The worst weapon in the game

Post » Sun Mar 06, 2011 10:42 am

listen guys, I've been playing Fallout since the first one all the way past Tactics and through to New Vegas, the worst weapon in the New Vegas game has to be the service rifle, simply because it svcks more than the time I was level 8 and walked across the map into the Quarry where all the Deathclaws are. Trust me, it was not fun!
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Felix Walde
 
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Post » Sun Mar 06, 2011 11:30 am

I used the .22 silenced pistol to mercy kill some crucified people. I don't know if it matters or not whether you use a loud weapon, though.
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Pants
 
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Post » Sun Mar 06, 2011 5:30 pm

How in the world do shotguns not do enough damage...? The lever-action is probably one of the easiest early-game weapons to acquire and even before Cowboy (a 25% damage increase) it does like 90 DPS. I would absolutely use them over most full-auto weapons in CQC most of the time, especially when they have no problem destroying DT compared to full-auto weapons.


I stand corrected! I completely forgot about the lever action shotgun! I did use that quite a bit earlier on and it was a very good weapon.
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Guinevere Wood
 
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Post » Sun Mar 06, 2011 7:48 pm

nothing is as worse as the stick Moira Brown gives you in Fallout 3 though, it scares mole rats and that's it.
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Rachell Katherine
 
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Post » Sun Mar 06, 2011 5:55 pm

Service rifle hands down.
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Kanaoka
 
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Post » Sun Mar 06, 2011 7:38 pm

nothing is as worse as the stick Moira Brown gives you in Fallout 3 though, it scares mole rats and that's it.

How can that be crap? it makes Mole Rat explode!

I agree no any kind of sniper, including scope laser rifle should be the worst weapon.

What makes .22 weapon worst is the fact that they ain't that useful even as lead and powder supply.
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keri seymour
 
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Post » Mon Mar 07, 2011 12:27 am

Your fists (followed by all melee weapons). I can't stand playing an up-close-and-personal fighter.

Edit: replaced "firsts" with "fists" as was intended initially.
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Lynne Hinton
 
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Post » Sun Mar 06, 2011 11:30 pm

Hmm. Not sure where you are coming from with that statement. I thought the anti material rifle was rather powerful. Anyways, worse weapon is silenced .22 in my opinion


22. svcks.
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yermom
 
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Post » Sun Mar 06, 2011 4:17 pm

everyone has it covered pretty much .22 SMG, .22 Pistol, and service rifle. The service rifle has a larger clip than the cowboy repeater but will fire slower (mods) and do less damage per shot, if it were automatic it would've been a decent weapon.
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Maya Maya
 
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Post » Sun Mar 06, 2011 10:35 am

I've had some bad experiences with the single shotgun. My last playthrough I couldn't find a caravan shotgun early on, so I used the single. Its just plain horrible. Bad damage, slow, and one measly shot. Even the 9mm I can keep squeezing shots off
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Kit Marsden
 
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Post » Sun Mar 06, 2011 10:33 pm

i carry a 9mm pistol until the very end of the game. it's lighter than air and so's its ammo, it does respectable damage to low level enemies im not wasting useful ammo on, plus, more than anything, it looks completely sweet and feels great to use :D
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Eilidh Brian
 
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Post » Sun Mar 06, 2011 10:01 am

I was wondering to myself why have so many cheap useless weapons/armor in the game, then I took the jury rigging perk, I now have more money than House. Any how I keep 6 weapons on me they are

1. Sniper rifle- mod with silencer and carbon fiber parts, and add the right perks for critical damage firing handload bullets = 1 shot kill on allmost all enimies in the game

2. YCS 186- firing Max Charge with meltdown perk = Killing groups of enimes fast from a far

3. Pew Pew- firing Max Charge with meltdown/professional/laser commander perks = Killing groups of enimes fast when in Caution and is a hold out weapon.

4. Ballistic Fist- Slayer perk = Killing non robot/power armor enimes when in Danger

5. Zap glove- Slayer perk = Killing only robot/power armor enimes when in Danger

6. Mysterious Magnum- hand load bullets and that cool guitar pluck when holster/draw your weapon= hold out weapon that doesnt blow mu up because of meltdown.

all other weapon repair these or repair other weapon that make me rich, for example I find/buy Hunting rifles repair them with varmit rifles and make alot of money quick.
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sam westover
 
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Post » Sun Mar 06, 2011 10:27 pm

i carry a 9mm pistol until the very end of the game. it's lighter than air and so's its ammo, it does respectable damage to low level enemies im not wasting useful ammo on, plus, more than anything, it looks completely sweet and feels great to use :D
Maria or modded regular?
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Alexander Lee
 
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Post » Sun Mar 06, 2011 5:40 pm

Worst weapon: Fatman, you are lucky to find one Mini-Nuke in a casual playthrough, and they nerfed the hell out of it, it cant kill Reavers in one hit, useless.
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Krystina Proietti
 
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Post » Sun Mar 06, 2011 11:48 am

my fists with 13 in unarmed and 5 in str
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FITTAS
 
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Post » Sun Mar 06, 2011 12:41 pm

gatling laser... Why on earth would I use it when I could use an RCW?
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john palmer
 
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Post » Sun Mar 06, 2011 7:47 pm

And to top it off, I think the deciding factor is a combination of preference and build- with a 1st Recon Beret-Max-Luck crit build, the Sniper can crit 100% of the time- which out-damages a normal AMR hit, and the AMR only makes a comeback when it crits which the Sniper always does with such a build. Add a suppressor to the Sniper, and consider the weight- I can see the preference.


Are you just going to ignore the fact that a sneak attack is a 100% crit chance which the AMR can easily exploit? The AMR vs the Sniper is more situational than anything. A Sniper will have a much easier time against a bunch of Cazadors than the AMR (assuming you have a 100% crit build) will but an AMR makes Deathclaws a cakewalk.
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Penny Courture
 
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Post » Mon Mar 07, 2011 12:14 am

AMR maxes out at 38% critical chance. Sniper rifle has a 5x multiplier that gets it over 100% easily.

edit: Wait, I finally clued in that he said "sneak attack is 100% crit chance".

Never mind my comment....carry on.
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victoria johnstone
 
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Post » Mon Mar 07, 2011 1:32 am

This Machine. That thing is terrible. :cryvaultboy:
This machine is an awesome weapon. Like the only thing i use anymore. Does more DAM then the sniper does(with out crt%) . It may have the fastest reload time in the game and really low AP cost. Good size clip too. AMR is just ok IMO. Give it too Boone and he svcks with it. He does beast with the GOBI. The worst...service rifle. didnt like it at all.
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Ludivine Poussineau
 
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Post » Sun Mar 06, 2011 2:49 pm

Straight razor, early on it's a killer but even 100 melee, 9 strength, full repaired, sneak crits don't finish most level 10+ encounters. due to its low arm height max reach.
A custom shank kill even if a perk would work, or maybe I'll wait for better crits and ninja.
The fact it's a starting weapon for melee is wierd, as the 9mm I found usefull all through the game.

All weapons seem to be heavily leveled though, which makes early versions increasingly worthless, maybe if they took out the massive damage difference nd made it more skill based no weapon would truely svck.
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Kevan Olson
 
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Post » Mon Mar 07, 2011 12:55 am

I'd still rather try killing something with ANYTHING else besides a missile launcher.
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Lloyd Muldowney
 
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Post » Sun Mar 06, 2011 1:37 pm

I'd still rather try killing something with ANYTHING else besides a missile launcher.


On my last playthrough, I killed 6 consecutive Deathclaws with Annabelle. Well, crippled the sixth, and the Mysterious Stranger finished it off. :gun:
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Christine
 
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Post » Sun Mar 06, 2011 1:45 pm

The fact it's a starting weapon for melee is wierd, as the 9mm I found usefull all through the game.
You can easily get Chance's knife right at the start of the game.
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Jessica Raven
 
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Post » Sun Mar 06, 2011 4:27 pm

Explosives are pretty bad.... used 4 plasma mines 5 plasma grenades... sneak attack with annabelle... and unloaded with my unique grenade machine gun and still couldn't kill a normal deathclaw.
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Evaa
 
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Post » Sun Mar 06, 2011 9:12 pm

I think the whole SR vs AMR ordeal really just boils down to preference. I've yet to use either one one, although I'm looking forward to going sniper... preferably silenced. :rock:


The standard sniper rifle can accept a suppressor, which makes a big difference. With the sniper rifle you can pick off an entire horde of people, one at a time, with none of them having any idea what's going on. The AMR is hands-down more powerful (unless you use the [censored] .308 JSP handloaded rounds), but you're only going to get off one or two shots before everybody within half a mile converges on the sound of your light artillery touching off.

Personally I would have not added a suppressor for either weapon. You already have suppressed versions of both a pistol and SMG chambered in.22LR and 12.7mm, and the 10mm pistol. Choosing to go stealth should force you to use lighter weapons, it shouldn't be a "yeah, this is one of the most powerful weapons in the game and silent". Should be either/or. The sniper rifle and AMR give up any semblance of quiet in exchange for being very powerful, very long ranged, one-shot fight enders.

But on topic, I think I'll have to agree that the rolling pin the is worst weapon. Even somebody with no unarmed skill at all probably does more damage with their fist.
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sophie
 
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