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OverviewUnlike previous installments, weapons in Fallout 4 fall under three classifications: normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Are weapons that are already named and will always retain the same special bonus. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.All stats are given with standard weapon modifications.Weapon statistics General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Internal numbers can only be gathered through game editor or console use.Accuracy ( ): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way.
See Spread for details on the internal measurements.Action Point cost ( ): The number of used per activation in V.A.T.S. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire several rounds.Ammunition used ( ): The type of ammunition the weapon uses. This may be changed by the use of receiver mods.Armor piercing: The amount of the target's damage resistance the weapon ignores. Also known as armor penetration.Bash damage: This is the amount of damage a projectile weapon does when used as a melee weapon.Critical hit Damage ( ): Most unmodified weapons that achieve a critical hit adds twice the base amount of damage to the hit.
The more specialized deals twice the damage of a common critical strike.Damage ( ): This is the damage caused by a single click of the mouse/trigger. For most, that's a single bullet, but for shotguns the damage is equally split between the shell's pellets, and for the it's a single beam.Damage per second ( ): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads.Magazine capacity or shots per reload ( ): The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload.Magnification: The scope or sight mod's magnification rating.Range ( ): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. How this number is derived from internal values and related to actual distances is unknown.There are two hidden internal range ratings, the minimum and maximum range.
Between point blank and the minimum range, damage is full. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Beyond maximum range, damage is reduced by the out of range value.
A laser rifle modeled after the asset from Fallout 4. All parts are scratch made with an exported model as reference.I left out some details.
Some because they were to small, some because I didn't like them.The uploaded model have some details that i missed on my test prints, and because I had already assembled the model I won't reprint those parts.Final assembled model is about 78 cm long if you print it at the exported scale.I have no idea about how big the gun should be to be at 1:1 scale. I made the model so one unit of the imported model is one centimeter when i exported the.stl. Some parts need support material.If possible, don't use a raft.Print at 0.2 mm or less.I used a light infill, around 20%.You have to glue the model together, it's not snap fit.The pins are there to make it easier to put together.You can replace the printed cables with real cables, just drill out the parts the cable go through at a diameter that matches your cables.You can use this image to get a better understanding of how it goes together:Don't try and print the 'Assembled' part, it won't print well!If you have any questions, just post it as a comment.
EDIT: For the record, I'm RPing a little bit, so I don't see it practical to carry around every different type of weapon out there. I'm trying to limit it to a Medium-ranged weapon, a Close-ranged weapon, and a Long-ranged weapon.
Currently, it's Short Laser Rifle for Medium and Scatter Laser Rifle for close. Musket and Laser sniper are competing for my long range.So, I'm a bit of an energy weapons enthusiast and I'm trying to compare these two to see which one is better for me.From what I can see, the 6C Laser Musket does more damage per shot, going at 50 x 6 = 300 dmgOn the other end, the highest I can get a non-unique Laser Sniper Rifle is about 129 dmg.So, damage wise, the Laser Musket is much better for bursting, but, the Sniper is much more efficient. 50 dmg/Cell against 129/CellAny thoughts? Is there any way to get the Musket's damage/ammo ratio?
It depends on your situation, and if you have the luxury to reload or not. The laser musket is SUPER STRONG though, like, holy crap.
I'm going the Science Route and even with my upgraded normal laser gun, I still keep my musket handy.Hear me out. It's all about enemy damage resistance and damage multipliers.EDIT: Whoops, hit post on accident. Actual info incomingOkay, so let's start with the worst variety. With NO Science Perk, you can upgrade a Musket to 3 cranks. Each crank, multiplies the damage when you pull the trigger.Basic functions Laser rifle, has about the same damage statistic shown in your inventory as a musket.You shoot a guy three times with a laser rifle, that's going to be lowered by the enemy damage resistance on every shot. If you use a sneak attack or critical, it's only going to multiply it by the one shot.3 crank laser musket. What is system volume information in pendrive. Only deals with the enemy damage resistance once.
Has a much larger number to be multiplied by sneak attacks or crits.I have a 4 crank laser musket. I have NO combat skills but two ranks of rifleman. When I use a critical headshot in vats on a POWER ARMOR Raider, it's a one hit kill.Now, let's compare top end upgrades. With the best sniper barrel and reciver on a laser rifle, you will break 100 energy damage. So if you do a no perks sneak attack with a laser sniper, you will probbably hit 200 damage.A 6 crank Laser musket with no combat perks, will be 180 damage.
Default sneak attack? Yeah, that's probably worth 6 ammo isn't it?EDIT 2: It's easy to write it off early, because the first time you see Laser muskets, you only have a 2 crank, and Preston literally can't hit a ghoul with both it's legs shot off (I've tested.)I wrote it off myself, until I realized how it worked. I still hang onto my tricked out laser rifle that lights people on fire though, because it's faster to pull that out and start shooting if something survives or there are a lot of enemies nearby.
Originally posted by:It depends on your situation, and if you have the luxury to reload or not. The laser musket is SUPER STRONG though, like, holy crap.
I'm going the Science Route and even with my upgraded normal laser gun, I still keep my musket handy.Hear me out. It's all about enemy damage resistance and damage multipliers.EDIT: Whoops, hit post on accident. Actual info incomingOkay, so let's start with the worst variety.
With NO Science Perk, you can upgrade a Musket to 3 cranks. Each crank, multiplies the damage when you pull the trigger.Basic functions Laser rifle, has about the same damage statistic shown in your inventory as a musket.You shoot a guy three times with a laser rifle, that's going to be lowered by the enemy damage resistance on every shot. If you use a sneak attack or critical, it's only going to multiply it by the one shot.3 crank laser musket. Only deals with the enemy damage resistance once. Has a much larger number to be multiplied by sneak attacks or crits.I have a 4 crank laser musket.
I have NO combat skills but two ranks of rifleman. When I use a critical headshot in vats on a POWER ARMOR Raider, it's a one hit kill.Now, let's compare top end upgrades. With the best sniper barrel and reciver on a laser rifle, you will break 100 energy damage.
So if you do a no perks sneak attack with a laser sniper, you will probbably hit 200 damage.A 6 crank Laser musket with no combat perks, will be 180 damage. Default sneak attack?
Yeah, that's probably worth 6 ammo isn't it?EDIT 2: It's easy to write it off early, because the first time you see Laser muskets, you only have a 2 crank, and Preston literally can't hit a ghoul with both it's legs shot off (I've tested.)I wrote it off myself, until I realized how it worked. I still hang onto my tricked out laser rifle that lights people on fire though, because it's faster to pull that out and start shooting if something survives or there are a lot of enemies nearby.Actually, the fact that the damage is resisted each time doesn't work in the musket's favor due to the way damage is calculated in this game.
For example, let us say that we have an enemy with 50 DR. The laser sniper will do about 85 damage a shot and around 500 damage over six shots.
The musket will do 285 of its 300 damage because DR's resistance is based on the size of the hit being done to it, which in this example provides about 5% less damage.The real comparison here is burst vs. Damage over time. The laser sniper is still a far more efficient weapon, but you have to keep in mind that you need to aim and land all six shots, without missing, while being out of cover and taking return fire. With the musket, you can expose yourself for a brief moment, unload ridiculous damage, then return to cover if necessary.Also, as you said, sneak attacking vastly favors the musket. The laser musket wins, assuming it does all of its damage in 1 hit instead of firing all of its cranks simultaniously (not sure which).The DR system in this game gives advantages to damage per hit. 129 might seem like a lot, but even by lvl 50 (and you can get up to something like lvl 300) enemies already have defences in the 150s, and if the defence is equal to the attack, you lose 50% of the damage, if more you lose more if less you lose less.Hitting an enemy with 150 defense with a 300 damage musket shot means then negating around 25% of it.
Laser Sniper Rifle Fallout 4 For Sale
Hitting them with a 129 damage las rifle shot means them negating about 60% of it.This means that practically speaking even though in a vacuum the laser rifle is more ammo eficcient per damage, in reality the musket will be, as you will end up with less of your damage being eaten up by DR, particularily when crits/sneaking/headshotting gets involved. Originally posted by:The laser musket wins, assuming it does all of its damage in 1 hit instead of firing all of its cranks simultaniously (not sure which).The DR system in this game gives advantages to damage per hit. 129 might seem like a lot, but even by lvl 50 (and you can get up to something like lvl 300) enemies already have defences in the 150s, and if the defence is equal to the attack, you lose 50% of the damage, if more you lose more if less you lose less.Hitting an enemy with 150 defense with a 300 damage musket shot means then negating around 25% of it. Hitting them with a 129 damage las rifle shot means them negating about 60% of it.This means that practically speaking even though in a vacuum the laser rifle is more ammo eficcient per damage, in reality the musket will be, as you will end up with less of your damage being eaten up by DR, particularily when crits/sneaking/headshotting gets involved.Now that was the answer I was looking for:D. I always wondered if the DR system was gonna come into play in this argument.For me, anyway, I think the Musket might win this one.
Yeah the 6 crank laser musket is competitive with the Railgun when it actually fires (Though now that I have a railgun, musket is shelved because of that need to crank it a lot-wait no I don't want to look at the inventory of the table I'm taking cover behind jesus)I too, wrote it off because the early one is lame 2 crank and you don't reaize that cranks stack the damage. But even no science skill can upgrade it to 3 crank. So thats 90 energy damage even with no rifleman perks buffing it, as soon as you can find a workbench, at level 5.It's what I used for emergency VATS crits every time I ran into a power armor raider armed with a fatman (again, at level 5).
North of Tenpines is a ♥♥♥♥ move, on that note.Laser sniper is much more practical for multi target shooting in an open firefight. Also remember that the laser sniper has to charge up between shots (automatic) to get full damage.You can tell because it has three LED lights. Which the sniper barrel blocks the 2nd and 3rd light. Oops.I've had people mention some kind of sound effect on charge, but for the life of me I can't hear anything of the sort even when I listen for it in quiet moments, let alone in the middle of a firefight with people throwing grenades at me from 200 feet away.My Laser musket may be benched now that I have a full arsenal of everything and two sets of X-01 power armor, but I will never forget it being my early game savior whenever it decided to point a Fatman at me.
. Interactive Maps. Nuka World DLC. Tips and Tricks. Hidden Locations. Factions.
Automatron DLC. Automatron DLC Walkthrough. Far Harbor DLC. Far Harbor Walkthrough.
Charging Laser Sniper Rifle Fallout 76
Vault-Tec Workshop DLC. Endings. Perks. Companions.
Crafting. Settlements.
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