Sniper Rifle vs Anti-material rifle

Post » Sun Mar 06, 2011 1:42 pm

Better criticals + 100x crits with sniper.

See you later, Anti-material rifle, you big lumbering, pos.
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Alexandra Louise Taylor
 
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Post » Sun Mar 06, 2011 3:58 pm

Haven't found an Anti-Materiel Rifle yet, but between the facts that my sniper is too weak to use it optimally without Buffout and that she dies if you look at her funny, i guess i'll be using it only when it absolutely positively must die in one hit. That's preferrable for every enemy, but some things absolutely must die before they know you're there.

In Fallout 3 Feral Ghoul Reavers were such things, the four i've killed in this game were jokes compared to their Fallout 3 equivalents. Two HP headshot with a sniper rifle without sneak attack or normal critical? :eek:
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Connor Wing
 
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Post » Sun Mar 06, 2011 9:05 am

The anti material rifle is too much of a big red "I win!" button for me. You can put down anything with just one shot. That's why I found it boring after a while. I think the sniper rifle fully modded is a lot more fun to use. Even though you can still one shot just about anything. The suppressor keeps you hidden.
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Mason Nevitt
 
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Post » Sun Mar 06, 2011 5:01 am

Ive learned the Anti Material Rifle svcks, for one its way too slow on reload times.. 2 if you dont have that drug to reduce weapon spread so your gun dont move around soo much its hard to shoot things in the head at long distances crouching. I prfer the Gobi Sniper rifle..

The Anti Material Rifle is only good for 1 or 2 shots at the most, and if you are fighting deathsclaws (and even with a sneak attack it wont kill them in one shot) i actually prefer to use the This Machine m1 garrand... Much more dmg, and shoots faster, and it good at decent distances for a sneak attack
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Lil'.KiiDD
 
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Post » Sun Mar 06, 2011 7:27 am

.50 BMG AMR:
-Slow cycling, just teaches you to be patient and exhale before the critical headshot.
-Better wear threshold than DKS-501 .308, probably due to forged receiver and heavy barrel.
-Turns Deathclaws into paste with AP ammo.
-Splatters Feral Ghoul Reavers with HP or BMG ammo.
-Burns (literally) through Sentry Bots, Securitrons, and Mr. Gutsys with IAP ammo. >:)
-Nice representation of the early Barret .50 BMG family before the M82/109 family of semi-autos.
-Generous 8 round box magazine.
-Love the Mildot scope.

.308 DKS-501/Gobi Campaign Rifle:
-Faster rate of fire than AMR.
-Good Mildot optics.
-Easier to lead targets with than HR or AMR.
-.308 Ball and HP ammo great for humanoid target critical kills.
-.308 AP great for "normal" Deathclaws and Ghoul Reavers in a pinch.
-Suppressor and Carbon Fiber Lightening Kits are a MUST!
-Wear threshold svckS because of over-machined receiver and gas-recoil system.
-WTH? I can't get a 20 round M14 box magazine? 5 round mags are terrible when you're ankle deep in Deathclaws or outnumbered by human enemies.
-Give a modded one to Boone, he deserves it for being a killing machine and a friend, plus his weapons never wear out.

.308 (Winchester 70/ Remington 700?) Hunting Rifle:
-Good starter sniper.
-Great against Giant Radscorpions and heavily-armored humanoid enemies.
-Mod scope svckS.
-Mod bolt is a MUST!
-Tritium iron sights are a nice touch.
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Jessica Phoenix
 
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Post » Sun Mar 06, 2011 11:40 am

The Anti Material Rifle is only good for 1 or 2 shots at the most, and if you are fighting deathsclaws (and even with a sneak attack it wont kill them in one shot)

Oh yes it will. If you meet all the requirements to use the AMR. You can one shot anything. Anything! When I first got the AMR. I went straight to all the Death Claw hangouts. Including the one that's not marked on the map but has a ton of them. I found good positions to shoot from, took my time in aiming and blew all of their heads off. That's why I don't carry it. Makes things too easy.
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Richus Dude
 
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Post » Sun Mar 06, 2011 4:39 am

Get the mod that allows you to rechamber weapons and you can rechamber the .308 snipers to use .50 CAL.

Seriously fun killing power with this :D
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Nina Mccormick
 
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Post » Sun Mar 06, 2011 3:02 pm

Anti-Materiel Rifle damage : 110.
Anti-Materiel Rifle crit damage : 190
Sniper Rifle damage : 62
Sniper Rifle crit damage : 124
Gobi Rifle damage : 60
Gobi Rifle crit damage : 120


The AMR may have a smaller crit multiplier but it almost does as much as the others do critting anyway and when it does crit it OHKs almost anything in the game (sneak attack). The fact is getting a sneak attack headshot with the AMR will OHK anything in the game but the legendary creatures.. AMR > Modded Sniper > Gobi > Unmodded Sniper.

Reaching 100% crit is pointless when sneak attacks give you that anyway which is what you will be getting with sniper rifles. The AMR one shot kills Deathclaws with a sneak attack, sort of makes everything else redundant.

EDIT: Wageslavez the AMR is nothing like the Barret. Its based off a French AMR.
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joeK
 
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Post » Sun Mar 06, 2011 1:10 pm

Modded Sniper Rifle was better in my playthrough by every mean.

1. 100% crit rate. The resulting damage is higher than AM with it's 23% crit. (considering you have all crit perks/gear)
2. Faster firing for higher DPS and more usefull in tight situations as you have 5 quick shots and quick reload. I used it as a close quarters shotgun.
3. Enemies never know were you are. Take out an army with no worry. (supressor)
4. JSP .308 ammo owns. Good for all enemy types and crazy damage.
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Dylan Markese
 
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Post » Sun Mar 06, 2011 11:00 am

Its based off a French AMR.

That's the one that comes with a white flag, right?
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D LOpez
 
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Post » Sun Mar 06, 2011 12:11 pm

Modded Sniper Rifle was better in my playthrough by every mean.

1. 100% crit rate. The resulting damage is higher than AM with it's 23% crit. (considering you have all crit perks/gear)


Err no. An AMR crit does a lot more damage than a sniper crit. 100% crit rate is irrelevant due to sneak attacks and the AMR OHKing almost anything on the game with them.

EDIT: http://en.wikipedia.org/wiki/PGM_Hecate_II

I dont know why everyone associates anything with a muzzle break to the Barrett.
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Vincent Joe
 
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Post » Sun Mar 06, 2011 12:02 pm

This Machine owns everything.
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Beth Belcher
 
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Post » Sun Mar 06, 2011 2:12 pm

I meant the resulting DPS. I'd rather have a supressed sniper rifle in any situation with its gauranteed crits and JSP .308 ammo and better criticals applying to EVERY shot.

thats a 100% damage increase on every regular hit on top of crit damage.
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Chris Ellis
 
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Post » Sun Mar 06, 2011 1:59 pm

If you get the fast reloader perk, reloading the AmR isn't as bad as it might sound.
Now, if only it had a silencer in the game.
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Rachie Stout
 
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Post » Sun Mar 06, 2011 3:03 pm

If you get the fast reloader perk, reloading the AmR isn't as bad as it might sound.
Now, if only it had a silencer in the game.


true, but it's still enough to make it's dps + situational use lower than modded sniper rifle w/ better criticals and .308 JSP ammo.
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Baylea Isaacs
 
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Post » Sun Mar 06, 2011 12:41 pm

Anti-Materiel Rifle damage : 110.
Anti-Materiel Rifle crit damage : 190
Sniper Rifle damage : 62
Sniper Rifle crit damage : 124
Gobi Rifle damage : 60
Gobi Rifle crit damage : 120


What you gotta remember is the Hand Loader perk though.
With that you get access to;
.308 JSP - +50% damage
.50 Match - +15% dmg, -35% spread.

This puts the stock Sniper Rifle at 93 damage, none-crit.
AmR is at 126.5 none-crit.

i'm not 100% sure of how the bullet modifier effects crits, but assuming the modifier effects the crit. bonus damage aswell, this puts the rifles at;
Sniper: 186 crit,
AmR: 218.5 crit.

But when build optimally, your character will crit roughly 5 times more often with the Sniper Rifle, than with the AmR, putting the Sniper vastly ahead of the AmR. Not to mention the option for a silencer makes the Sniper alot stronger against groups of opponents.
Granted the AmR will hit harder w. the sneak crit. But every consecutive shots will be weaker, provided you've build your char to the 100% crit chance with. Snipers, either by the Build to Destroy trait, or by having 10 luck.
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Robert Devlin
 
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Post » Sun Mar 06, 2011 10:33 am

Celery,

The French AMR was a b@stardization of Boys .55 and proto-Barret designs btw. Plus they didn't come with a giant white flag in the cleaning kit either.
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Mélida Brunet
 
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Post » Sun Mar 06, 2011 3:57 am

The thing is that the AMR is not supposed to be used in CQC and is the best in the game at what it does. Crazy long headshots from stealth. People seem to like sniper rifles better just because you get more shots in vats and it easier to shoot stuff running at you.

It seems like a lot of you tried to use the AMR in a building with 3 dudes coming right at you and get mad that it doesn't cycle fast enough.

And the gauss is bugged in this game again so that's why I don't use it.

Also, having a little patience won't kill you. Waiting for {HIDDEN} to pop up again doesn't take that long, And you all call yourselves snipers!!!!
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i grind hard
 
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Post » Sun Mar 06, 2011 1:13 pm

The boys from Dien Bien Phu might have a few opinions about the way this topic has gone...

In game terms, the AMR is heavy, is slow on the reload without chem or other assistance, but it is accurate. If you are going to the effort of getting a one shot kill with it, you could probably do the same with either the sniper rifle, or the trail carbine or scrub gun, and still be able to carry something else as a backup gun.

That really poor 2nd shot rate, and 20 kilo weight rules it out in my book. And there simply aren't that many things that make it a necessity.

Each to their own though....
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Hearts
 
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Post » Sun Mar 06, 2011 12:18 am

20lb and .308 kill AMR imo.
I mean I can triple tap with sniper while I only get one shot off AMR, check post #41 for the difference in damage output.
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SEXY QUEEN
 
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Post » Sun Mar 06, 2011 2:12 am

true, but it's still enough to make it's dps + situational use lower than modded sniper rifle w/ better criticals and .308 JSP ammo.


DPS doesnt matter much when it OHKs pretty much everything with a sneak attack.

What you gotta remember is the Hand Loader perk though.
With that you get access to;
.308 JSP - +50% damage
.50 Match - +15% dmg, -35% spread.

This puts the stock Sniper Rifle at 93 damage, none-crit.
AmR is at 126.5 none-crit.

i'm not 100% sure of how the bullet modifier effects crits, but assuming the modifier effects the crit. bonus damage aswell, this puts the rifles at;
Sniper: 186 crit,
AmR: 218.5 crit.

But when build optimally, your character will crit roughly 5 times more often with the Sniper Rifle, than with the AmR, putting the Sniper vastly ahead of the AmR. Not to mention the option for a silencer makes the Sniper alot stronger against groups of opponents.
Granted the AmR will hit harder w. the sneak crit. But every consecutive shots will be weaker, provided you've build your char to the 100% crit chance with. Snipers, either by the Build to Destroy trait, or by having 10 luck.


Ammo doesnt improve crit damage. Crit damage is a fixed value and only improved by things that specifically say so like Better Criticals and Ninja. Even with the new ammo an AMR crit does considerably more damage than a sniper crit and is enough to take Deathclaw heads off in one shot. If you cant land headshots then sure the Sniper might be better suited for you but otherwise the AMR makes it pointless.

Also as ive pointed out sneak attack crits make the x5 multiplier on snipers irrelevant. The AMR one shot kills even Deathclaws with a sneak crit and one shot kills most lesser enemies with a non-crit torso shot.
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Naughty not Nice
 
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Post » Sun Mar 06, 2011 2:14 pm

Anti-Materiel Rifle damage : 110.
Anti-Materiel Rifle crit damage : 190
Sniper Rifle damage : 62
Sniper Rifle crit damage : 124
Gobi Rifle damage : 60
Gobi Rifle crit damage : 120


No idea where those numbers came from. If that's base line ammo it's not even remotely right on the critical damage.
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Wanda Maximoff
 
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Post » Sun Mar 06, 2011 6:42 am

Silenced Sniper Rifle, JSP Hand Load, finesse, 10 luck, better criticals, 1st recon beret. 100% critical chance vs the AMR's 20%.

You'll do more damage on average than a AMR. 232 on the sniper rifle vs 163 on the AMR with Match Ammo.

Equations are as follows:

Sniper Rifle
1.5*(62*1.5+62) = 232.5

.50 Anti-Material Rifle
(110*1.15+80)*.2*1.5 + 110*1.15*.8 = 163.15
First half is critting, second half is not critting.

And after one shot, you'll be surrounded by deathclaws with the AMR. With a SSR, you can take out the entire pack without any trouble.

Yes, your first shot out of hiding WILL be guaranteed better with the AMR because it's a guaranteed crit, but after that, your average damage will be 163 vs the SSR's 232.


Not to mention the fact that the SSR has a hugely faster firing rate than the AMR. So basically, if you want a single target dead and there isn't anyone else around, choose the AMR. You'll do more damage and it's strictly the better choice. If you're fighting against multiple targets, the SSR is by far better. But frankly, even against a single target, a sneak attack crit headshot from the SSR will most likely kill anything in the game, except the Legendary Deathclaw.

And finally, of course, .308 is much cheaper than .50.
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Jinx Sykes
 
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Post » Sun Mar 06, 2011 8:14 am

No idea where those numbers came from. If that's base line ammo it's not even remotely right on the critical damage.



Those aren't the critical values, those are the criticals added in.
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Toby Green
 
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Post » Sun Mar 06, 2011 5:51 am

The AMR has everything you need. Accuracy, damage, value and AP, HP and incindiary ammo, for all types of ammo. The only thing is the ammo is rare and pricy, gun runners have it as 9 caps per bullet.


It's not that expensive, 300 .50 BMG bullets (@ 55 barter=8 caps) is 2400 caps...?
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RaeAnne
 
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