Fallout 3 best melee weapons. What's the best weapon in the game? Weapons not available to the player
This is the predecessor of the famous DKS-501 rifle. The weapon is converted to 308 caliber cartridges, and therefore breaks down quickly and requires constant repair and maintenance for correct shooting.
In V.A.T.S. mode the damage is much greater, because the bonus for calculating the accuracy of the sight is not taken into account in this case. Without V.A.T.S. mode the rifle only shoots one-third of its working distance in the scope. To be sure to hit the target, wait until it fills three-quarters of the sight area. Moreover, always take into account the recoil of the shot and aim slightly below the target.
Hesitations when aiming greatly interfere with shooting. To solve this problem, level up the “light weapon” skill to the maximum or aim in stealth mode. If the "light weapon" skill has been studied to the maximum, then fluctuations will no longer affect your accuracy. However, if one of your hands is damaged, it will still be difficult to aim.
Fat man
Nuclear charges are fired from a shoulder-mounted cannon. The missiles do not fly far at all - if you shoot horizontally, the cartridge will fly only 10 meters and fall. If you aim higher, the projectile will fly further. Upon contact with a target, the missiles explode, causing a small nuclear explosion and releasing radiation. The weapon must be repaired every 167 shots.
To make the most of "Fat Man", level up the "heavy weapon" skill to the end and use the V.A.T.S. mode.
You can find this cannon in the city of Capitol - inside the colonnade where the super mutant behemoth is located, from one of the mercenaries of the Claw company.
Combat shotgun
This shotgun is similar in its efficiency and operation to all its predecessors, but its appearance has been greatly changed. The magazine holds 12 rounds with monstrous efficiency in destroying enemies at close ranges. 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 sawed-off shotgun. The only negative is that the weapon wears out too quickly.
The shotgun must be repaired every 146 shots.
Terms used in the game Fallout 3:
All values are given for CCT (state of assembled game weapons) of 100% and the profile skill of the player character 100. The state of the game weapon and the value of the control skill have a very noticeable effect on both the damage caused by this weapon and the chance of causing critical damage.
Explanations for the following characteristics - Cost, Service Station (Value), Weight (Weight), Magazine Capacity (Clip) and Ammo (Ammo) I consider unnecessary, other indicators:
Damage (DMG): damage caused by one shot/click of the mouse left mouse button (for example, for most light weapons this is damage from a single bullet, and for a Gatling laser - from a single beam).
Damage Per Second (DPS): A weapon's damage per second includes the time it takes to reload, useful for comparing different automatic weapons that fire multiple shots per second.
Action Points (AP): the number of action points required per shot/burst/strike in VATS mode.
Durability (Health, HP): the durability of the weapon, which determines the rate at which it wears out.
Min Spread: This is an indicator of the weapon's accuracy, the spread of bullets relative to the aiming point. The smaller the spread value, the less spread will be (with a zero value, the weapon shoots exactly in a straight line without taking into account gravity).
Crit%Mult: A multiplier applied to the critical strike chance of a given weapon (for example, if a character's critical strike chance is 5% and the weapon's Crit%Mult is 2, the chance will be doubled for each shot). For automatic weapons, this multiplier is divided by the Fire Rate, i.e. is calculated per bullet, so the multiplier will be very small (this is done to compensate for the number of bullets fired).
Critical Damage (Crit.Dmg): Increased damage that is added in case of a critical hit (in addition, the target's defense will be ignored).
Spiked brass knuckles "Plunkett's Arguments"
This brass knuckles with increased damage and double the chance of inflicting a critical hit belongs to Janders Plunkett, who can be found in the Arlington House, standing alone in the middle of Arlington Cemetery. Important! Plunkett will appear in the house only after the hero takes the “Lawman” perk.
Cost - 30
Weight - 1
Damage - 12
Damage per second - 6
Action points - 15
Durability - 200
Multiply%Crit - x2
Critical damage - 12
Repairs - only from traders
Power brass knuckles "The Shocker"
This brass knuckles deals an additional +25 electrical damage to robots and can be found (along with instructions) on a barrel in the far western room of the Flooded Subway, opposite the Arlington Library.
Cost - 150
Weight - 6
Damage - 20 + 25 (to robots)
Damage per second - 9
Action points - 25
Durability - 400
Multiply%Crit - x1
Critical damage - 20
Repair - power brass knuckles
Power brass knuckles "Fist!" (Fisto!)
"Fist!" (power brass knuckles with increased damage) can be found on a table in a room on the second floor of the abandoned power plant MDPL-13
Cost - 100
Weight - 6
Damage - 25
Damage per second - 11
Action points - 25
Durability - 600
Multiply%Crit - x1.5
Critical damage - 25
Repair - power brass knuckles
Steel arms
Repellent stick
The hero will receive this stick, soaked in a certain chemical solution, from Moira Brown (quest Wasteland Survival Guide). It may come in handy later, because... kills mole rats outright;D
Cost - 120
Weight - 3
Damage - 1
Damage per second - 2
Action points - 40
Durability - 100
Multiply%Crit - x0
Critical damage - 0
Repair - nothing can be repaired
Cue "The Break"
The "hall" lies in a very visible place - on a billiard table near the entrance to Undertaker Jones' lair in the center of Paradise Falls. Cost - 50
Weight - 1
Damage - 6
Damage per second - 9
Action points - 27
Durability - 200
Multiply%Crit - x1
Critical damage - 6
Repair: billiard cues
Mount "Trucker's Friend" (Highwayman's Friend)
This particular mount sits on a shelf in Dominic and Machete's home in the Canterbury community.
Cost - 75
Weight - 5
Damage - 10
Damage per second - 23
Action points - 27
Durability - 500
Multiply%Crit - x1
Critical damage - 10
Repair - mounts
Board with nails "Chalkboard" (Board of Education)
This board is clutched in the hand of a skeleton lying on a bed in an abandoned shack in the village.
Cost - 60
Weight - 4
Damage - 12
Damage per second - 17
Action points - 27
Durability - 150
Multiply%Crit - x1
Critical damage - 12
Repair - boards with nails
Sledgehammer "The Tenderizer"
The “softener” is leaning against the wall of the vault, which is near the service entrance to the Anchorage Memorial (to obtain this sledgehammer, you need to complete the hidden quest Cache in the Anchorage Memorial).
Cost - 230
Weight - 12
Damage - 30
Damage per second - 45
Action points - 38
Durability - 750
Multiply%Crit - x1
Critical damage - 15
Repair - sledgehammers
Fox's super sledge
This super sledgehammer weighs less than a regular one and does more damage. It is owned by the super mutant Fox, you can take it for yourself by releasing Fox from his cell in shelter 87 (quest Search for the Tabernacles of Eden) and choosing to exchange equipment in the dialogue with him.
Cost - 300
Weight - 18
Damage - 32
Damage per second - 62
Action points - 38
Durability - 1000
Multiply%Crit - x1
Critical damage - 32
Repair - super sledgehammers
Knife "Ant's Sting"
This knife deals additional poison damage. Can be a reward for completing The Superhuman Gambit quest.
Cost - 30
Weight - 1
Damage - 4 + 4*(10sec)
Damage per second - 11
Action points - 20
Durability - 250
Multiply%Crit - x1
Critical damage - 4
Repair - knives
Switchblade knife "Butch's Toothpick"
If Butch remains alive after completing the Troubles on the Home Front quest, the hero will meet him in Rivet City, at the “At the Helm” bar. Provided that Butch's karma is neutral, you can take him as a partner and then pick up a toothpick when exchanging equipment; you can also kill Butch or steal a knife from his pocket.
Cost - 50
Weight - 1
Damage - 10
Damage per second - 29
Action points - 18
Durability - 150
Multiply%Crit - x2.5
Critical damage - 13
Repair - switchblades
Combat knife "Occam's Razor"
The razor is owned by the commander of the Talon Company mercenaries, Jabsko, who is located at the command residence of Fort Bannister. Bug: you need to shoot Jabsko at least once, because... in the event of the death of the commander due to the fault of a reconfigured turret (for example), there will be no razor on his body.
Cost - 65
Weight - 1
Damage - 10
Damage per second - 29
Action points - 17
Durability - 600
Multiply%Crit - x3
Critical damage - 13
Repair - combat knives
Combat knife "Bloodsucker" (Stabhappy)
One of the raiders in a hut located east of the ruins of Bethesda is armed with a “bloodsucker” (they respawn there every three days). It differs from Occam's razor by a higher probability of damaging the enemy's limbs and a greater chance of inflicting a critical hit.
Cost - 65
Weight - 1
Damage - 10
Damage per second - 29
Action points - 17
Durability - 600
Multiply%Crit - x4
Critical damage - 15
Repair - combat knives
Chinese sword "Vampire's Edge"
Lighter and more lethal than a regular one, Vance's sword is stored in a locked cabinet (hack 75 or Vance's key) in his room at the Mereshti depot station (Ties of Blood quest).
Cost - 100
Weight - 1
Damage - 15
Damage per second - 34
Action points - 28
Durability - 750
Multiply%Crit - x3
Critical damage - 20
Repair - Chinese officer swords
Jack the Ripper
"Jack" can be removed from the body of an Enclave officer in the southern part of the Deathclaw Vault, but he will appear there only after completing the Living Water quest, i.e. after the hero’s meeting with the Enclave (if the cave had already been cleared earlier and all the death claws were killed, then the officer will be half dead).
Cost - 200
Weight - 6
Damage - 30
Damage per second - 30
Action points - 65
Durability - 800
Multiply%Crit - x1
Critical damage - 15
Repair - rippers
Light weapons
Colonel Autumn's 10mm pistol
This reinforced pistol can be obtained in the following way - during the scene of the “death” of the colonel (the Living Water quest), go close to the protective bulkhead next to the place where it fell and turn the camera while holding the R button, halfway there you should be able to get into the colonel’s inventory Otema;)
Cost - 325
Weight - 3
Magazine capacity - 12
Ammunition - 10 mm cartridge
Damage - 13
Damage per second - 23
Action points - 17
Durability - 225
Min spread - 0.5
Multiply%Crit - x1
Critical damage - 13
Repair - 10 mm pistols
Chinese pistol "Zhu-Rong 418" (Zhu-Rong v418)
Sets everything on fire, even the armor of the Enclave and the Brotherhood of Steel. The target burns for quite a long time, which can be very useful in the dark. Stored in the safe (hack 75 or key in the desk) of the director's office, located in the east wing of the LOB Enterprises building, which is on Falls Church - east.
Cost - 290
Weight - 2
Magazine capacity - 10
Ammunition - 10 mm cartridge
Damage - 4 + 2*(5sec)
Damage per second - 9
Action points - 17
Durability - 200
Min. spread - 1
Multiply%Crit - x2
Critical damage - 4
Repair - Chinese pistols
Revolver "Blackhawk"
Much more powerful than a regular .44 Magnum revolver with a telescopic sight. You can get it from old lady Agatha in exchange for music paper after completing the quest Agatha's Song.
Cost - 500
Weight - 4
Magazine capacity - 6
Ammunition - .44 caliber bullet
Damage - 55
Damage per second - 100
Action points - 32
Strength - 360
Min spread - 0.3
Multiply%Crit - x2
Critical damage - 45
Repair - "Magnums" cal. 44 opt. aim
The Kneecapper
"Bone Crusher" deals more damage and has greater accuracy compared to regular sawn-off shotguns. It belongs to Ronald Laren, who lives in Gerdershade, you can get it by completing the quest The Nuka-Cola Challenge, but if you don’t wish bad things on Ronald, then you can steal the sawed-off shotgun when he’s sleeping or steal the cartridges first, and after a while the sawn-off shotgun itself.
Cost - 350
Weight - 5
Magazine capacity - 2
Ammunition - cartridge with buckshot
Damage - 75
Damage per second - 35
Action points - 37
Durability - 250
Min.spread - 4
Multiply%Crit - x0
Critical damage - 0
Repair - cut-offs
10mm submachine gun "Ultra" Sydney
A more powerful 10mm submachine gun compared to regular ones, with a larger magazine capacity to boot. This PP can be obtained from Sydney in exchange for an audio recording with news from her father (located on the 2nd floor of the Statesman Hotel) after completing the quest Stolen Independence, or steal it while she fights off super mutants in the National Archives, or kill her and remove the PP from her body.
Cost - 430
Weight - 5
Magazine capacity - 50
Ammunition - 10 mm cartridge
Damage - 9
Damage per second - 45
Action points - 20
Durability - 250
Min spread - 1.5
Multiply%Crit - x1
Critical damage - 9
Repair - 10mm PP
Xuanlong assault rifle
This machine gun is the most powerful weapon in its class - it has the highest damage and a larger magazine, although its durability is underestimated. You can get Guanglong after completing the hidden quest Tech Museum Loot.
Cost - 400
Weight - 7
Magazine capacity - 36
Ammunition - 5.56 mm cartridge
Damage - 12
Damage per second - 48
Action points - 23
Durability - 400
Min spread - 1.5
Multiply%Crit - x1
Critical damage - 12
Repair - Chinese machines
The Terrible Shotgun
The terrible shotgun belongs to the raider merchant, Smiling Jack, who settled in the Bazaar in Evergreen Mills. Since he carries the shotgun without removing it, several options arise: kill Jack (and lose the merchant) or attack him, shoot the shotgun in VATS, quickly pick it up and not appear at the bazaar for a while (the shotgun can be repaired).
Cost - 250
Weight - 10
Magazine capacity - 12
Ammunition - cartridge with buckshot
Damage - 80
Damage per second - 51
Action points - 27
Durability - 350
Min.spread - 6
Multiply%Crit - x1
Critical damage - 40
Repair - shotguns
Hunting rifle "Narcosis" (Ol" Painless)
"Narkoz" has an excellent rate of fire and accuracy, which, coupled with the abundance of ammunition and the absence of problems with finding spare parts, makes this gun truly exceptional. Kept in a locked safe in Dave's Republic Capitol (Dave has the key). To learn how you can get “Narcosis”, read the walkthrough of the hidden quest Election Day.
Cost - 250
Weight - 6
Magazine capacity - 5
Ammunition - cal cartridge. 32
Damage - 30
Damage per second - 19
Action points - 23
Durability - 500
Min. spread - 0
Multiply%Crit - x1
Critical damage - 30
Repair: hunting rifles
Lincoln's repeater
This perfectly preserved museum exhibit lies in a display case on the top floor of the administration room of the Historical Museum. The rifle is a very powerful and accurate weapon; there are no problems with spare parts for it, but the cartridges used are quite rare.
Cost - 500
Weight - 5
Magazine capacity - 15
Ammunition - .44 caliber bullet
Damage - 50
Damage per second - 37
Action points - 25
Durability - 600
Min. spread - 0
Multiply%Crit - x2
Critical damage - 50
Repair: hunting rifles
Sniper rifle "Victoria"
"Victoria" differs from a regular sniper in its increased durability (3 times) and the ability to knock down enemies with a critical hit (although its Multi%Crit is lowered to compensate). Stored in a locked weapons cabinet (hack 100) of an abandoned shack standing alone on the top of a hill west of Rockbreaker's Last Gas gas station.
Cost - 450
Weight - 10
Magazine capacity - 5
Ammunition - cal cartridge. 308
Damage - 40
Damage per second - 42
Action points - 38
Durability - 300
Min. spread - 0
Multiply%Crit - x3
Critical damage - 40
Repair - sniper rifles
Reservist's rifle
The reservist's rifle is 50% stronger than a regular sniper rifle, has an increased rate of fire and a less capacious magazine. This rifle is owned by the Flyer, who is sitting in ambush on the roof of the Dickerson Church (note that you cannot climb up to the sniper, so you need to shoot him so that at least something from him falls down).
Cost - 500
Weight - 10
Magazine capacity - 3
Ammunition - cal cartridge. 308
Damage - 40
Damage per second - 64
Action points - 32
Durability - 150
Min. spread - 0
Multiply%Crit - x5
Critical damage - 40
Repair - sniper rifles
Heavy weapons
Flamethrower "Burnmaster"
The "Incinerator" lies in the corner of a broken car in the farthest tunnel of the Franklin Metro Utility (Franklin Metro Utility, attention, strong radiation!). This flamethrower has increased damage (+50%) compared to regular ones, but the Pyromaniac perk does not apply to it.
Cost - 500
Weight - 15
Magazine capacity - 60
Ammunition - fuel
Damage - 24
Damage per second - 96
Action points - 50
Durability - 200
Min spread - 0.5
Multiply%Crit - x4
Critical damage - 1
Repair - flamethrowers
Minigun "Eugene"
"Eugene" can be a reward for completing the quest Reilly's Rangers.
Cost - 1500
Weight - 18
Magazine capacity - 240
Ammunition - 5 mm cartridge
Damage - 7
Damage per second - 70
Action points - 30
Durability - 1500
Min. spread - 2
Multiply%Crit - x0
Critical damage - 0
Repair - miniguns
Gatling laser "Vengeance"
The Avenger is located in the southeast corner of the Deathclaw Sanctuary, in a bloody grotto.
Cost - 2400
Weight - 18
Magazine capacity - 240
Ammunition - electronic charge
Damage - 11
Damage per second - 110
Action points - 30
Durability - 2000
Min spread - 0.5
Multiply%Crit - x1
Critical damage - 12
Repair - Gatling lasers
"Granato-Honey" (Miss Launcher)
"Granato-Med" differs from a regular grenade launcher in increased damage and also in that the charges fired from it do not explode upon contact with the surface, but bounce off it. Stored in the locked armory (hack 75 or key in the chest nearby, hack 25) on the lower level of Fort Independence.
Cost - 400
Weight - 15
Magazine capacity - 1
Ammunition - grenade. shot
Damage - 20 + 200AoE
Damage per second - 47
Action points - 55
Durability - 100
Min spread - 0.5
Multiply%Crit - x0
Critical damage - 0
Repair - grenade launchers
Experimental multi-charge nuclear grenade launcher
To find the 8-round Fat Man, you need to find the Keller Family Hideout and gain access to the National Guard bunker. When you become the proud owner of this weapon, you will be faced with the problem of obtaining ammunition for it, because... Nuclear shots are found in limited quantities in the Wasteland. Therefore, the experimental “Fat Man” is unlikely to bring real benefit.
Cost - 2500
Weight - 30
Magazine capacity - 8
Ammunition - nuclear shot
Damage - 10 + (1600AoE)*8
Damage per second - 2542
Action points - 65
Durability - 300
Min. spread - 13
Multiply%Crit - x0
Critical damage - 0
Repair - "Fat Men"
Energy weapons
Laser pistol "Smuggler's End"
This pistol is kept in Elder Lyons' rooms in the Citadel (B-Ring), in a locked safe (to open it, you need a lockpicking skill of 100 or a science skill of 100 for the control terminal).
Cost - 450
Weight - 2
Magazine capacity - 30
Ammunition - battery
Damage - 18
Damage per second - 17
Action points - 17
Durability - 500
Min. spread - 0
Multiply%Crit - x1.5
Critical damage - 18
Repair: laser pistols
Laser pistol "Protectron's Gaze"
The pistol can be a reward for completing the quest The Superhuman Gambit; it differs from the usual one in increased damage, reduced accuracy and a smaller magazine capacity.
Cost - 320
Weight - 3
Magazine capacity - 20
Ammunition - battery
Damage - 24
Damage per second - 71
Action points - 17
Durability - 500
Min spread - 2.5
Multiply%Crit - x1
Critical damage - 24
Repair: laser pistols
Colonel Autumn's laser pistol (original version)
This version of Colonel Autumn's laser pistol is available to the player without installing the Broken Steel add-on. The pistol can fall into the hands of the hero during the quest Take It! (Take it Back!) in the Jefferson Memorial Rotunda (where there is no exit in the original without DLC, so the original version of this pistol, despite all its coolness, is essentially useless).
Cost - 420
Weight - 2
Magazine capacity - 30
Ammunition - battery
Damage - 10
Damage per second - 60
Action points - 17
Durability - 500
Min. spread - 0
Multiply%Crit - x1
Critical damage - 22
Repair: laser pistols
Alien blaster
The blaster (+ several energy cells for it) lies near the alien reconnaissance ship, which crashed north of the MDPL-13 power plant and west of the Greener-Paschers landfill. As Pip-Boy approaches the crash site, he must pick up the theta emergency beacon signal.
Cost - 500
Weight - 2
Magazine capacity - 10
Ammunition - en/cells of Aliens
Damage - 100
Damage per second - 125
Action points - 20
Durability - 200
Min. spread - 0
Multiply%Crit - x100
Critical damage - 100
Repair - Alien blaster
Firelance
This highly accurate blaster, in addition to dealing decent damage and a 100% critical strike chance, also sets the target on fire! Taking the Pyromaniac perk increases fire damage. “Fireshot” and 24 energy cells can fall on the hero’s head when approaching certain locations (the list of them is quite large), as a result of a UFO explosion. Such an unusual event can happen to the hero only once.
Cost - 750
Weight - 2
Magazine capacity - 10
Ammunition - en/cells of Aliens
Damage - 80 + 2*(5sec)
Damage per second - 100
Action points - 20
Durability - 200
Min. spread - 0
Multiply%Crit - x100
Critical damage - 80
Repair - Alien blaster
Hypnotron (Mesmetron)
The Hypnotron is a pre-war development, an excellent weapon of subjugation that does not lead to fatalities. Possible effects: 50% - stunning the victim, 30% - increased aggressiveness and 20% - sharp explosive deformation of the skull. The hero can get one copy with fifty batteries from the Grumpy, sitting near the entrance to Paradise Falls (the quest Just Business).
Cost - 500
Weight - 2
Magazine capacity - 5
Ammunition - batteries
Damage - 1
Damage per second - 1
Action points - 65
Durability - 100
Min. spread - 0
Multiply%Crit - x1
Critical damage - 0
Repairs - only from traders
Laser rifle "Wazer Wifle"
A slightly more durable and lethal version of the laser rifle. You can buy it from Biwwy in the Great Hall of Little Lamplight (and if you have the Eternal Child perk, you can ask for it for nothing).
Cost - 900
Weight - 8
Magazine capacity - 30
Ammunition - micro poison battery
Damage - 28
Damage per second - 26
Action points - 17
Durability - 1800
Min. spread - 0
Multiply%Crit - x1.5 Unique weapons (purple color on the map) (weapons purple color)
1) Improved laser pistol – “Smuggler’s Storm”. Lies in the Citadel (Ring B) in the rooms of Elder Lyons in the safe (need hacking 100, or science 100 for the terminal nearby).
2) Improved Chinese machine gun – “Guanlong” machine gun. Lying on Prime's corpse in a diner near the Julie Street Subway Station (right next to the exit from the subway).
3) Improved sniper rifle – Reservist rifle. Can be found from the Flyer (by killing him) in Dickerson's Church.
4) Improved hunting rifle - Lincoln Rifle. Located in the historical museum.
5) Improved Gatling laser – “Avenger”. In the Deathclaw Lair (lies in the far cave next to the lake of blood)
6) Improved Combat Shotgun – “Terrible Shotgun”. Found at Jack's Smile in Evergreen Mills Bazaar (Walk through the Smelter)
7) Improved “Ripper” – “Jack”. In the Deathclaw Lair (found in one of the corpses).
8) Improved mount – “Trucker’s Friend”. Lies in Dominic's House and Machete in Canterbury Commons.
9) Improved cue – “Hall”. Lies in the gaming club in Paradise Falls.
10) Improved spiked brass knuckles – “Plunkett’s Argument”. At Janders Plunkett's Arlington Cemetery North. At the Arlington House.
11) Improved Chinese officer's sword - Vampire Fang. Lies in the “Mereshti Depot” (In Vance’s room in the Sword Cabinet).
12) Improved power brass knuckles – “Fist!” Found at Power Plant MDPL-13 in the Abandoned Power Plant.
13) Improved combat knife – “Occam’s Razor”. Located at Commander Jabsko in Fort Benister in the Command Residence (the hatch there can be found in one of the tents).
14) Improved hunting rifle – “Narcosis”. Located in Dave's Republic. In the safe (Dave has the key) in the Capitol.
15) Improved board with nails - “Chalkboard”. Located in Clifftop Village. In an Abandoned Shack (In the left hand of a skeleton lying on the bed).
16) Improved blaster AZ-21 in Rivet City, given for the quest “Artificial Man”.
17) “Granato-Honey” at the rogue base, the damage is increased, but it spits out shells.
18) Improved sniper – “Victoria”. Located in an abandoned shack. You can find the shack by going to the Robcracker gas station and looking to the northwest. Seeing a mountain, stomp to its top. The desired shack will be there.
19) Multi-charge nuclear grenade launcher. You can get it in the basement of the Guard base behind the door blocked by the terminal. To obtain the code, you need to collect holodisks of the Keller family, which are scattered throughout the Wasteland:
1. In a tent with a super mutant not far from the “Anchorage Memorial” towards the “Dukov House” (walk along the river bank and you will find it).
2. From “VAPL-58 power plant? a little upward to the power line support (the second one from the power plant), near which there is a barrier. there are 2 more ghouls there.
3. From the “Robcracker gas station”, if you look to the west, you will see a shed on the top of a stone cliff, right in the shed there will be (there is also a unique Victoria rifle).
4. On the patio behind the Creepy Diner.
5. Between “Hollow Moors Cemetery” and “Germantown Police Station” there is a dilapidated church.
20) The improved flamethrower “Incinerator” can be found in a van in the radioactive underground tunnels of Franklin Station, entrance through the service rooms.
1) Improved laser pistol - "Thunderstorm smuggler." Lies in the Citadel (ring B) in the rooms of Elder Lyons in the safe (breaking is necessary 100 or 100 for the terminal science series).
2) Superior Chinese machine - Automatic "Guanlon." Prime's corpse lies on a diner near the Metro station Julie Street (right narotiv subway exit).
3) Improved Sniper Rifle - Rifle Reservist. Can be found in the Flyer (killing him) in the Church Dickerson.
4) Improved hunting rifle - Rifle Lincoln. Located in the historical museum.
5) Superior Gatling Laser - "The Avenger." In Den deathclaws (lies in the far cave near the lake of blood)
6) Superior Combat Shotgun - "Terrible Shotgun". Smiles is located at Jack's Bazaar Evergreen Mills (Going through the foundry)
7) Superior "Ripper" - "Jack". In Den deathclaws (located in one of the corpses).
8) Improved crowbar - "Friend of the trucker." Dominica lies in the House and in the Community Machete Canterbury.
9) Superior cue - "Hall". Lies in the gaming club in Paradise Falls.
10) Superior spike Knuckles - "Pros Plunkett." Do Dzhandersa Plunkett at Arlington Cemetery-north. In Arlingtonskom house.
11) Superior Chinese officer sword - vampire fangs. Lies in the "Depot Mereshti" (The room Vance in the closet for a sword).
12) Improved power Knuckles - "fists". Power lies on MDPL-13 on an abandoned power.
13) Superior combat knife - "Occam's Razor". Is located at the Fort Commander Dzhabsko Benistere Residences in command (the hatch there can be found in one of the tents).
14) Improved hunting rifle - "AWAKE". Located in the Republic of Dave. The safe (key Dave) at the Capitol.
15) Improved board with nails - "Blackboard". The village is in a clifftop. In an abandoned shack (on the left hand of the skeleton lying on the bed).
16) Superior AZ-21 blaster in Rivet City, give quest for "artificial person."
17) "Granato-Med" on the basis of rogue damage increased, but it spits out the shells.
18) Improved sniper - "Victoria". Located in an abandoned shack. Find shack can come to "refuel Robkreykera" and looking to the northwest. Seeing mountain stomp on its top. There will be sought shack.
19) MULTICHARGED nuclear grenade. You can take in the basement Guard base at the door, locked terminal. To obtain the code to collect holodisks Keller family, who are scattered across the wasteland:
1. In the tent with super mutant near "Anchorage Memorial" in the "home Dukova" (along the river walk - find).
2. From "power VAPL-58? slightly upward to support LEP (Second from the power plant), near which there is a barrage. there still 2 ghoul.
3. From "filling Robkreykera", if you look to the west, you will see a small shed on top of a stone cliff, right here in the shed and will (ibid. have a unique rifle Victoria).
4. During the patio for "creepy diner."
5. Between "cemetery Holloud Moors" and "Germantown Police Station" has a dilapidated church.
20) Superior flamethrower "Burner" can be found in a van in the underground tunnels of radioactive Franklin Station, entrance through the premises.
Description: This modification ports almost the entire arsenal of New Vegas to the Capital Wasteland, each of which has its own unique reload animation and its own gunshot sounds. Most of the weapons did not undergo cosmetic changes, but some still had to...
Description: This modification adds FPR's 5000R (plasma rifles of the future). 6 copies of this “exotic” weapon, which is presented in 2 variations: with and without a sight, will fall into the Capital Wasteland. Basic characteristics: FPR 5000R: Capacious. ..
Community Ammunition Library - CALIBR for Fallout 3
Description: Honestly, many added weapons require their own “special” cartridges, and so that you don’t have to carry thousands of different types of cartridges, this mod was born - CALIBR. It systematizes all the cartridges and you can choose the type of cartridges that will be appropriate...
Description: The Chinese have hardly conquered America, having in their arsenal only one model of a machine gun and one model of a pistol. Although, perhaps they were just overwhelmed with numbers :). Based on this postulate, I tried, to the best of my modest abilities, to slightly diversify the Chinese arsenal. New trunks...
Description: "Made in America" is a mod that expands the arsenal of defenders of democracy. The Wastelanders are adding several types of weapons based on an assault rifle, as well as (see Update to v2) hunting rifles, revolvers, a 10 mm pistol and a submachine gun. For T...
Description: This modification adds 7 well-balanced and very lore-based guns. The weapons are essentially vanilla, but with slightly reworked models, textures and characteristics. Location: Cannons are distributed to NPCs and merchants. Installation: Standard - extract file...
Assault submachine gun for Fallout 3
Description: What in the Fallout 3 arsenal confused you the most? Sameness? Weirdness? Lack of canon weapons? Surely all this confused not only me. For example, the developers treated the SMGs (submachine guns) very carelessly. They are not in the game. Yes, there is a 10-mm PP, but it’s closer...
Loyal fans of the series and new adherents usually want to get acquainted with all the innovations that the developers have tried to introduce before starting the game. The weapons did not remain unchanged. Fallout 3 can offer gamers weapons from several categories: standard (brass knuckles, cold, light, heavy and energy), unique and homemade. For those who find this set insufficiently thought out, you can try to get the cut content or download several mods from the appropriate resources.
Fallout 3 weapons: parameters and associated characteristics
The damage that Fallout 3 weapons cause depends on several factors - its condition, leveling up the profile skill, as well as some of the hero’s parameters (strength, luck, etc.). Some abilities (Blood Bath and Ember Ecology) can increase the damage done by any weapon.
Characteristics can generally be divided into primary and secondary. The second category includes cost, weight, capacity and maximum ammunition. The main ones should be considered in more detail:
- Damage (DMG). Defeat from a single attack (bullet, beam, etc.).
- Damage per second (DPS). This indicator includes not only the damage to the selected type of weapon, but also the time required to fully reload it. This parameter is very useful when comparing several automatic weapons to determine their rate of fire.
- Action Points (AP). The number of points required to perform a single attack (shot, burst or hit).
- Durability (HP). A characteristic that determines the wear rate of a weapon.
- Minimum spread (Min. Spread). An indicator of the accuracy of fire relative to the target. Accuracy decreases in proportion to the increase in spread (at 0, gravity is not taken into account, the weapon shoots directly at the target).
- Critical multiplier (Crit. Mult). The multiplier increases the chance of dealing critical damage with the selected weapon. At the same time, for the “Automatic Weapons” category, a recalculation is carried out to achieve balance (the critical multiplier is divided by the fire mode).
- Critical damage (Crit. DMG). Additional damage in case of a critical hit without taking into account the enemy's defense.
Based on these values, you can choose an arsenal for any tactics in Fallout 3. Weapon mods often offer rather cheating items that can significantly reduce interest in the gameplay.
Homemade weapons Fallout 3
To assemble a weapon yourself, you need to find diagrams, components and a suitable workbench. Ready-made mines and guns are superior to the standard Fallout 3 set in many respects. Weapon mods significantly expand the possibilities for creation and repair. You can pay attention to the Junk Metal Schematics plugin.
You can use not only the purchased workbench, but also any other (you can search by location). Most schematics are rewards for completing regular or mini-quests, but sometimes (Molotov-Cola or Rocket) schematics are purchased from merchants.
The condition indicator of the assembled weapon (SST) depends not only on the repair skill, but also on the number of open circuits.
Fallout 3 weapon mods
Amateur plugins can be divided into several categories:
- Expansion of the gaming arsenal. New single models or entire collections of weapons. As a rule, their characteristics do not differ much from the standard set (Apocalypse Armory, Collection weapon).
- Retextures and replayers. New textures or reworking of game weapon models, correction of parameters.
- Cheat items. Such plugins often give weapons incredible capabilities, which greatly affects the gameplay.
You can find completely different fashions on the Internet. Some of them are really useful, while others help to diversify or update the setting.
for weapons
Cheats allow you not only to instantly master weapon skills (modpcs), but also to get endless ammunition (tgm). The player.additem command will give you the opportunity to get any weapon or armor into your inventory. However, some models were cut from the game before release, and it is simply impossible to get them any other way.
Unavailable weapons in Fallout 3 include: bats and clubs (Destroyer, Peacemaker O'Grady, Curse Breaker and Excalibita), brass knuckles "Kiss", sword "Clover Cleaver". Among the firearms you can highlight the Lawman revolver, the Wanda guns and the Curse of Black Bart.
Unique Fallout 3 weapons
The standard weapons in Fallout 3 are inferior in many respects to exclusive models, which are not so easy to obtain.
If you miss a cache or turn, refuse to complete a quest or fail it, it will be impossible to find unique items.
There are improved versions of all game models. For Fallout 3, unique weapons contain elements for every taste - units of heavy, energy, light, melee and melee weapons. To make sure you don’t miss these treasure troves, you can read guides or watch walkthroughs.
Fallout 3 weapons make it possible to play the game with any class. The arsenal is quite large, and for those who do not find anything suitable for themselves, you can always pay attention to numerous plugins and modifications.