Your gun set-up

Post » Sun Mar 06, 2011 5:48 am

Begin query "loadout".
Connecting to PipOS 25, user ID 28503895, password ********
Connection established. Running command with modifiers "weapon", "armor".
Printing list...

Weapon:
1x AMR
1x Trail Carbine with scope
1x USP Match 9MM with laser sight and extended mag
1x Fat Man with Little Boy kit
1x Light Machine Gun with expanded drum

Armor:
1x Boomer Flight Suit
1x Boomer Helmet
1x Lightweight Leather Armor
1x Rebreather
1x Space Suit
1x Desperado Cowboy Hat
1x Space Helmet

Logging off...


...
Er... why do people carry Sniper rifles or Anti material rifles which have scopes, and carry binoculars?

Or am I missing something here? :brokencomputer:

Sentimental value perhaps? I don't usually sell mine till level 14 or so.
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jenny goodwin
 
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Joined: Wed Sep 13, 2006 4:57 am

Post » Sun Mar 06, 2011 12:51 pm

Er... why do people carry Sniper rifles or Anti material rifles which have scopes, and carry binoculars?

Or am I missing something here? :brokencomputer:


Binoculars don't fill up a third of the screen the way a sniper rifle does. But it's more a force of habit really, I acquired a set of binoculars long before I got hold of a sniper rifle. Also, call me weird, but I don't like pointing my gun at something/someone unescessarily, if I were a traveller on the highway I'd be rather put out to say the least to see a heavily-armed man watching me through the scope of a sniper rifle. Wouldn't make me inclined to stop and say hello.
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Astargoth Rockin' Design
 
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Joined: Mon Apr 02, 2007 2:51 pm

Post » Sun Mar 06, 2011 12:19 pm

I am level 30, with 80+ hours on my current save. I finished the game, but loaded earlier save to role play little more. ;)

Friend of NCR with Boone and Cass close friends. Currently travelling with Cass.

Weapon slots:

1. Cowboy repeater, fully modded
2. ...
3. That gun
4. Thump- thump- unique grenade rifle
5. Brush gun
6. Trail carbine
7. All american- this slot may vary, some times I use AMR or Hunting rifle
8. Lever action shotgun.

I have always on me Maria- 9mm unique hand gun just in case.
Binoculars and Chance's knife- unique combat knife.

Suit I am wearing:
Sheriff's duster
Desperado hat
Authority glasses
I have always on me 1st Recon beret.

Cass load out:

Dinner bell- unique Hunting shotgun
Bounty hunter duster
Sunglasses
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Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun Mar 06, 2011 7:50 am

I do not see why people are using this heavy armor if they are not using melee, heavy weapons, or explosives as their primary weapons.....

Because it is easier then trying to aim?

Pushy/Paladin Toaster
2
Lucky
Ratslayer
M1 Grand
Gobi
Naughty Nightwear
Alibene Kid
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JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Sun Mar 06, 2011 11:24 am

lvl 12 on this toon.
.44 Mysterious Magnum,
Ratslayer.


As soon as i find a sniper rifle, the ratslayer is a mantle ornament.
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Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Sun Mar 06, 2011 9:59 am

I hate having more weapons in use than I could realistically carry, so I have a primary, melée, and a sidearm. My favourite setup is a Hunting Rifle (all upgrades), Combat Knife, and a .44 Magnum (with Heavy Frame).

Armour wise I tend to stick with Reinforced Leather Armour, and a Pre-War Hat. I'm going to try some combat armour soon though.
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Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Sun Mar 06, 2011 3:33 pm

Level 30.

Remnants Power Armor.
Centurion Helmet.
-----------------------
Gobi Campaign Scout Rifle.
All-American
Thermic Lance
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Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sun Mar 06, 2011 3:07 pm

I'm lvl 22 and still using the armored vault 13 jumpsuit. It just looks better than any of the armor I've found, and you've got to look good when killing in the wastes.

Weapons? All stealth: silenced 10mm pistol ( since I can't put an attachment on my weathered 10mm pistol), Ratlayer, and silenced sniper.

I'm a lone wolf and use no companions because they ruin my sneaking.
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gemma
 
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Joined: Tue Jul 25, 2006 7:10 am

Post » Sun Mar 06, 2011 3:58 am

I'm currently playing a stealth character on hardcoe very hard and trying to make it challenging while still being possible, so I use the Abilene Kid LE BB Gun as my weapon, and wear the Naughty Nightware, with Authority Glasses and a Party Hat. It's proven to be very fun so far, I die extremely quickly with my low health and no armor, and if I don't get a sneak attack in, I probably won't kill my opponent unless I am fairly lucky.
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jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Sun Mar 06, 2011 2:25 am

all-american
lucky
gobi

authority glasses
sheriff's duster and hat

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megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Mar 06, 2011 5:47 am

Er... why do people carry Sniper rifles or Anti material rifles which have scopes, and carry binoculars?

Or am I missing something here? :brokencomputer:


I have a mod that makes binoculars' magnification greater than any scope in any gun.

My sniper:
Silenced pistol (.22, 10mm)
Unsilenced high-power pistol (Maria, .44, Hunting Revolver)
Unsilenced rifle (Cowboy Repeater, Trail Carbine, Hunting Rifle)
Silenced rifle (Varmint Rifle, Ratslayer, Sniper Rifle)
Must-die-in-one-hit rifle (Anti-Materiel Rifle)

Hei Gui Stealth Armor/Merc Cruiser outfit with sunglasses.

My Energy Weapons character:
Pistol (Laser or Plasma)
Flamethrower/Incinerator
Laser Rifle/AER-14/Tri-Beam
Plasma Rifle/Q-35/MultiPlas Rifle
Gauss Rifle
Tesla Cannon/Plasmacaster

Combat Armor/Merc Adventurer outfit with eyeglasses
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Melanie
 
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Joined: Tue Dec 26, 2006 4:54 pm

Post » Sun Mar 06, 2011 5:43 pm

The only guns I ever use are the Cowboy Repeater and the 9mm SMG
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Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sun Mar 06, 2011 4:51 pm

My current character, around level 20 or so (can't remember exactly) using the survivor template form the guidebook, and specializing in long range sniping and sneak. This build doesn't allow for much carry weight, so I try to keep the guns at a minimum. I'm not using the special weapons because of the hassle involved in their upkeep:

1. Silenced 10mm pistol. I tend to use this for close range and for rapid fire.
2. Marksman Carbine, w/ upgrade, for moderate range.
3. Sniper rifle, with all upgrades.
4. Pulse gun.

Armor/clothing:

Recon armor
1st recon beret
sunglasses (for perk)

I often carry varmint rifle for the night scope, since I use a dark night mod, but I have since made all scopes (at least the ones I tend to use) night scopes. That varmint rifle is surprisingly effective at high gun skill, IMO.

I also have the Anti-material rifle, but I often don't carry it unless I think I will need it. Ditto with the riot shotgun, which I tend to bring with me for vaults and such. If I have ammo for it, I'll carry the hunting pistol.

I have moderate explosives skill, and will often carry a few grenades.

My new character is same build but with energy weapons, ~lvl 12:

1. Silenced 10mm. (so useful, even with moderate gun skill)
2. Laser RCW
3. Laser rifle, all upgrades.

I intend to carry a projectile rifle, for the different types of ammo, probably a marksman carbine w/upgrade. At this level, I'm still using the varmint rifle.

Same kit as above.
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Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sun Mar 06, 2011 6:50 am

Reinforced Leather Armor
Ranger Helmet

YCS/186
Laser RCW+
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Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sun Mar 06, 2011 4:19 pm

Reinforced Leather Armor
That Gun
Fully Modded Varmit Rifle
Love and Hate Knuckles


Raul wears all my heavy armor, just upgraded him from Combat Armor MKII when
Spoiler
The Brotherhood let me join them and gave me T45d Power Armor...

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Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Sun Mar 06, 2011 3:37 pm

Most recent character is Level 12 right now, cowboy (already played a cowboy once but it was quite fun)

Going in order of hotkey buttons.

1: Chance's knife
3: Lucky
4: Hunting revolver
5: Lever action shotgun (got Shotgun surgeon)
6: Cowboy rifle w/ custom action, long tube, maple stock
7: Trail carbine w/ scope
8: Dynamite

Armor: Bounty hunter duster, old cowboy hat, eyeglasses.

And I don't have a single round of standard ammunition. It's all either hollow point or hand loaded.
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Nauty
 
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Joined: Wed Jan 24, 2007 6:58 pm

Post » Sun Mar 06, 2011 4:43 pm


And I don't have a single round of standard ammunition. It's all either hollow point or hand loaded.


I haven't found much use for the handloaded options... Seems like they are just a variant of either a hollowpoint (.357 hand load) or armor piercing (10mm? I can't remember now) but that the true versions (ie storebought or collected hollowpoints or armor piercing) are slightly better... Am I wrong?
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Andrew Perry
 
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Joined: Sat Jul 07, 2007 5:40 am

Post » Sun Mar 06, 2011 6:34 am

On my first play through it was the Anti-material rifle and the LMG with Metal armor MK.2
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chirsty aggas
 
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Joined: Wed Oct 04, 2006 9:23 am

Post » Sun Mar 06, 2011 1:50 pm

I haven't found much use for the handloaded options... Seems like they are just a variant of either a hollowpoint (.357 hand load) or armor piercing (10mm? I can't remember now) but that the true versions (ie storebought or collected hollowpoints or armor piercing) are slightly better... Am I wrong?


Store-bought hollow point are terrible against armor, x3 DT value so any armor will cut damage dramatically.

Handloaded rounds don't offer huge bonuses like the store-bought custom ammo does, but it doesn't have the downside either, usually it gives moderate bonuses to BOTH damage and armor piercing, with no drawbacks (sometimes extra gun damage).
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Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Sun Mar 06, 2011 8:51 am

I don't know. I guess my 'standard' weapons are divided by class.

Handgun

1. .357 Magnum modified
2. 9mm modified

Rifle

1. Sniper Rifle modified
2. Cowboy repeater modified

SMG

1.9mm

Armor

Combat Armor Mk 2, Bandana, sunglasses.
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Steeeph
 
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Joined: Wed Apr 04, 2007 8:28 am

Post » Sun Mar 06, 2011 3:33 am

Store-bought hollow point are terrible against armor, x3 DT value so any armor will cut damage dramatically.

Handloaded rounds don't offer huge bonuses like the store-bought custom ammo does, but it doesn't have the downside either, usually it gives moderate bonuses to BOTH damage and armor piercing, with no drawbacks (sometimes extra gun damage).


None of the handloads I'm able to make work like that... As I said, the 357 hand loads are equivalent to a AP, but don't offer as large a modifier vs. DT, AND they degrade your gun faster... 10mm handloads are simply a hollowpoint variant that also degrades weapons faster. Since they don't sell for any extra over a regular round, the only benefit I see is the high availability... Since ammo isn't especially hard to come across in its premium format, that bonus is debatable also.
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dav
 
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Joined: Mon Jul 30, 2007 3:46 pm

Post » Sun Mar 06, 2011 1:37 am

Armor: Leather Reinforced, then Power Armor
Weapons: 10mm SMG to Cowboy Repeater, finished with the Marksman Combine. Also used Gauss Rifle for Deathclaws and other "difficult" situations.
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Sabrina Schwarz
 
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Joined: Fri Jul 14, 2006 10:02 am

Post » Sun Mar 06, 2011 3:00 pm

None of the handloads I'm able to make work like that... As I said, the 357 hand loads are equivalent to a AP, but don't offer as large a modifier vs. DT, AND they degrade your gun faster... 10mm handloads are simply a hollowpoint variant that also degrades weapons faster. Since they don't sell for any extra over a regular round, the only benefit I see is the high availability... Since ammo isn't especially hard to come across in its premium format, that bonus is debatable also.


357 hand loads don't modify damage to gun, plus 357 doesn't come in an AP variant anyway.

.357 JHP modifiers: Damage x 1.25, DT - 3, weapon spread x.80. So it hits harder than a normal round, penetrates armor better than a normal round, and is even more accurate than a normal round.

.44 magnum SWC modifiers: Damage x1.2, DT - 6. So it hits a bit harder and penatrates armor significantly better. Again, no downside. .44 mag also has no standard AP version.

.45-70 Gov't hand load rounds have the same advantages as the .44 mag, but does do more damage to the gun. But at the repair required to make those you can fix your gun with just a couple repair kits.


You might be right about 10mm, but I don't use those in any guns anyway.
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noa zarfati
 
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Joined: Sun Apr 15, 2007 5:54 am

Post » Sun Mar 06, 2011 2:03 pm

Have 2 main save games, one guns, one melee.

----Melee Build: (Normal Mode)
Oh Baby!
Remnants Power Armor
1st Recon Beret
Rebreather (sunglasses slot with armor, ftw)

-Companion gear: Raul :
CZ57 Avenger w/ 9200 rounds
Gannon Family Tesla Armor
Gannon Family Tesla Helmet

________________________________

----Guns Build: (hardcoe Mode)
Sniper+ w/ 200 rounds
Ranger Sequoia w/ 48 rounds
NCR Ranger Combat Armor
1st Recon Beret
Rebreather

-Companion gear: Boone :
All-American w/ 1500 AP rounds
Remnants Power Armor
1st Recon Beret
Sunglasses
________________________________

With my gun build, I almost never had use for my Ranger pistol. That suppressed sniper rifle and the element of surprise is the best part of roaming the wastes in my opinion. Though knocking bloody gore chunks from side to side with Oh Baby! just caused numerous maniacal laughter spouts on my end.
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Antony Holdsworth
 
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Joined: Tue May 29, 2007 4:50 am

Post » Sun Mar 06, 2011 10:42 am

12.7mm Smg
Mysterious Magnum
Gobe Campaign Sniper Rifle
Dinner Bell
Ranger Sequoia
Trail Carbine
Hatchet
1 weapon for every slot :)

i always wear around bounty hunter duster + authority glasses + old cowboy hat, and then i throw a ranger combat helmet on when i go out in the wastes. I also have some combat armor to throw on if things get bad
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Mimi BC
 
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