Description: War Thunder is a next generation military MMO game dedicated to...
Neophyte deathclaw gauntlet good weapon, especially if he made it with two or more schemes, but for many reasons it cannot be considered the best:
- when you see the target, you have to get to it first, and this takes time, and is fraught with premature damage (even if you are sneaking towards the target)
- the glove wears out rather quickly, and in view of the "uniqueness" it causes - although solvable, but still problems with the repair.
- In many situations, the glove, like all other melee weapons, is useless. For example, if you met a Behemoth (I do not deny that a Behemoth can be killed in close combat, but one way or another your efforts will not be justified). Or, for example, if the enemy is inaccessible, for various reasons - to be on a hill, barricaded, this will also cause a lot of problems.
Next, I will describe some of the most popular answers to the question " the best weapon"
- fat man
(catapult for mini nukes) Yes, yes, in terms of damage, it is the most powerful in the game, but damage is just one element of the overall picture of the best weapon. The rest of the features are not so good:
Accuracy - although it is practically unnecessary for this "beast", but sometimes, with certain features of the relief, it fails greatly.
Repair - of course, not so problematic (and almost unnecessary), but expensive
Ammunition - very rare, very expensive
Versatility \ Applicability - this item is the most negative, for all its power, it is difficult to get ammunition for a fat man, we rarely use it anywhere, mainly to deal with hippos, or densely crowded soldiers of the enclave. in other cases, the shot either "does not pay off" or harms you or your allies.
Scattering of corpses - it often happens that when you shoot at a crowd of enemies and come to the place of the explosion, you do not find any traces, and therefore remain without trophies (well, of course, you can wander around to look for pieces of the enemy that have scattered all over the district, but this is time, and time is money)
About the multi-charged fat man, I better keep silent ... =)
- alien blaster Optimal combination lightness, and the highest damage, but here are its negative sides:
Repair - only at merchants, or if you successfully receive its counterpart falling from the sky
Ammunition - PPC is very small, which means that either it will rarely be used by you, or after a couple of hours of the game you will have nothing to shoot from it.
- firearms
(alternative alien blaster) this miracle pistol randomly falls from the sky in certain locations, its fall is accompanied by small precipitation from alien energy cells (10-20 pieces) at first glance, it is weaker in damage than Alien Blaster, but if you learned the Pyroman perk, then the damage will be much higher, thanks to the effect of the flame of this weapon, as for the negative properties, here it is:
Strength - 2.5 times lower than that of its counterpart, and the repair price is the same
Ammunition - because it shoots the same as the Alien Blaster, it has the same problems with ammunition
-Plasma Rifle
Here I will generalize a bit with Plasma in mind. rouge both the normal version and the unique version (which you can get in the quest where you need to find the escaped humanoid). I generalize because they have almost the same wear resistance and damage. This weapon is chic, thanks to the enclaves, it is easily repairable and there are a whole bunch of rounds of ammunition, but these are the shortcomings:
Accuracy - although accuracy is not bad, it is not limiting, and to a certain extent this is a disadvantage
Availability of weapons - since at the beginning of the game this weapon is not available, or at least - repairs and ammunition for it (well, then there are a whole cloud and a bunch of these plasma guns, and cartridges under 2k) well, with skills there are a couple of unpleasant little things
- Blackhawk
(unique magnum revolver) It is considered by many to be the best weapon, or at least the best light weapon, but not everything is so simple with the same damage and accuracy as the Lincoln rifle, it has the following disadvantages:
Only six rounds in both - sometimes there are many problems due to reloading
Requires a lot of movement points - which makes it less effective in wats mode
Repair - Magnums are rare in the game, and it is expensive for merchants to repair it, it will rarely be 100% repaired, which means that the damage will be reduced. Of the advantages it has over the Lincoln rifle, I can't help but note that the blackhawk does not have a slight delay after each shot.
- Avenger
(unique Gatling laser) Good for mowing down enemy crowds, but still:
Repairs are expensive at merchants and Gatling lasers are rare
Ammunition - cartridges, although it is not difficult to get, but with its rate of fire, they quickly run out
VATS - ineffective
- Lincoln rifle
the weapon that I consider the best, due to the balance of characteristics, excellent accuracy (like a sniper) eats a small amount of AP in VATS, relatively different universal weapon very easy to get at the very beginning of the game, with high wear resistance it is easy to repair even in the field (these hunting rifles are like garbage everywhere), this rifle is widely applicable, the damage is enough to kill almost any person in the head with one shot (hidden attack) and with three headshots at the highest difficulty level, it kills the claw of death (the first shot from the hidden mode) and the only drawback is the relative difficulty in obtaining ammunition for it, but even at the very beginning of the game, without really bothering, you can provide yourself with the right amount.
ps Of course everyone has different tastes and different styles games, and it would be strange if, with all these differences, everyone gave their preference to one and the same, it’s not worth taking what I wrote here too seriously, I only stated information about what I need from a weapon, and which weapon best suits these parameters
z.s.s. sorry for the mistakes =)
This is the predecessor of the famous DKS-501 rifle. The weapon has been redesigned for the caliber of 308 cartridges, and therefore quickly breaks down and requires constant repair and care for correct shooting.
In V.A.T.S. the damage is much greater, because the bonus for calculating the accuracy of the sight in this case not taken into account. No V.A.T.S. the rifle shoots only one-third of its working distance in the scope. To be sure to hit the target, wait until it fills three-quarters of the scope area. Moreover, always consider the recoil of the shot and aim just below the target.
Vibrations when aiming greatly interfere with shooting. To solve this problem, pump the "light weapon" skill to the maximum or aim in stealth mode. If the Light Weapons skill is maxed out, fluctuations will no longer affect your accuracy. However, if one of your hands is damaged, it will still be difficult to aim.
fat man
Shooting nuclear weapons made from a cannon mounted on the shoulder. Missiles do not fly far at all - if fired horizontally, the cartridge will fly only 10 meters and fall. If you aim higher, the projectile will fly farther. Upon contact with the target, the missiles explode, causing a small explosion. nuclear explosion and emitting radiation. The weapon needs to be repaired every 167 shots.
To get the most out of Fat Man, upgrade the Heavy Weapons skill to the end and use the V.A.T.S.
You can find this cannon in the city of Capitol - inside the colonnade where the super mutant hippopotamus is located, at one of the mercenaries of the Claw company.
combat shotgun
This shotgun is similar to all its predecessors in terms of its efficiency and operation, but its appearance has been greatly changed. The magazine holds 12 rounds with a monstrous efficiency in destroying opponents at close range. The magazine itself has now been moved closer to the muzzle of the shotgun. The accuracy of a combat shotgun is many times greater than that of a sawn-off shotgun. The only negative is that the weapon wears out too quickly.
The shotgun needs to be repaired every 146 shots.
It is described here fallout weapon 3.
All values are given with an error within ±1, except for approximate values given with a prefix (≈). All values are given for 100% CCT (condition), and the corresponding skill of 100. For melee weapons, the Damage parameter is calculated for Force equal to 0. For every 2 points of strength, add +1 to the value URO / SHOT given in the table.
- Keep in mind that melee weapons are only one type of weapon, on base whose damage is affected by the SPECIAL parameter. All other base damage parameters depend on the state of the weapon and your skills. Luck affects your chance to deal critical damage, which affects the parameter MUWS below.
2 Description of columns
- URO / SHOT or PATR: This information is taken directly from G.E.K.K. and shows the damage caused by a single mouse/trigger press. For most heavy weapons, this is one bullet, but for shotguns - this is one cartridge(containing several pellets), and for a Gatling laser, this is a single beam. This setting is most useful for comparing semi-automatic weapons such as rifles, where you can see the total damage done by one shot, without taking into account the time it takes to fire the next round.
- UVS: This is the designation damage per second and also directly taken from G.E.K.K. This is the number calculated by G.E.K.K. and cannot be changed manually. It includes, for example, weapon reload times and weapon animations in order to give you one common measurement base (1 second) for weapon comparisons. various types fire, as well as comparisons firearms and cold / hands without weapons. This statistic is most useful for comparing automatic weapons such as the assault rifle and the minigun, as they fire multiple shots per second. You must remember that UVS for some weapons (e.g. semi-automatic shotgun) is much lower than URO / PATR. This is because some weapons take more than 1 second to fire one round and feed another.
- DISPUT: It minimum spread taken from G.E.K.K. ( scatter- not used). It refers to the accuracy of the weapon. 0 means the weapon fires in a straight line, even though gravity can still deflect the bullet. Any value other than 0 means the shots deviate from the center line of the shot by that number of degrees.
- CRIT % MULT: Factor Applied to your character's chance to deal a critical crit. This multiplier is applied to each individual attack you perform (for example, each 5mm round fired from the Minigun). For example, if your character has a 5% chance of inflicting a critical cron and the weapon you are using CRIT % MULT equals x2, then each shot has 5% x 2 = 10% chance to deal critical damage. Keep in mind that for automatic weapons (assault rifle, submachine gun, minigun, etc.) CRIT % MULT in G.E.K.K. divided into G.E.K.K. fire mode, so the multiplier is too low for automatic weapons. This is done to compensate for the effect of the number of rounds fired.
- CRET URO: Damage increase that added in case of critical damage. Bonus damage is added after the defense, effectively bypassing the target's defense. More specific Sneak Critical as well ignores protection but in both cases, and base damage and on critical bonus damage, often dealing significantly more damage than a normal critical attack.
- MUWS: This is a modified damage per second that takes into account critical damage. Assume attack outside of VATS mode, Luck equal to 5, no perks (Accuracy, Scoutmaster, etc.), weapon skill 100, and weapon condition 100.
- HP: This is the Health parameter from G.E.K.K. It determines how quickly the weapon will fail. The more HP, the lower the wear rate of weapons.
Unique - present in the game in only one copy - the weapon is highlighted in green.
Without weapons
TITLE | URO / SHOT | UVS | CRIT % MULT | CRET URO | MUWS | THE WEIGHT | V:W | OD | URO / OD | HP | Note |
---|---|---|---|---|---|---|---|---|---|---|---|
Brass knuckles | 6 | 3 | x1 | +6 | 3 | 1 | 20 | 18 | 0.33 | 200 | |
Spiked brass knuckles | 9 | 4 | x1 | +9 | 4 | 1 | 25 | 19 | 0.47 | 300 | |
12 | 6 | x2 | +12 | 7 | 1 | 30 | 15 | 0.80 | 200 | Unique Spiked Knuckles | |
Power brass knuckles | 20 | 9 | x1 | +20 | 9 | 6 | 17 | 28 | 0.71 | 500 | |
shocker | 20 | 9 | x1 | +20 | 9 | 6 | 25 | 25 | 0.80 | 400 | +25 mechanisms; Unique Power Knuckles |
25 | 11 | x1.5 | +25 | 12 | 6 | 17 | 25 | 1.00 | 600 | Unique Power Knuckles | |
Deathclaw Glove | 20 | 10 | x5 | +30 | 14 | 10 | 15 | 26 | 0.77 | 600 | Ignores damage resistance (DR) |
Steel arms
TITLE | URO / SHOT | UVS | CRIT % MULT | CRET URO | MUWS | WG | V:W | OD | URO / OD | HP | notes |
---|---|---|---|---|---|---|---|---|---|---|---|
"Repellent" | 1 | 2 | x0 | N/A | 2 | 3 | 40 | 40 | 0.03 | 100 | Kills Mole Rats after 5 seconds or 2 hits |
cue | 3 | 4 | x0 | 4 | N/A | 1 | 15 | 27 | 0.11 | 50 | |
6 | 9 | x1 | +6 | 9 | 1 | 50 | 27 | 0.22 | 200 | Unique cue | |
rolling pin | 3 | 5 | x0 | N/A | 5 | 1 | 10 | 24 | 0.13 | 100 | |
baseball bat | 9 | 12 | x1 | +9 | 13 | 3 | 18 | 25 | 0.36 | 400 | |
lead pipe | 9 | 20 | x1 | +18 | 22 | 3 | 25 | 24 | 0.38 | 300 | |
Baton | 4 | 9 | x1 | +4 | 9 | 2 | 35 | 25 | 0.16 | 250 | |
Board with nails | 8 | 12 | x0 | N/A | 12 | 4 | 8 | 27 | 0.30 | 60 | |
Blackboard | 12 | 18 | x1 | +12 | 19 | 4 | 15 | 27 | 0.44 | 150 | Unique Board with nails |
Knife | 4 | 11 | x1 | +4 | 12 | 1 | 20 | 20 | 0.20 | 100 | |
ant sting | 4 | 11 | x1 | +4 | 12 | 1 | 30 | 20 | 0.20 | 250 | +4 poison damage/10s; Unique knife |
Flick knife | 5 | 14 | x2 | +9 | 17 | 1 | 35 | 18 | 0.28 | 100 | |
Butch's Toothpick | 10 | 29 | x2.5 | +13 | 34 | 5 | 10 | 18 | 0.56 | 150 | Unique Switchblade |
mount | 6 | 13 | x1 | +6 | 14 | 3 | 13 | 27 | 0.22 | 200 | |
10 | 23 | x1 | +10 | 24 | 5 | 15 | 27 | 0.37 | 500 | Unique mount | |
Combat knife | 7 | 20 | x3 | +13 | 26 | 1 | 50 | 17 | 0.41 | 450 | |
10 | 29 | x3 | +13 | 35 | 1 | 65 | 17 | 0.59 | 600 | Unique Combat Knife | Chinese officer's sword | 10 | 23 | x2 | +15 | 26 | 3 | 25 | 28 | 0.36 | 500 |
15 | 34 | x3 | +20 | 41 | 1 | 100 | 28 | 0.54 | 750 | Unique Chinese Officer Sword | |
Bloodsucker? | 10 | 29 | x4 | +15 | 38 | 1 | 65 | 17 | 0.59 | 600 | Bonus on damage to limbs; Unique Combat Knife |
Sledgehammer | 20 | 30 | x1 | +10 | 31 | 12 | 11 | 38 | 0.53 | 500 | |
Emulated rolling pin? | 20 | 46 | x0 | N/A | 46 | 2 | 5 | 24 | 0.83 | 100 | Only in Trenquility Lane |
super sledgehammer | 25 | 37 | x1 | +25 | 39 | 20 | 9 | 38 | 0.66 | 750 | |
30 | 45 | x1 | +15 | 46 | 12 | 19 | 38 | 0.79 | 750 | Unique super sledgehammer | |
Fox's Super Sledgehammer | 32 | 59 | x1 | +32 | 62 | 18 | 17 | 38 | 0.84 | 1000 | Unique super sledgehammer |
"Ripper" | 30 | 30 | x0 | N/A | 30 | 6 | 17 | 65 | 0.46 | 600 | |
30 | 30 | x1 | +15 | 31 | 6 | 33 | 65 | 0.46 | 800 | +50% damage to limbs; Unique Ripper | |
"Shish Kebab" | 35 / (53 ) | 80 / (120 ) | x2 | +24 / (+36 ) | 85 / (125 ) | 3 | 67 | 28 | 1.25 / (1.89 ) | 750 | +2/(3) fire damage/5s; improvised weapon |
Light weapons
TITLE | URO / | UVS | DISPUT | CRIT % | CRETE | MUWS | ammunition | clip | THE WEIGHT | V:W | OD | URO | HP | TYPE OF | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chinese pistol | 4 | 3 | 1 | x1 | +4 | 3 | 10mm cartridge | 10 | 2 | 95 | 17 | 0.24 | 150 | Pistol | |
4 | 9 | 1 | x2 | +4 | 10 | 10mm cartridge | 10 | 2 | 145 | 17 | 0.24 | 200 | Pistol | +2 fire damage/5s; Unique Chinese Pistol | |
dart launcher | 6 | 2 | 0 | x2.5 | +12 | 3 | Dart | 1 | 3 | 167 | 25 | 0.24 | 150 | Pistol | +8 poison damage/8s; Injures limbs (except mechanisms); Silent |
Revolver cal.32 | 6 | 10 | 0.5 | x1 | +6 | 11 | Cartridge caliber.32 | 5 | 2 | 55 | 20 | 0.30 | 100 | Pistol | |
10mm pistol | 9 | 16 | 0.5 | x1 | +9 | 17 | 10mm cartridge | 12 | 3 | 75 | 17 | 0.53 | 150 | Pistol | |
10mm silenced pistol | 8 | 14 | 0.5 | x2 | +5 | 15 | 10mm cartridge | 12 | 3 | 83 | 21 | 0.38 | 80 | Pistol | Silent |
Colonel Autumn's 10mm pistol | 13 | 23 | 0.5 | x1 | +13 | 24 | 10mm cartridge | 12 | 3 | 108 | 17 | 0.77 | 225 | Pistol | Unique 10mm Pistol |
Magnum cal.44 with opt. at gunpoint | 35 | 63 | 0.2 | x2 | +35 | 69 | Cartridges "Magnum" cal.44 | 6 | 4 | 75 | 32 | 1.09 | 240 | Pistol | |
55 | 100 | 0.3 | x2 | +45 | 108 | Cartridges "Magnum" cal.44 | 6 | 4 | 125 | 32 | 1.72 | 360 | Pistol | Unique Magnum cal.44 with opt. at gunpoint | |
10 mm submachine gun | 7 | 35 | 1.5 | x0.1 | +7 | 35 | 10mm cartridge | 30 | 5 | 66 | 20 | 1.40 | 250 | Automatic pistol | |
9 | 45 | 1.5 | x0.1 | +9 | 45 | 10mm cartridge | 50 | 5 | 86 | 20 | 1.80 | 250 | Automatic pistol | Unique 10mm submachine gun | |
Assault rifle | 8 | 32 | 1.5 | x0.125 | +8 | 32 | 5.56 mm cartridge | 24 | 7 | 43 | 23 | 1.04 | 300 | Machine | |
Chinese machine | 11 | 44 | 1.5 | x0.125 | +10 | 44 | 5.56 mm cartridge | 24 | 7 | 71 | 23 | 1.44 | 400 | Machine | |
12 | 48 | 1.5 | x0.125 | +12 | 48 | 5.56 mm cartridge | 36 | 7 | 57 | 23 | 1.57 | 400 | Machine | Unique Chinese Assault Rifle | |
pump action shotgun | 4 | 3 | 0.5 | x1 | +4 | 3 | Pump ball. guns | 100 | 2 | 18 | 28 | 0.14 | 50 | Rifle | |
Shotgun | 25 | 16 | 0.3 | x1 | +25 | 17 | Cartridge caliber.32 | 5 | 6 | 25 | 25 | 1.00 | 500 | Rifle | |
30 | 19 | 0 | x1 | +30 | 20 | Cartridge caliber.32 | 5 | 6 | 42 | 23 | 1.30 | 500 | Rifle | Unique Hunting Rifle | |
50 | 37 | 0 | x2 | +50 | 41 | Cartridges "Magnum" cal.44 | 15 | 5 | 100 | 25 | 2.00 | 600 | Rifle | Unique Hunting Rifle | |
railroad rifle | 30 | 60 | 0.75 | x3 | +30 | 69 | Railway crutch | 8 | 9 | 22 | 24 | 1.25 | 200 | Rifle | homemade weapons |
sniper rifle | 40 | 42 | 0 | x5 | +40 | 53 | Cartridge cal.308 | 5 | 10 | 30 | 38 | 1.05 | 100 | Rifle | |
40 | 42 | 0 | x3 | +40 | 48 | Cartridge cal.308 | 5 | 10 | 45 | 38 | 0.89 | 300 | Rifle | Knocks down the target on critical damage; Unique Sniper Rifle | |
40 | 64 | 0 | x5 | +40 | 80 | Cartridge cal.308 | 3 | 10 | 50 | 32 | 1.25 | 150 | Rifle | Unique Sniper Rifle | |
shotgun | 50 | 24 | 7 | x0 | N/A | 24 | Cartridge with buckshot | 2 | 6 | 32 | 37 | 1.35 | 250 | shotgun pistol | |
Bone crusher | 75 | 35 | 4 | x0 | N/A | 35 | Cartridge with buckshot | 2 | 5 | 70 | 37 | 2.03 | 250 | shotgun pistol | Unique Cutoff |
combat shotgun | 55 | 35 | 3 | x1 | +27 | 36 | Cartridge with buckshot | 12 | 7 | 29 | 27 | 2.04 | 240 | shotgun rifle | |
80 | 51 | 6 | x1 | +40 | 52 | Cartridge with buckshot | 12 | 10 | 25 | 27 | 2.96 | 350 | shotgun rifle | Unique Combat Shotgun |
- Automatic pistol (PP) in VATS fires a burst of 4 rounds
- Assault rifle in VATS shoots a burst of 3 rounds
Energy weapons
TITLE | URO / | UVS | DISPUT | CRIT % | CRETE | MUWS | ammunition | clip | THE WEIGHT | V:W | OD | URO | HP | TYPE OF | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
laser pistol | 12 | 11 | 0 | x1.5 | +12 | 12 | Battery | 30 | 3 | 107 | 17 | 0.71 | 350 | Pistol | |
18 | 17 | 0 | x1.5 | +18 | 18 | Battery | 30 | 2 | 225 | 17 | 1.06 | 500 | Pistol | Unique Laser Pistol | |
24 | 71 | 2.5 | x1 | +24 | 75 | Battery | 20 | 3 | 107 | 17 | 1.41 | 500 | shotgun pistol | Fires 5 rounds, but uses only 1 unit. ammunition; Unique Laser Pistol | |
Plasma Pistol | 25 | 23 | 0.5 | x2 | +25 | 25 | Battery | 16 | 3 | 120 | 17 | 1.47 | 400 | Pistol | |
Colonel Autumn's laser pistol | 10 | 60 | 0 | x0.17 | +22 | 61 | Battery | 30 | 2 | 210 | 17 | 1.18 | 500 | Automatic pistol | Auto; Unique laser pistol |
100 | 125 | 0 | x100 | +100 | 250 | Alien Power Cell | 10 | 2 | 250 | 20 | 5.00 | 500 | Pistol | Unique | |
80 / (120 ) | 100 / (150 ) | 0 | x100 | +80 / (+120 ) | 200 / (300 ) | Alien Power Cell | 10 | 2 | 375 | 20 | 4.00 / (6.00 ) | 200 | Pistol | +2 fire damage/5s; Unique | |
laser rifle | 23 | 21 | 0 | x1.5 | +22 | 23 | micronuclear battery | 24 | 8 | 125 | 17 | 1.35 | 1000 | Rifle | |
Lazelnoe luzie | 28 | 26 | 0 | x1.5 | +28 | 28 | micronuclear battery | 30 | 8 | 113 | 17 | 1.65 | 1800 | Rifle | Unique Laser Rifle |
Plasma Rifle | 45 | 42 | 0.2 | x2 | +44 | 46 | micronuclear battery | 12 | 8 | 225 | 25 | 1.80 | 900 | Rifle | |
50 | 47 | 0.2 | x2.5 | +50 | 53 | micronuclear battery | 12 | 8 | 275 | 25 | 2.00 | 1200 | Rifle | Unique Plasma Rifle | |
Hypnotron | 1 | 1 | 0 | x1 | 0 | 1 | Battery for Hypnotron | 5 | 2 | 250 | 65 | 0.015 | 100 | Other |
- Pistol proficiency improves with the Duelist perk.
- Rifle proficiency improves with the Commando perk.
- Colonel Autumn's laser pistol in VATS fires a burst of 2 rounds.
heavy weapons
Immediate Damage
TITLE | URO / | UVS | DISPUT | CRIT % | CRET URO | MUWS | ammunition | clip | THE WEIGHT | V:W | OD | URO | HP | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
"Racket" | 50 | 167 | 1 | x1 | +25 | 171 | Trash | N/A | 8 | 25 | 32 | 1.56 | 300 | homemade weapons |
Minigun | 5 | 50 | 2 | x0.05 | +5 | 50 | 5mm cartridge | 240 | 18 | 56 | 30 | 1.33 | 1000 | |
7 | 70 | 2 | x0 | N/A | 70 | 5mm cartridge | 240 | 18 | 83 | 30 | 1.87 | 1500 | Unique Minigun | |
Flamethrower | 16 / (24 ) | 64 / (96 ) | 0.5 | x0.5 | +1 / (+2 ) | 64 / (96 ) | Flamethrower Fuel | 60 | 15 | 33 | 50 | 0.96 / (1.44 ) | 200 | +2/(3) fire damage/5s |
24¹ | 96¹ | 0.5 | x0.5 | +1 | 96 | Flamethrower Fuel | 60 | 15 | 33 | 50 | 1.44 | 200 | +2¹ fire damage/5s; Unique Flamethrower | |
Gatling laser | 8 | 80 | 0.5 | x0.05 | +6 | 80 | Electronic charge | 240 | 18 | 111 | 30 | 2.13 | 1500 | |
11 | 110 | 0.5 | x0.05 | +12 | 110 | Electronic charge | 240 | 18 | 133 | 30 | 2.93 | 2000 | Unique Gatling Laser |
- Damage calculated with the Pyromaniac perk (Rank 1)
- ¹ Damage is not affected by the Pyromaniac perk
- Miniguns and Gatling Lasers in VATS mode fire bursts of 8 rounds
- Flamethrowers in VATS mode fire bursts of 3 rounds
Area coverage
TITLE | URO / | Radius | UVS | DISPUT | ammunition | clip | THE WEIGHT | V:W | OD | URO | HP | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
grenade launcher | 20 +150 AoE | 450 | 36 | 0.5 | grenade shot | 1 | 20 | 25 | 55 | 3.09 | 100 | |
20 +200 AoE | 256 | 47 | 0.5 | grenade shot | 1 | 15 | 27 | 55 | 4.00 | 100 | Shoots canopy, limited blast radius; Unique Grenade Launcher | |
fat man | 10 +1600 AoE | 800 | 443 | 2 | nuclear shot | 1 | 30 | 33 | 65 | 24.77 | 100 | |
Experimental multiply charged nuclear grenade launcher | 10 +1600 AoE x8 | 800 | 2542 | 13 | nuclear shot | 8 | 30 | 83 | 65 | 24.77 | 300 | Simultaneously shoots up to 8 nuclear shots; Unique Fat Man |
- AoE weapons have a CRIT% MULT of 0, eliminating any chance of them being critically hit.
explosives
TITLE | URO / | AOE | UVS | THE WEIGHT | V:W | OD | URO / | Notes |
---|---|---|---|---|---|---|---|---|
pulse grenade | 1+10 AOE, 12, 14, 17 | 450 | 2 | 0.5 | 80 | 24 | 0.46 | +200 damage to mechanisms |
pulse mine | 1+10 AOE, 12, 14, 17 | 450 | 3 | 0.5 | 80 | 35 | 0.31 | +200 damage to mechanisms |
fragmentation grenade | 1+100 AOE, 121, 141, 162 | 450 | 35 | 0.5 | 50 | 24 | 4.21 | |
anti-personnel mine | 1+100 AOE, 121, 141, 162 | 192 | 30 | 0.5 | 50 | 35 | 2.89 | |
Plasma Grenade | 1+150 AOE, 181, 211, 242 | 450 | 52 | 0.5 | 100 | 24 | 6.29 | |
Plasma Mine | 1+150 AOE, 181, 211, 242 | 192 | 45 | 0.5 | 100 | 35 | 4.31 | |
Molotov Cola | 1+500 AOE† | 450 | 176 | 0.5 | 100 | 24 | 20.88 | +2 fire damage; +100 radiation; homemade weapons |
Cover-mine | 1+500 AOE, 601, 701, 802 | 256 | 163 | 0.5 | 125 | 35 | 14.31 | homemade weapons |
- † Damage has no effect perk "Expert sapper"
- Damage calculated when taking the "Expert Minesweeper" perk (3 ranks)
Unused weapon
This weapon is only available through console commands.
TITLE | URO / | UVS | DISPUT | CRIT % | CRETE | ammunition | clip | THE WEIGHT | V:W | OD | URO | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
"The Curse of Black Bart" | 8 | 6 | 0.5 | x1 | +8 | Pump balls. guns | 100 | 2 | 30 | 28 | 0.29 | Unique Pump Shotgun |
"Destroyer" | 12 | 17 | N/A | x0 | N/A | N/A | N/A | 4 | 8 | 35 | 0.34 | Unique Board with nails |
"Curse Breaker" | 13 | 18 | 0.0 | x1.5 | +13 | N/A | N/A | 3 | 25 | 25 | 0.52 | Unique Baseball Bat |
Excalibita | 13 | 18 | N/A | x1.5 | +13 | N/A | N/A | 3 | 25 | 25 | 0.52 | Unique Baseball Bat |
"The Lawyer" | 9 | 30 | 0.5 | x1 | +9 | Cartridge caliber.32 | 5 | 2 | 105 | 20 | 0.45 | Unique Revolver cal.32 |
"Kiss" | 8 | 4 | N/A | x2 | +8 | N/A | N/A | 1 | 20 | 15 | 0.53 | Unique brass knuckles |
Mirelurk Bait Grenade | 0 | 0 | N/A | x1 | +0 | N/A | N/A | 1 | 5 | N/A | 0 | Appears to be a harmless noise-maker w/ knock-back |
"Peacemaker" O'Grady | 6 | 13 | N/A | x1 | +6 | N/A | N/A | 2 | 50 | 45 | 0.13 | Unique police baton |
"Wanda" | 12 | 48 | 1.5 | x0.125 | +12 | 5.56 mm cartridge | 30 | 7 | 71 | 23 | 1.57 | Unique Assault Rifle |
Weapon not available to the player
The information provided here describes the weapons used by companions and other NPC assistants. It cannot be used by the player.
TITLE | URO / | UVS | DISPUT | CRIT % | CRETE | ammunition | clip | THE WEIGHT | V:W | OD | URO | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
10mm Butch pistol | 9 | 29 | 10mm cartridge | 12 | 2 | 15 | 18 | Butch's default ranged weapon | ||||
Butch's Toothpick | 5 | 14 | N/A | N/A | N/A | 1 | 50 | 18 | Butch's default melee weapon | |||
Shotgun Sharon | 55 | 41 | Cartridge with buckshot | 5 | 7 | 10 | N/A | Sharon's default ranged weapon | ||||
Sharon's combat knife | 7 | 20 | N/A | N/A | N/A | 1 | 50 | 28 | Sharon's default melee weapon | |||
Sawed-off Clover | 50 | 24 | Cartridge with buckshot | 2 | 5 | 38 | N/A | Default ranged weapon Clover | ||||
Chinese officer's sword Clover | 10 | 23 | N/A | N/A | N/A | 3 | 25 | 28 | Default melee weapon Clover | |||
Chinese assault rifle Jericho | 11 | 38 | 5.56 mm cartridge | 24 | 7 | 49 | N/A | Jericho's default ranged weapon | ||||
Board with nails Jericho | 8 | 12 | N/A | N/A | N/A | 4 | 8 | 27 | Jericho's default melee weapon | |||
High Paladin Hoss' Laser Pistol | 12 | 11 | Battery | 30 | 3 | 107 | 17 | High Paladin Hoss' default ranged weapon | ||||
High Paladin Hoss' Super Maul | 25 | 37 | N/A | N/A | N/A | 3 | 43 | 38 | High Paladin Hoss' default melee weapon | |||
Laser "Liberty" | 1000+200 AOE | 4000 | micronuclear battery | 255 | 0 | 9674000 | N/A | Eye-laser robot "Liberty-Prime"; AOE radius = 128 | ||||
Bomb "Liberty" | 200+550 AOE | 121 | N/A | 12 | 0 | 23730 | N/A | nuclear bombs robot Liberty Prime; Radius AOE = 1200" +2 rad/s for 12s | ||||
Magnum cal.44 of the Mysterious Stranger | 9000 | 26999 | Cartridge Magnum cal.44 | 6 | 3 | 0 | N/A | Default ranged weapon of the Mysterious Stranger; Inventory name "Magnum cal.44" |
The title is written in English.
Light weapons
Ordinary (not quite) pistols, machine guns, shotguns.
Colonel Autumn's Pistol
All unique weapon
All unique weaponsDescription: The gun is using Colonel Autumn when you first see it with your father. Slightly stronger than a standard 10mm pistol.
Place: In the Colonel's apartment in Raven Rock.
Sydney's 10mm "Ultra" SMG
All unique weapons
All unique weaponsDescription: Modified SMG from Sidney's collection. You can either kill her, or steal the SMG from her pockets, or find the entry "A Note from Little Moonbeam" s Father "in the room of The Statesman" s Hotel. Give her this note in Ghoul City after completing the Stealing Independence quest for Abraham Washington, then she will give the weapon.
Blackhawk
All unique weapons
All unique weaponsDescription: An improved version of the revolver, given to you by Agatha, if you bring her Soil Stradivarius (cello) from Vault 92 and sheet music from Springvale school. After they brought it, you need to ask her for a reward, otherwise they will only give karma.
Wild Bill's Sidearm
All unique weapons
All unique weaponsDescription: Modified .32 pistol.
Place: Found on Wild Bill's body when searching the steelyard for steel ingots
Zhu-Rong v418 Chinese Pistol
All unique weapons
All unique weaponsDescription: Improved version of the Chinese Pistol, sets the target on fire. Located in L.O.B Enterprises.
Xuanlong Assault Rifle
All unique weapons
All unique weaponsDescription: Increased clip and damage. Found on Prime's body near Jury Street Metro Station. The location of Jury Street Metro Station can be discovered by completing the computer quest in the Museum of Technology (Tech Museum Loot). Find the secret text in the terminal. This will lead to a puzzle that needs to be solved (save, because there will be no second attempt). After solving the puzzle, a safe will open and at the same time you will receive the coordinates of the station. Only then will a body with a rifle appear.
Perforator
All unique weapons
All unique weaponsDescription: Improved Infiltrator (Pitt Guard Rifle)
Place: Rewarded for a certain amount of ingots.
The Terrible Shotgun
All unique weapons
All unique weaponsDescription: Shotgun improved by Laughing Jack. Spread, weight and damage are higher than the standard one.
Place: Underground Bazaar in Evergreen Mills. Jack stands in the southeast corner. It must be killed in order to get a shotgun, fortunately, karma is not lost.
Ol' Painless
All unique weapons
All unique weaponsDescription: Improved hunting rifle. Damage and rate of fire.
Place: In Dave's chest in Republic of Dave. You can get the key if you complete the quest "You Have To Shoot Them In The Head". Loss of karma due to theft.
Lincoln's Repeater
All unique weapons
All unique weaponsPlace: Museum of History, 2nd floor. Located just behind the library, up the stairs, in the business room, behind glass. Can be sold to Abraham Washington or slave traders. One of the best bullet weapons in the game.
Victory Rifle
All unique weapons
All unique weaponsDescription: Knocks down enemies on critical hits.
Place: West of Rockbreaker's Last Gas in a shack on a hill. Castle with difficulty 100. In addition, there are small cockroaches in a cage.
Reservist's Rifle
All unique weapons
All unique weaponsDescription: The reservist loves churches, especially when there are people around. The rifle is unique in that it allows you to shoot VATS 3 times, while other snipers only 2.
Location: In the Dickerson Tabernacle Chapel, a man named Drifter also has a Druid Hood and Oasis coordinates.
The Kneecapper
All unique weapons
All unique weaponsDescription: Improved cut. Increased damage.
Place: Ronald Laren in Girdershade, he is a friend of Sierra's Nuka-Cola Challenge girl.
Callahan's Magnum
All unique weapons
All unique weaponsDescription: Improved revolver. Available in Broken Steel.
Place: Found in the Citadel Ruins if you chose to destroy it during the Who Dares Wins quest. After the destruction, go into the citadel, jump into the largest crater, go into the only door there, climb the stairs and open Callahan's Safe.
Big Guns
Boom! Miniguns, rocket launchers, flamethrowers.
Burnmaster
All unique weapons
All unique weaponsDescription: A unique version of the flamethrower found in the Falls Church Metro (south of Marigold). Go through the tunnel until you see water. Then go into the water and then to the left through the hole in the wall. Follow the path of radioactive barrels until you reach a truck with 2 glowing barrels next to it. Burnmaster is not affected by the PYromaniac perk.
Rapid Torch Flamer
All unique weapons
All unique weaponsDescription: Deals slightly less damage than the previous unique flamethrower. Added to Broken Steel
Place: At the Adams Storage Facility, on a table.
Slo Burn Flamer
All unique weapons
All unique weaponsDescription: The best flamethrower, shoots immediately, without warming up. Added to Broken Steel
Place: Can be found in the upper level of the southeast part of the Launch Platform Base during the Who Dares Wins quest. He's on the platform with the Disklaves in stasis.
Eugene
All unique weapons
All unique weaponsDescription: Improved version of minigun, higher damage.
Place: Rangers Reilly. Some of them are locked up on the roof of the Statesman Hotel. If you save them and bring them to Ranger HQ, Reilly will reward you. The choice will be Ranger Armor and Eugene. In addition, you can remove it from a girl dying according to the script.
Miss Launcher
All unique weapons
All unique weaponsDescription: A unique flare gun variant. Shoots in an arc, allowing you to train with it before using Fat Man.
Place: Inside Fort Independence, behind a closed door on difficulty 75.
Fat Man - MIRV prototype
All unique weapons
All unique weaponsDescription Improved Soviet(sic!) technology "MIRV" launcher. Short for "Multiple Independently targetable Reentry Vehicle". Shoots 8 mininukes at once in 1 shot. There are 93 mininukes in total in the game. A unique weapon in the sense that the game simply does not need SO much damage. Overkill at its best.
Place:At the National Guard Depot, Armory. You need all the cassettes of the Keller family (and they are scattered across the wasteland in places far from the quests) to open the door. Only the 5th cassette is not needed. OR you can use a glitch - sit down near the terminal and the bunker door, enter the 3rd person mode, move the cursor over the character's head. If you're lucky, you'll stumble upon the "Electrical switch button". If you're not lucky - move the cursor again.
Precision Gatling Laser
All unique weapons
All unique weaponsDescription: Improved rapid-fire laser found in Broken Steel. During the final quest Who Dares Wins, in the Enclave fortress, go to the armory (not the very first one). In the armory there will be an NPC Armory Master, in Tesla armor, a unique helmet and with the desired laser. The laser is weaker than the Vengeance, but it crits 8 times more often.
Vengeance
All unique weapons
All unique weaponsDescription: Improved rapid-fire laser. Dezklavsov cuts like a knife through butter.
Location: In the back room of the Deathclaw Sanctuary. Swimming in a pool of blood.
Energy Weapons
Lasers, plasmas, etc. Very accurate and powerful. Beautiful animation of crits for any gun from this category.
A3-21"s Plasma Rifle
All unique weapons
All unique weaponsDescription: Reward from the Replicated Man quest. You need to warn the android about Zimmer and help him get his old memories back. He will give his rifle as a reward. Higher crit chance than standard+ in mint condition.
Smuggler's End
All unique weapons
All unique weaponsDescription: Elder Lyons' unique laser pistol.
Place: Elder's bedroom in the Citadel. Safe with difficulty 100 (you can also hack the computer, there is also 100). Karma is not lost.
Protectron's Gaze
All unique weapons
All unique weaponsDescription: The gun was assembled from the remains of Mechanist's favorite robot.
Place: Superhuman Gambit quest reward given to Mechanist by bringing AntAgonizer armor to him
Colonel Autumn's Laser Pistol
All unique weapons
All unique weaponsDescription: Modified laser pistol, slightly higher damage.
Place: Used by Colonel Automn (Colonel Autumn?!) in the final battle at Jefferson Memorial. Weakened in Broken Steel, became semi-automatic (was automatic) and deals less damage than the previous 2 unique pistols.
Wazer Wifle
All unique weapons
All unique weaponsDescription: Improved laser rifle. Deals more damage, holds more clips.
Place: At Biwwy's Little Lamplight. You can either buy for 500 caps, or use the Child at Heart perk to get it for free.
Metal Blaster
All unique weapons
All unique weaponsDescription: Modified laser rifle that shoots like a shotgun. Can be repaired with standard rifles. The only laser shotgun in the game.
Place: Given for a certain number of steel ingots in Pitt
Mesmetron
All unique weapons
All unique weaponsDescription: There is a chance of 3 effects:
1. 30% chance -
Enters the NPC into a state of frenzy, they attack everyone who caught their eye.
2. 50% chance - NPC stands still for a few seconds, stunned.
3. 20% chance - NPC's head explodes after a few seconds. A very bad effect on karma, everyone around becomes hostile.
In addition, it is used in the quest, with its help it is necessary to make certain NPCs slaves (by stunning and putting a collar on the NPC).
Place: In Paradise Falls, either take the quest from the guard at the entrance or kill him. He sells ammo.
Alien Blaster
All unique weapons
All unique weaponsDescription: A strange looking alien hand weapon. There are very few cartridges.
Description: Near the fallen UFO (everyone already knows about its whereabouts). In addition, in the Broken Steel add-on based on the Enclave, in the armory, in a closed box (Hard lockpick) there is another 1. Ammo can also be found there (in boxes nearby). Ammo can also be found to the right of Fort Bannister, there will be a crater at the bottom of which lies an overturned truck, under which there are blaster ammo. In addition, you can stumble upon a random encounter with ammo. Some more ammo can be found in Fort Independance, next to the Miss Launcher.
Firelance
All unique weapons
All unique weaponsDescription: Variant of Alien Blaster. Anything that survives the shot (and the crit chance is high there) will be engulfed in flames. Bonus from the Pyromaniac perk.
Location: Chance meeting. You will hear an artillery shot. If you look up, you will see an explosion, then a green explosion. Then Firelance and its ammo will fall to the ground. I was lucky, I had this encounter not far from the downed UFO. I had a total of about 110 rounds (I picked up about Fort Bannister)
Gauss Rifle
All unique weapons
All unique weaponsDescription: The energy equivalent of a sniper rifle. Highly powerful weapon. Only NPCs repair.
Place: In a crate in VSS Armory, after Operation Ancorage ends.
Melee Weapons
Close combat, it's simple.
Vampire's Edge
All unique weapons
All unique weaponsDescription: Superior chinese sword with blood on it.
Place: Quest Blood Ties. In Vance's room, Castle Hard.
Jingwei's Shocksword
All unique weapons
All unique weaponsDescription: Sword, but deals additional electrical damage.
Place: in the armory after graduation Operation Anchorage, next to the Gauss rifle
Occam's Razor
All unique weapons
All unique weaponsDescription: "Of all solutions, choose the simplest." Knife with increased damage.
Place: Fort Banister. Can be removed from the corpse of Commander Jabsco.
Stabhappy
All unique weapons
All unique weaponsDescription: Knife with x4 crits and increased damage to limbs. Sometimes spawns on raiders
Place: The Raid Shack, east of Bethesda Ruins. Go along the main road, the place will be on the right. Knife on one of the raiders inside.
The Break
All unique weapons
All unique weaponsDescription: Unique cue. No damage.
Place: In Paradise Falls on the pool table next to Eulogy's Pad.
Ant's Sting
All unique weapons
All unique weaponsDescription: Poison knife. If you hit many times - the poison stacks and we get very high damage at the output.
Location: Antagonizer's Lair, it is given by Antagonizer as a reward for bringing Mechanist armor.
Board of Education
All unique weapons
All unique weaponsDescription: Super Mutant Training Tool. Passed down from instructor to instructor.
Place: Inside the super mutant parking lot exactly 1 square south of the Oasis. Under the skeleton bed.
The Tenderizer
All unique weapons
All unique weaponsDescription: Reinforced sledgehammer. It was supposed to pierce armor with each hit, but they forgot to add this effect. You can add it yourself in the editor.
Place: Found behind a broken door in Ancorage Memorial. Reinforced sledgehammer. To open the door, you need either a repair skill of 95, or a skill of 50 in lockpicks/science to open a safe with spare parts on the upper floors of the memorial.
The Mauler
All unique weapons
All unique weaponsDescription: More damage and less AP than a standard auto axe. Breaks down very quickly.
Place: Given for 80 steel ingots.
man opener
All unique weapons
All unique weaponsDescription: Improved steel saw, increased damage.
Place: On the bed in the far big room at the Supply Plant in The Pitt Steelyard.
Fawkes Super Sledge
All unique weapons
All unique weaponsDescription: Improved super sledgehammer.
Place: When you first meet Fox in Vault 87 during the main quest to find the GECK, he can be offered to trade. Also, sometimes he throws away his super sledgehammer to pick up another super sledgehammer.
Butch's Toothpick
All unique weapons
All unique weaponsDescription: Butch's improved folding knife.
Place: If you left Butch to live, he will give you this knife upon his return. You cannot remove the knife from the corpse, it is shown like a regular folding knife. Or you can start a fight with Butch in a bar (after he left the shelter), knock the weapon out of his hands and run away. After 72 hours, Butch will become friendly to you again.
Jack The Ripper
All unique weapons
All unique weaponsDescription: A very violent modified Ripper. Increased chance to crit, given that the weapon hits 30 times per second, allows you to crit on every hit. In addition, this Ripper has 50% increased limb damage. The best melee weapon in the game if crit perks like Ninja are taken. It also ignores armor. Fuck yeah!
Place: At the dead Enclave officer in the Deathclaw Sancuary.
Highwayman's Friend
All unique weapons
All unique weaponsDescription: Improved armature. Use for collection only, useless in combat.
Place:In Dominic and Machete's house, in the far left room, on a shelf. The house is located in Canterbury Commons.
Trench Knife
All unique weapons
All unique weaponsDescription:Used in Operation Anchorage. It differs from a regular knife only in appearance.
Place: In the armory, after completing the simulation. Next to other unique weapons like the Gauss Rifle.
Unarmed weapons
For those who love to punch. Brass knuckles, powerfists, etc.
Fisto! power fist
All unique weapons
All unique weaponsDescription: Improved version of powerfist. Improved damage and attack speed.
Place: MDPL-13 Power Station north of Minefield. It's on a table in the upper office.
The Shocker
All unique weapons
All unique weaponsDescription: Slightly weaker than Fisto!.
Place: South Mason district. Go through the tunnel until you find a door. Then down two stairs. Behind you will be a double steel door leading to a tunnel. Go through the tunnel until you see a metal grate. There will be a door on the left (carefully, a trap with a shotgun). In the room behind the door is a barrel with a weapon and a note about it.
Plunkett's Valid Points
All unique weapons
All unique weaponsDescription: Unique studded brass knuckles worn by Junder Plunkett in Arlington House. There is also a bubblehead in the house for good luck.
Place: At Arlington House, in Arlington Cemetary North.
Steel Knuckles
All unique weapons
All unique weaponsDescription: Unique brass knuckles. Available at The Pitt.
Place: Give as a reward for 30 ingots.
I translated and completed the pictures.