeshIa BENNETT
 
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Post » Sun Mar 06, 2011 10:04 pm

My advice lower or keep at 5 intellegence, charisma, agility and perception...
As you won't get much use out of the last three apart to buff skills early, agility is far weaker in NV than FO3 as is V.A.T.s which makes % chance and AP's from Ag and perception less of a focus.
Charisma or at least it's skills are much more of use but as you'll need skill in Energy, Guns and explosives in that order for when the big stuff shows if following the MQ closely, I would ignore it as well.

To be fair you can get a pretty good big gun that uses more common ammo early, but back up weapons and melee are more likely to get you through untill later on when you can respawn multipule stores for ammo.
As there is no one big guns skill you're not going to be able to just tag one skill in the hope of being able to take on every situation, but as a none spoiler the two high strength weapons found first on a linear path
are an energy and a gun.
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Shiarra Curtis
 
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Post » Sun Mar 06, 2011 12:21 pm

yeh there is I am a heavy gunner and I find plenty of ammo, I mainly use an antimaterial rifle, frag grenades, avenger, missile launcher:you can find a bunch of ammo for this, mercy: this ammo is more rare, and to top it off fatman, in dire situations
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Donald Richards
 
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