Weapons from the game fallout 4. Mods and cheats
Fallout 4 has a wide selection of weapons. This page shows the places where you can find the best, unique and special weapons.
Unique weapon Nailgun
This weapon can be found almost at the very beginning of the game. It is quite effective and causes devastating damage, and can rip off an enemy's head or limbs.
Pistol Winner
This revolver has the property of incendiary cartridges, additional fire damage - 15 units. One of the best pistols in the game, especially if you have the Duelist perk. You can find him near Finch Farm.
Legendary Ax of Grognak
This ax is quite powerful for inflicting pain in close combat; it has the Wounding property, causing additional damage to enemies from blood loss.
Kremva's Tooth Knife
You can find this weapon in the Dunwich Drillers location. The blade has a poisonous effect. Don't forget to remove your Power Armor before diving for the blade. Otherwise, you will lose the exoskeleton armor.
2076 World Series Baseball Cue Ball
Unique melee weapon. The bat's legendary ability is its chance to throw an opponent into the air during battle. You can find this weapon in a settlement called Jamaica Plain. Start your search from the building next to the church.
Shotgun Justice
It can be considered the most powerful shotgun in the game, especially with modifications. The nice thing is that you can find it in the middle of the game. You can buy this irreplaceable weapon for 1,400 caps in the Alliance store.
Alien pistol
One of the most canonical weapons in Fallout 4, which belongs to alien representatives. You can get it at the UFO crash site.
Launcher Big Boy
This modification of the Fat Man will cost 8,000 caps. You can buy it from a merchant named Arthur in the Diamond City settlement. The main difference from Fat Man is double damage! The launcher fires two projectiles at once.
Cryo-gun Cryolator
One of the most unusual weapons in the game is located exactly where you begin your journey in Fallout 4, namely in Vault 111. But you won’t be able to get it right away, since hacking the box will require an expert level.
Launcher Fat Man
Fallout 4 also couldn't do without Fat Man, who won't even leave a wet spot from his enemies. There are several places in the game where you can find it, but the easiest way is the Robot Junkyard in the northeast side of the city with the house.
Sword Revenge of the General of Chaos
Probably the best sword in Fallout 4. You can get this weapon from an NPC who is located in the Drumlin restaurant. The establishment is located southeast of the Freedom Museum. When you arrive at the place, you will see an armed clash. Your task will be to make sure that the woman survives, since only she can buy a sword from her.
Launcher Chlamotron
The weapon will use junk directly from the inventory instead of ammo. You can find this miracle of technology while completing Brother Dance’s tasks, namely on the table in the ArcJetSystems control room.
Laser rifle Righteous Power
You can get this rifle after completing a quest for the Brotherhood of Steel, which you will receive from Dance. Although the rifle will become weak by the end of the game, it will still take its well-deserved place in the repository of rarities.
The developers implemented a good weapon modification system, but, fortunately, this did not lead to the fact that the unique guns present in all parts of the series became useless.
The fact is that rare weapons often have unique bonuses that cannot be added to ordinary weapons. Unique murder weapons usually have original names. Therefore, if you find any item with the name “Sword of the Last Judgment,” it means that you have come across a rare weapon. Below is a list and descriptions of rare weapons. Over time it will be supplemented.
Grognak's Ax
Bonus: Causes enemies to bleed and can also stun them when hit.
Location: In the northeast of Diamond City you need to find the Hubris Comics building. Once inside, look to the left and you can see Grognak's Ax locked in a glass display case. You need to have a good level of lockpicking to open the display case and get the axe.
This melee weapon deals good damage and is perfect for those who like large and sharp axes. However, the game still has more powerful two-handed weapons.
Vicious Power Knuckles
Bonus: Causes enemies to bleed, plus each new hit increases the chance of staggering.
Location: To get this brass knuckles you will need to defeat the big boss named Swan. It is located near Swan Pond, located to the right of Diamond City. The entire location is very radioactive, and the boss has a large health bar. Use Molotov cocktails or nuclear grenades to deal with him as quickly as possible.
Power brass knuckles are perfect for those who prefer to fight enemies at close range. With the Iron Fist perk upgraded, you will be able to inflict enormous damage on enemies. For those who have upgraded firearms, this brass knuckles will be useless.
Righteous Lord
Bonus: Critical hits deal double damage and the critical meter fills faster.
Location: You will receive this as a reward for completing the Call of Arms mission. This is the first quest you will do as a member of the Brotherhood of Steel. Talk to Paladin Dance to begin this quest.
A good rifle that can be obtained at the initial stage of the game. Deals considerable damage, especially if you improve your critical strikes. Can be useful at the end of the game.
Junktron
Bonus: Uses regular junk instead of ammo.
Location: You can find the junktron in the basement, where the jet engine control systems are located. You will get there when completing the quest “Call of Arms”. It is located on the table in the control room.
Deals little damage to opponents, but does not waste ammunition, which is worth its weight in gold at the initial stage of the game, especially when playing on a high difficulty level.
Kellogg pistol
Bonus: Critical shots restore AP (Action Points)
Location: This can only be obtained by completing the main quest called Reunions. It will need to be picked up from Kellogg at Fort Hagen.
A powerful pistol that will surely appeal to players who do not like to use two-handed heavy weapons.
Big boy
Bonus: Fires two mini-nukes at the same time.
Location: You can purchase this rocket launcher in Diamond City from a merchant named Arturo.
Weapons of mass destruction. With its help you can deal with “fat” bosses. However, we advise you to stay as far away from them as possible when launching projectiles. In addition, the Big Boy is not cheap - you will have to pay at least ten thousand caps for it.
Shem Drawn's Sword
Bonus: Opponents take radiation damage.
Location: In Diamond City, find the Valentine Detective Agency. Then take the documents from his office. This will start a quest called The Gilded Grasshopper. When you complete it, you will be taken to a cemetery, where you will need to dig up a grave. There you will find this sword.
It looks nice, but is of little use. It does little damage, so you can easily find better ones. Once found, you can simply hang it on the wall or put it in a glass display case.
Faithful friend
Bonus: Deals double damage if target is at full health
Location: This cannon can be purchased from Arturo, a weapons dealer who sells in the Diamond City Market.
Its standard damage is low, however, thanks to the bonus and the upgraded sneak attack perk, you can kill your enemies with one shot. They won't even understand who exactly killed them.
General Zhao's Revenge
Bonus: When fighting robots, damage dealt increases by fifty percent
Location: South of Concord you will find a small diner called Drumlin'. If you help Trudy and her son destroy a group of bandits, she will start trading with you. It will be possible to purchase this sword from her.
It does good damage, and when fighting robots it has no equal among melee weapons. If you prefer close combat, we recommend that you always carry it with you, since robotic opponents are often found in the wasteland. True, it is quite expensive - the default price is about two thousand bottle caps.
Started the song
Bonus: Deals fifty percent more damage to humans
Location: Can be purchased for fifteen thousand caps at the weapons store located in Good Neighbor, which is located southeast of Boston Airport.
This rocket launcher is great for fighting human bosses, as it deals terrible damage to them. True, to buy it, you will have to spend a huge number of caps.
Special survival kit
Bonus: deals more damage if the hero has low health
Location: This weapon is used by the paladin Brandis. The main character is able to either steal this cannon, or kill the paladin and take the cannon from his corpse. You can find a Brotherhood fighter in the Theta Bunker. There is another option - complete the quest “Lost Patrol” and then Brandis will simply leave the weapon in the bunker.
Savior
Bonus: increases shooting accuracy in VATS mode, and costs less AP (Action Points) per shot
Location: You can get it by completing the Tradecraft quest, which is a main storyline quest. At the end of his walkthrough, Deacon will whisper to you that it would be nice to examine the body of the dead guy on the floor. Upon inspection, you will receive a unique weapon, the Savior.
This pistol uses ten-millimeter cartridges. Great for sneak attacks as it is equipped with a silencer. Plus, you'll be able to hit your opponents' heads more often in VATS mode.
Cryolator
Bonus: Freezes enemies
Location: This weapon is found in a safe with a master lock in Vault 111. To open the lock, you must have good lockpicking skills. However, there is a small bug that allows you to get the Cryolator without hacking. To do this, you need to order Dogmeat to get the rifle, being located directly in front of the safe.
A pretty good weapon that can be used to slow down opponents. It will be effective both in the early and late stages of the game.
Press and pray
Bonus: bullets explode on contact with an enemy and deal an additional fifteen units of area damage.
Location: You can purchase this modified Thomson machine gun from a woman named Cricket, who sits in front of Vault 81.
An excellent machine gun with which you can quickly deal with a large number of opponents. By the way, it’s not very expensive. It is not recommended to use at close ranges, otherwise you may get hit by bullet explosions.
Special offer from Technician Tom
Bonus: before entering battle, accuracy in VATS mode increases, but AP costs also increase
Location: North of Diamond City is the Old Northern Church, near which you can find the Underground command center. In it we are looking for Technician Tom, who sells this rifle. However, he will decide to sell it to you only if you are on friendly terms with him. Price 1700 caps.
An excellent rifle for long-range combat. With a pumped-up stealth perk, you can quickly kill enemies and not engage in direct confrontation with them.
Virgil's carbine
Bonus: Deals fifty percent more damage to Super Mutants
Location: This carbine can only be obtained during or after completing the mission The Glowing Sea. Go to Rocky's Cave, located southwest of Atomic Crater. This is an incredibly dangerous place, where there is very strong radiation and Death Claws are everywhere. Virgil lives in a cave. The main character is able to steal his weapon or kill Virgil and take the gun. It works in both of its forms. If you don't want to fight him, you can tell him that you couldn't find the serum - then he will ask you to shoot him.
A good weapon that is worth using when fighting super mutants - all thanks to its bonus.
Reba II
Bonus: deals fifty percent more damage to insects and Swampers, has night vision mode
Location: Go to the peninsula, which is located in the distance in the northeast of the map. There you will find the Grach family house. Kill the Swampman, and then talk to the stranger sitting on the roof. He will ask you to repair several turrets located around the city. For this he will give you Reba II. Do not try to rob or kill a local resident - in this case, the weapon will simply disappear.
An excellent sniper rifle that deals considerable damage. Suitable for those who like to kill opponents from afar. In addition, it is ideal for night shootouts.
Big Jim
Bonus: Gives you a 20% chance of breaking your opponent's leg.
Location: Head to Walden Pond, which is southwest of the Liberty Museum (located in south Concord). Go to the sewer through the drainage pipe. Just move forward along the tunnel until you reach a small room in which you will need to kill Whiplash and Walter. There will be Big Jim on the table next to the red box.
In principle, this is not the best weapon option for close combat. There are much more suitable items for this. So you can simply add Big Jim to your gun collection.
Experiment 18-A
Bonus: Increases rate of fire by twenty-five percent and increases reload speed by fifteen percent
Location: This rifle can be purchased from one of the vendors in the Institute
This plasma rifle is incredibly expensive, but it is incredibly effective when fighting synths. Yes, this is such an irony.
Winner
Bonus: Deals fifteen units of fire damage to enemies.
Location: First you need to get to Finch's farm and then go east to the pumping station. Enter the building and go forward along the corridor until you reach a room with a control panel. You should dial the following numbers on it: 10, 4, 5, 1 - press each button several times. Afterwards, the door will open to a room with a dead body, which will have the Winner.
According to merit
Bonus: Can stun the enemy
Location: You can purchase this shotgun from Penny Fitzgerald in the Alliance. To get into the settlement you need to pass a psychological test, but, apparently, there are simply no wrong answers.
One of the best shotguns in the game, which you are unlikely to part with even in the later stages of the game. However, some players sometimes completely replace firearms with energy weapons.
Le Fusil Terribles
Bonus: Twenty-five percent increased standard damage, twenty-five percent increased damage to limbs, increased recoil
Location: You can find it in Libertalia. We discover a residential building built on the bow of the ship and go inside. We use the elevator to get to the top of the structure. We find the captain's cabin. We go inside and immediately turn right. The shotgun will lie there.
One of the most powerful shotguns, which is recommended for use only at close range. We advise you to shoot directly in the head - you will kill most opponents with one shot.
Gun Lorenzo
Bonus: pushes enemies back (weapon version of Fus Ro Dah from Skyrim)
Location: This small cannon can only be obtained if you decide to send Lorenzo to the grave during the quest The Secret of House Cabot. This pistol requires special ammo for gamma cannons, which are not very easy to find in the wasteland, so use this pistol wisely.
Lorenzo's pistol should be used in situations where you don't want the enemy to get too close to you.
Wasteland Friend
Bonus: deals fifty percent more damage to limbs, has excellent aim
Location: You can buy it in Bunker Hill from a seller named Deb. She sells in a room next to the monument.
A good pistol that will appeal to fans of one-handed weapons. You can shoot at targets from afar thanks to a good scope. We advise you to aim directly at the heads of your opponents.
Shish Kebab
Bonus: Deals an additional thirteen units of energy damage to enemies.
Location: your character must be leveled up to at least level twenty. Only in this case will you be able to take this fiery katana for yourself. She can be found at the Sagos Ironworks factory, which is located northeast of Diamond City. You will need to defeat a boss here named Slag, who is wearing Power Armor. This will be a very long and difficult fight. After defeating him, talk to Jake Finch and then the quest “Out of the fire” will begin. When you complete it, you will be taken to Abraham Finch, where you will receive Shish Kebab and experience points.
Nail gun
Bonus: Uses nails as ammunition, can pin opponents to walls
Location: Can be found in a secret bomb shelter in Long John's junkyard, which is located southeast of Diamond City. First, start the generator located next to the building with a red rocket on it. Then look for the blue trailer located not far from the house. We go inside and look for a secret vault. That's where our nail gun lies.
An excellent weapon that does not require ammunition to fire. You can make nails yourself, so you will not have a shortage of them. With modifications, the nail gun can cause considerable damage.
Pickman's Blade
Bonus: Deals an additional twenty-five points of Bleed Damage to enemies.
Location: Can be found in Pickman's Gallery. Here you will have to fight many raiders. Then Pickman should be saved. He will give us the key to the vault. We go to the safe and take the knife from there.
An interesting little knife that deals a lot of damage, especially if your character has improved his skill in handling melee weapons.
Bonus: Can fire two rounds at once
Location: It can be purchased from a vendor in Vault 81, which is located near Diamond City. If you want to get a pass to the shelter, then you will need to bring three power cells for Power Armor to its residents. Once inside, look for Alexis Combs. Price is about three thousand caps
Kremva's tooth
Bonus: causes bleeding and poisoning, causes increased damage
Location: You can find this knife in the Dunvic Drillers quarry, which is located on the right side of the map near Hugo’s Hole. This area is intended for high level characters with several dangerous monsters, so be extremely careful. Once in the quarry, we go further along the mine tunnel. We reach a dead end with a small lake. Here you will see a vision. Before diving, remove your power armor, otherwise you will not be able to swim out. We jump into the water, emerge and find a stand with Kremv’s Tooth and two nuclear charges.
Prototype UP77 "Unlimited Potential"
Bonus: does not require recharging
Location: need to go to University Point. There you should hack the computer system and go through the previously closed door. You will find yourself in a small room filled to the brim with a large number of old storage units. Find a safe with a very complex lock and try to open it. You will find a small button in it. Click on it and wait for the entrance to the secret room to open. There will be a table here, on which our plasma rifle lies.
Its damage indicators are average, however, with it you will not have to reload your weapon. You will be able to shoot non-stop at your enemies without worrying about accuracy.
Good intentions
Bonus: Critical hits enrage the enemy
Location: Go to Quincy Ruins. This location is located in the southeast of the map. Climb to the top of the highway and start looking for the shack. In it you will find a named enemy named Clint, who is wearing Power Armor. Kill him and take his rifle.
A good laser rifle, but in the later stages of the game you are unlikely to use it, since there are more interesting options in the game.
Volley
Bonus: none
Location: You can obtain this ship's cannon as a reward for completing a long chain of quests while helping the robot crew serving on the USS Constitution.
This cannon uses cannonballs to fire. Finding them is not easy, so we advise you to use Volley only against very “thick” opponents, as it deals enormous damage to enemies.
Ashbringer
Bonus: Deals an additional fifteen points of fire damage.
Location: Go to Goodneighborhood. There you will need to take a minor quest called “Excavations”. At some point you will be able to kill or betray Bobby. Having done this, we head to Fahrenheit and take the minigun from him.
Eddie's World
Bonus: Deals fifty percent more damage to limbs
Location: you can get it when completing the mission “It’s about time”, which is issued by Valentine. Eddie uses the revolver. You will have to fight him at the end of the mission. You just need to search his body after the battle.
There are really a lot of weapons in Fallout 4. How to choose the best? I will not talk about unique samples such as the Cryolator, Junktron or Nail Gun. And also about unique weapons and how to find them. By the way, about this.
There is no perfect weapon
I'll start with the bad news - each weapon can only be ideal for a certain case. Therefore, you will constantly have 5-6 guns of different calibers and different types of damage dangling in your backpack.
If you are looking for the leader in terms of damage, then the favorite here is the “fat man”. All that remains is to develop the “Big Gun Fan” perk to achieve maximum damage. Although this is the best weapon in terms of damage, it is necessary to use it extremely rarely. Nuclear mini-warheads do not lie on the road. So what kind of weapon can be called ideal?
Let's deal with the damage first.
Types of damage
Each weapon in the game has characteristics - the type and amount of damage. Some of the guns, such as the plasma carbine, deal multiple types of damage at once.
This makes it a versatile weapon, but due to the low availability of ammunition, it is difficult to use consistently.
There are unique examples of simple guns that use a cheap cartridge and can cause combined damage. For example, here is a 10mm pistol:
Deals ballistic damage and 50 radiation damage. An excellent weapon against raiders.
You will probably find similar instances.
There are only 3 main types of damage and 3 more exotic ones:
- ballistic
- energetic
- radiation
- poisoning, bleeding
- fire damage
- cryogenic damage
Weak points, types of armor
Each type of damage has its own protection. To choose the “ideal” gun you need to know and exploit the target’s weaknesses and locations. The “Observation” perk (VOS 3) is very useful, which in VATS mode will reveal information about the target’s protective parameters.
Here we see that the machine gun turret is immune to radiation and poisoning, and is also protected from ballistic and energy damage.
Those. trying to poison or expose a turret to radiation is not a good idea. And firing from a laser rifle would be appropriate.
Choosing a gun with the right damage type is half the battle. The second part of the task is to squeeze out maximum damage.
Influence of basic characteristics and level.
Level.
Your level does not affect the damage you deal. Don't expect that your "nerd" will be Chuck Norris after 20 levels. Damage can be affected by the perks you choose.
Strength.
Strength only affects damage dealt in close combat - with brass knuckles, clubs, etc. And also, if you use the butt of your carbine, saving ammo.
What do we have left? Perks, weapon modifications and wonderful pre-war magazines :). Our companions can teach us something. Don't forget about the Vault-Tek figures. Not all of them improve characteristics; there are also bonuses for weapons.
Distance.
Distance to target is very important when choosing a weapon. On close range The combat shotgun is in the lead - rapid-fire and lethal. Weak opponents can be treated with a butt or “go to the bayonet point”. I almost never use bladed weapons.
On middle distance Any carbine with a red dot sight that does not obscure your view will do. I carry both the Laser Carbine and the Combat Carbine because of the different damage types. It is not difficult to find cartridges for them; they are distinguished by a high rate of fire and sufficient clip capacity.
Long distance requires good optics. I like the modifications with the scout sight. The sniper carbine is ideal for shooting the enemy from a safe distance. We aim for the head and hold our breath. 1 target - 1 shot.
Please note information about the multiplicity of damage - this way you can evaluate the real overall effectiveness of the selected perks. Legendary enemies do not die in one shot under any circumstances.
At high levels, you can get “Gauss carbines” from Brotherhood of Steel adepts. A very lethal rifle. When it falls into your hands, you will already have a decent amount of ammo for it. Her rate of fire leaves much to be desired, but she is a good candidate for sniper rifles.
In fact, pistols, automatic weapons and heavy weapons are completely excluded from consideration. But they deserve a few words.
Pistols.
Sometimes you can indulge in them, but in general, they are almost not in use. Weak damage and range. Automatic modifications to pistols cut off the already low damage and waste ammo insanely quickly.
Although .44 caliber revolvers are powerful devices, 6 rounds in the cylinder and a low rate of fire are not pleasant during dynamic battles. After pampering yourself a little, you put them in your backpack for a long time.
Heavy guns.
They have one plus - firepower. The rest are cons. Heavy weight, little ammunition. At the survival difficulty level, the minigun becomes a completely useless accessory. Its damage is barely enough to shoot ordinary raiders.
The Gatling laser machine gun remains more or less useful. It uses nuclear blocks instead of ammunition. The fat man rules in special situations - against bosses.
Cold steel.
Melee weapons are suitable for silent operations. It deals much higher damage in stealth mode than firearms. If you like to act silently, take a bat or machete with you.
Useful perks.
Let's go over the perks.
Carbine Expert (Perception 2)
I have found that the most practical class of weapons are carbines. That’s why the “carbine expert” perk is our choice. Adds damage dealt, ignores some of the target's defenses, and even has a chance of immediately damaging limbs when shooting at them.
Weapon Fanatic (Intelligence 3)
To modify weapons, use removed mods from trophies. It may seem like a rather tedious process waiting for the right modification for your barrel, but it allows you to avoid spending points on leveling up your Gun Fanatic. Removed modifications can be used even without reaching the skill level required to create them. Also, the crafting of some modifications will require the “Science” perk (INT 6).
Bloodbath (Luck 3)
Straightforward Bloodbath increases damage for all weapons. Is it worth thinking about usefulness here? Definitely our choice.
Sandman (Agility 4)
Stealth and modification of the silencer are the attributes of an assassin. Sandman increases damage in this case.
Ninja (Agility 7)
Increases damage significantly in stealth mode. Requires a high level of dexterity. But it's worth it. The tactic a la “sneak up on the victim and hit him with a baton” is becoming relevant. Sniper rifles work wonders. And the 10mm pistol with a silencer gets a second chance.
Demolition Expert (Perception 5)
Grenades, mines, bazookas - these things become more useful if you are an explosives expert. Damage and damage radius increases.
Weapon modification
There are modifications that convert your weapon to a different caliber. Please note that sniper-caliber cartridges are rarely found lying around in wastelands.
Installing the most maximum mods is not the best strategy: the weight of the weapon almost always increases. Bulky sights interfere with visibility, worsen the parameters of shooting “offhand”, etc. Perform modifications for specific tasks of the selected sample. At what range will you use it? Do you need a bayonet or optics?
They proposed a very flexible weapon designer that allows any barrel chambered for any cartridge to be turned into a machine gun, carbine or rifle. However, which options are the best? We've reviewed all the weapons in the game and expansions to answer this question. We warn you that the text contains spoilers.
Fallout 4 weapon theory
Let's start our guide with an analysis of the main properties that weapons have in Fallout 4. Understanding them will be useful to you when you select a gun for yourself or modify it - not all unique weapons in Fallout 4 can be compared with a properly modified ordinary one.
Based on the damage they cause, it is appropriate to divide all weapons into four types; the further you go, the less damage per second:
- Firearm: Deals normal ballistic damage to the point where the crosshair is pointed, but bullets always have deflection. For NPCs and the player, passing damage is reduced by armor, and for the Survivor it can be additionally reduced by abilities.
- Energy: applied by lasers, plasma and railgun. Laser weapons can set the target on fire, and plasma weapons can turn them into slime. Laser and railgun weapons hit the point where the crosshair of the sight is directed, much more often than plasma or firearms. The Survivor can increase their resistance through several abilities.
- Radiation: Deals significant damage to humans and normal animals, but has no effect on robots and mutants. Also, damage does not pass through armor if it is upgraded for radiation protection. Since radiation is counted on a separate scale, radiation damage does not appear immediately - you need to stuff the enemy well with cartridges, so that he is more likely to die from direct exposure.
- Poisonous: This type of damage is the hardest to predict, as it only does significant damage after 2-3 minutes, which is a long time for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or complete protection from this type of damage.
Types of weapons in Fallout 4:
- Normal does not have any properties, has maximum possibilities for modifications.
- Legendary has so-called “legendary properties”, such as fire damage or bleeding. A weapon has either several weak properties or one strong one. The latter option is preferable; weak properties will be absorbed by the armor, and strong ones will definitely break through it. Drops randomly from legendary enemies (marked with an asterisk). Legendary weapons cannot always be fully modified.
- Unique- is marked with a star and has a unique name that cannot be changed. Always has some kind of legendary property. Such weapons are given out for completing quests; they can be found while exploring the game world or bought from merchants at a high price. This weapon is subject to only cosmetic improvements, such as changing the grip.
Basic legendary weapon properties, which will always be useful against any enemy, in descending order of impact:
- wounding- any target hit by at least one bullet receives 25 units. additional damage from bleeding, and the effect affects robots and mechanisms. Ignores target's damage resistance and armor. Using this property, you can chop up an enemy with a dozen bullets and leave him to bleed, while you move on to the next one. This damage stacks especially well when using shotguns or miniguns.
- Powerful- damage to all types of enemies increased by 25%. It’s not worth it first because it’s extremely rare, and the effect itself depends on the base power of the weapon. For a weak gun, increasing damage by a quarter will not help as much as an additional 15-25 units of damage from another property.
- Incendiary- Sets the enemy on fire, dealing 15 fire damage. Similar to the "hurting" property, but not as powerful.
- Explosive- the bullet explodes, causing 15 units of area damage. Allows you to reach a target if it is hidden behind cover by shooting at the surface next to the target. It can be useful at the initial stage of the game, but later it is more profitable to hit the enemy.
- crippling- deals 50% more damage to limbs. There is a chance of tearing it off or damaging it;
- Irradiating- the target receives 50 units of radiation, so each shot reduces the Health bar. Does not affect robots.
- Plasma- deals 10 units of additional energy damage from plasma (does not require plasma cartridges), any shot has a chance to turn the enemy into slime.
- Provocative Deals double damage to targets with full health, great for starting a fight.
- Infinite- shooting does not require reloading the magazine, but ammunition is wasted. Useful for sniper rifles or carbines, but becomes useless when the same weapon with a more advantageous legendary property appears.
- Znaharskoe deals an additional 30 points of poison damage over 10 seconds.
Practice using weapons in Fallout 4
And although the above options for classifying weapons are official, it is more effective to divide weapons by the type of cartridge used and describe the limits of the weapon that is built on its basis.
Let's look at the differences between cartridges. Let's start with firearms:
- .38 caliber cartridge- the most common ammunition used in pistols and machine guns at the beginning of the game. Limited firing range, low damage. At high levels, the scope of use of weapons built on the basis of this cartridge will be limited to combat at a direct distance with weak opponents.
- .44 caliber cartridge- rare, powerful ammunition for revolvers and their modifications. Practically not used due to the high recoil and low rate of fire of revolver-type weapons.
- Cartridge 10 mm- a powerful and moderately widespread ammunition, used only in one weapon - 10 mm pistols. Because of this, at the end of the game it loses even to the .38 caliber in efficiency, but at first such pistols (especially with legendary properties) will be the last argument in battle.
- .308 caliber cartridge- a fairly common ammunition, weapons based on it will be noticeably more powerful than .38 caliber and will allow you to destroy armored targets in close combat. At medium range it causes significant damage to unarmored targets, but as the range increases, the accuracy of fire decreases.
- 5mm cartridge Only used in the Minigun. Cheap and relatively common ammunition, you can get several thousand simply by collecting it from the corpses of enemies. It is consumed very quickly and does little damage even at close range. Since the Minigun itself is a weak weapon, it has no practical value at the end of the game or at a high level of difficulty.
- .45 caliber cartridge Widely distributed in the Commonwealth, it can be called a universal carbine ammunition. Deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored tenacious targets or legendary mutants.
- .50 caliber cartridge It is rare, there are few drops from enemies, if you use it often, you will have to constantly buy more. Allows you to conduct confident shooting at long range; weapons based on it can only be sniper rifles with different optical sights. You can make a s.50 pistol or carbine, but due to the recoil they will be of little use in intense combat.
- Shotgun cartridge Used in all types of shotguns and Combat Shotguns, especially good for intense close-range combat. Widely distributed in the Commonwealth, but consumed very quickly.
- 5.56 mm cartridge Only used in one weapon - the Assault Rifle. It is very rare, there are few enemies in the Commonwealth from which it can be collected, and it is expensive from merchants. A carbine based on it has excellent damage and accuracy, which allows you to shoot even at long distances.
- Nuclear battery- A widely available ammo in the Commonwealth, you should have no problems acquiring or collecting it. Required for the operation of the entire range of laser weapons: pistols, machine guns, carbines, sniper rifles, which is achieved through the use of various modifications. The damage also increases as you level up, but it requires skill points.
Due to the mechanics of the shot, shooting at long distances can be difficult; we recommend using laser weapons at direct or close combat distances. Additionally, the damage dealt decreases with distance or due to fog. It is also not recommended to limit the magazine capacity - it is better to fire more shots with average damage and average accuracy than a few shots with high accuracy and high damage.
- Plasma charge- quite rare ammunition in the Commonwealth, it can be bought from many merchants, but can only be picked up from the corpses of Shooters. Just like with a laser, due to modifications you can make a pistol, machine gun, carbine or sniper rifle from one barrel. But the damage from them will almost always be the highest in its class. This is compensated by the fact that each released plasma clot has a low flight speed, and in a number of cases such weapons may be useless.
Plasma easily destroys robots, vehicles and opponents in power armor, especially at close range. Damage to Commonwealth creatures and super mutants is less.
- 2mm electromagnetic cartridge It is used only in one weapon - the Railgun. The ammunition is very rare, is practically not sold in the Commonwealth, and is shaped like an elongated needle, which affects the perception of shooting. The Railgun is intended to be a powerful late-game sniper rifle option, and it is. Modifications only adjust firing and recoil.
After carefully reviewing all the weapons in the game and add-ons, we chose only those that cause guaranteed damage, regardless of the type of enemy, their armor and damage resistance. Few weapon options meet all these requirements:
- Pistols - 4 options;
- Assault rifles and submachine guns - 5 options;
- Carabiners - 3 options;
- Shotguns - 1 option;
- Sniper rifles - 3 options;
- Various exotics, including heavy and melee weapons.
Best Fallout 4 Weapons: Pistols
To get the most out of pistols, you need to upgrade the Duelist perk. At level five, non-automatic pistols deal 100% more damage, and shots from them are more likely to disarm the enemy and can even injure him. However, upgrading this branch is not always rational, since machine guns and carbines are more effective than pistols in intense combat.
10mm caliber pistol
Therefore, in the first position on the list is an ordinary 10 mm automatic pistol, very common in the Commonwealth, and a level 4-15 player can install modifications for it. We recommend pumping it up as follows:
There are a lot of modifications, if you constantly make improvements, the weapon will not lag behind the increasing complexity of enemies at the beginning of the game.
The pistol will allow you to conduct effective combat at a dagger or direct distance, has a low cost per shot in VATS, and the presence of a legendary property (optimally: wounding, incendiary, explosive, crippling) will only be a plus.
Alien Blaster
This weapon is unique, exists in a single copy, and does not have a legendary property. Shoots blue plasma that travels faster than normal green plasma. To obtain the weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky above the Commonwealth. All that remains is to complete the simplest quest to find it, then track the alien and pick up the gun:
Non-automatic rifles tend to be highly accurate and do more damage than pistols or automatic weapons. Most of these rifles are affected by 3 ranks of the Sniper ability. All non-automatic rifles depend on the “Carbine Expert” ability, with 5 points invested, there will be a bonus that allows you to deal double damage and ignore 30% of the enemy’s armor, as well as increasing the chance of damaging a target’s limb with a shot. The article examines all the initial characteristics of carbines and some exotic weapons, as well as their individual modifications, which make excellent sniper rifles.
Short assault carbine
Damage: 30 | The standard assault carbine has a good balance between damage and accuracy, making it a good choice for a variety of combat situations. Many of the available modifications will make this weapon suitable for automatic fire. And a properly modified assault carbine can become a good sniper carbine with a large magazine and a relatively high rate of fire. They are often found in high-level super mutants and can also be found throughout the Commonwealth. |
Ammo: 5.56 | |
Rate of fire: 40 | |
Range: 119 | |
Accuracy: 72 | |
Weight: 13.1 | |
Price: 144 |
Short b weapon carbine
Short combat shotgun
Short double barrel shotgun
Damage: 110 | The Gaus carbine is the master of lethality over accuracy. To inflict maximum damage, it is necessary to accumulate energy before firing by holding the trigger for a moment. It is best used from cover. The only weapon that uses a 2mm electromagnetic cartridge as ammunition, a properly modified Gaus Carbine can be a valuable addition to the arsenal. |
Cartridges: 2 mm electromagnetic cartridge | |
Rate of fire: 66 | |
Range: 191 | |
Accuracy: 39 | |
Weight: 15.8 | |
Price: 228 |
Reconnaissance.50 sniper carbine
Damage: 64 | Let's face it, it's not always the best option to go gun-blazing against a crowd of enemies. This is a hunting rifle that has been modified to use .50 caliber bullets and is highly accurate at long ranges. The increased magazine capacity minimizes reloads, and the attached silencer will keep the shooter away from enemies. Keep a low profile and this conversion into a classic sniper rifle will allow you to finish firefights before they start. |
Ammo: .50 | |
Rate of fire: 4 | |
Range: 185 | |
Accuracy: 112 | |
Weight: 19.2 | |
Price: 212 |
Short institute carbine
Short laser carbine
Damage:30 (energy) | The standard laser musket is not entirely accurate compared to other energy carbines, but produces b O
Greater damage due to unique reload process. A standard capacitor supports a maximum of 2 charges, but more advanced options can hold up to 6 charges. The result is greater damage from the shot with significant ammo consumption. Slightly modified laser muskets can be found outside of the Liberty Museum. |
Ammo:Nuclear battery | |
Rate of fire: 6 | |
Range: 71 | |
Accuracy: 70 | |
Weight: 12.6 | |
Price: 57 |
Damage: - | While regular weapons are used to deal direct damage, the injection carbine is used to hit enemies with detrimental effects. This weapon supports a wide selection of injection cartridges, each of which can be crafted in a chem lab. Targets can be enraged, paralyzed, weakened, poisoned, etc. There are several injection rifles scattered throughout the Commonwealth. They can be found at Medford Hospital, Massachusetts Blood Center, SANDY COVES Sanitarium, Massachusetts Bay Medical Center, Parsons Psychiatric Hospital, and various other locations. Also, the injection carbine is in shelter 81 and can be easily obtained by completing the quest "The Nook". |
Ammo: Syringes | |
Rate of fire: 33 | |
Range: 119 | |
Accuracy: 72 | |
Weight: 6.2 | |
Price: 132 |