evilneko Posted June 28, 2009 Share Posted June 28, 2009 Oh yeah, I got a couple a fat mans, the experimental mirv, and other nifty toys like Lincoln's and Blackhawk in there. :D The safe itself weighs 30 and I always have it with me, but believe me if I need a weapon out of there during a combat situation, I'm either gonna be the slowest draw in the wasteland, or hafta do without! I really oughta try to ween myself off it. Maybe get that personal vertibird mod (I -think- it has a storage option?) and stick everything in there. That way my stowed stuff is even harder to get to, and the temptation to stash stuff won't be so great. Anyway I think we hijacked this thread enough. :D Link to comment Share on other sites More sharing options...
SilusCrow Posted June 28, 2009 Share Posted June 28, 2009 Personally, I'd choose the Repeter, but get a Lever-Action if you have the PL DLC. Snipers are good if you know where the enemies are and can compensate for distance and movement. IMO, carry the repeter for close to mid, maybe for long if you're good with the free aiming. As for grenades, I usuially carry about 15 Plasmas and 5 frags (Plasmas for armored targets like Hellfire Enclave and Deathclaws and Frags for setting off gas and taking out soft targets). Link to comment Share on other sites More sharing options...
xaechireon Posted June 28, 2009 Share Posted June 28, 2009 At level 20+ with Broken Steel (or if you visit Point Lookout), you'll probably find frag grenades useless except for getting rid of gas clouds and basic enemies. Oh, and exploding pants, since any grenade in the victim's pants is going to kill him/her/it anyway. Link to comment Share on other sites More sharing options...
ZeonicGlory Posted June 28, 2009 Share Posted June 28, 2009 Personally, I'd choose the Repeter, but get a Lever-Action if you have the PL DLC. Point Lookout's lever actions have a slight spread, meaning it doesn't always hit where you aim it. Lincoln's Repeater has no spread, so it's perfectly accurate for non-VATS attacks. Link to comment Share on other sites More sharing options...
gsmanners Posted June 28, 2009 Share Posted June 28, 2009 Depending on how you play, you can get by with just the Ultra SMG, the Xuanlong Assault Rifle, or a Combat Shotgun. Any better small gun is too powerful, IMO. Link to comment Share on other sites More sharing options...
SilusCrow Posted June 28, 2009 Share Posted June 28, 2009 Can't go wrong with Nuka'Nades. Dropped a group of 3 Hellfire Enclave and a Sentry Bot with three of'em. Link to comment Share on other sites More sharing options...
VerbalEarthworm Posted June 28, 2009 Share Posted June 28, 2009 a normal sniper rifle or the reservists rifle have a x5 (highest in FO3) critical hit multiplier, meaning that if your critical chance is 15 (for example) then using these gets you a 75% chance of a critical with each shot. the victory rifle may have the weak (compared to gauss rifle) knockdown effect but has only a x3 critical multiplier, much reducing the chances of said knockdown. all 3 rifles have zero spread, as do lincoln's repeater and ol'painless (very handy because of easily found .32 ammo). for a more detailed breakdown of weapon stats, see: http://fallout.wikia.com/wiki/Fallout_3_weapons Link to comment Share on other sites More sharing options...
GreyViper Posted June 28, 2009 Share Posted June 28, 2009 I found that Weapon Mod Kits fixes the short comings,. Say like adding scope to rifle when you couldn't do that in vanilla or expanding ammo capacity. So my advice is stick to both and use when appropriate. Link to comment Share on other sites More sharing options...
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