robhartman9 Posted June 1, 2016 Share Posted June 1, 2016 Yes I have to admit collateral damage can be a drawback. I was on top of a building blazing away at some blood bugs with the GL and vaporized one of my pack brahman as it ran by. Link to comment Share on other sites More sharing options...
TheGadget1945 Posted June 1, 2016 Share Posted June 1, 2016 Yes I have to admit collateral damage can be a drawback. I was on top of a building blazing away at some blood bugs with the GL and vaporized one of my pack brahman as it ran by. Vaporizing a brahmin is a bonus in my book. If there's a really serious firefight I try to shoot them while nobody is looking. There were FOUR in the Castle so I just opened fire and killed 3 then ran like billy o. Link to comment Share on other sites More sharing options...
tartarsauce2 Posted June 3, 2016 Share Posted June 3, 2016 (edited) in the original fallout series they balanced heavy weapons by making it so you could have like, 1-2 bursts, but those bursts would be like 40 bullets each at 12 damage instead of 3 shots 1 bullet each (a normal shot would be like, 50 or something) (the VATS system is basically the original combat system made for FPS mode, started in FO3) in an FPS, wind-up time, fire speed, power of the gun, accuracy, recoil, weapon weight (and ammunition weight) all matter, not just in VATS eitherheavy weapons doing bad things to your friends has always been an issue, I remember playing FO2 and basically it was like, "oh god no why what are you doing stahp" when my ally - think it was marcus or the tribal you encounter in first area) went into the fray and all I had was rocket launchers and gattling guns on me and melee too of courseand then so did the enclave soldiers...and we all had advanced power armour mark 2 and said allies didn't...anyways, heavy weapons are one of those things where if there's a big monster they're nice, if there's a lot of guys it's nice, but the downside is that some of the arcade-style balancing doesn't work very well when there's not a lot of guys around, you can however rev up the minigun and keep it close to being able to launch those molten slag metal bits, so there's always that, and missiles just weigh a lot, I've modded them down in my survival playthrough to 3.0 instead of 7.0 because seriously. seriously!also, the massive amounts of cover and the constant requirements to be able to go around corners fast hot and heavy disallows useful heavy weapons in close quarters, which I don't think is an accident but then when you introduce the general inaccuracy for longer ranges, heavy weapons really seems a bit lacklusterthis is a nice mod though, if I'm attributing this correctly, I've seen a rocket launcher 5.56mm using instant-fire on demand machine gun (with minigun barrels in the graphics) as well as other stuffeven a fuel using gun that looks a bit like an assault rifle called the hellfire incinerator or something, it uses fuel but spits incendiary projectiles like a totally inaccurate machine gun, but it's pretty dangerousthe reason why these things are done with those models is because super mutants can't use models other than a few apparentlyso the creator got... creativealso, there's a gattling laser looking weapon that is a fire on demand minigun for gaus 2mm ECM rounds, THAT'S FUN.I also like their carbines, which are hunting rifle graphics using stuff that are faster firing and do less damage (although because I have pipe weapons overhaul and brutality they're a bit redundant but still they're nice and add immersion to the game in general)and the .50 express, a single shot then reload 50 calibre rifle... the ventilator(absolutely spazzes out on-demand-fire - .38 or 5mm bullets with lower damage than typical but with a huge fire rate, the elephant gun (.50 cal 2 shot rifle looks like a double barrel shotgun but also has a scope and fires... well, bullets)http://www.nexusmods.com/fallout4/mods/12798/?also one solution is just to increase minigun damage to like, 16 per roundif it's going to suck in almost every way it might as well do more damagealternatively, reducing heavy weapons weight to be more like 14/15 instead of 30 pounds is a good way to deal with italternatively yet again, you could reduce the spin-up time delay to like, half of what it is now - beware all changes to the gun itself apply to your enemies using it too, but this makes things more fun I bet anywaysa minigun that does 12 damage a hit, weighs 14-15 pounds instead of 24/30, and takes half as long to start firing would be pretty impressive and something you'd want around yeah?one of the issues I think, is that there's not a lot of enemies around in fallout 4, all at once, so a lot of the weapons (heavy weapons primarily) designed for... heavy situations, as they're all squad support style weapons, immobile machine guns, heavy explosives, etc) don't actually get to be used in the role they're literally made for, and since this isn't an RPG you can't arbitrarily fix that issue with stat balancing alone - this is even more true for brutality overhaul (makes fallout 4 not a bullet sponge game where it takes 10 shots to kill a ghoul)on the other hand if you do find a closely knit group of enemies unleashing a storm of lead into their midst is best done with a minigunso to that end, I might suggest spawn increase mods, like war for the commonwealth/war of the commonwealth, and more spawnsI'm using skibadaa's weapons pack, one of the weapons is a minigun style held, fire-on-demand LMG, it's absolutely brutal to fight against, I ran into a super mutant with it once in one of my playthrough attempts and it ended me real fast (no windup so trying to troll him with cover couldn't work) Edited June 3, 2016 by tartarsauce2 Link to comment Share on other sites More sharing options...
JackTrenton Posted June 3, 2016 Share Posted June 3, 2016 I wish mini guns could be like they were in the old Alien vs Predator games. It is slow to spin up when you need to fire, like in Fallout 4, but you could right click to make the barrel continuously spin so it could be fired instantly. The trade off was it emitted a very loud sound as it spun so anyone would know where you were. Link to comment Share on other sites More sharing options...
robhartman9 Posted June 3, 2016 Share Posted June 3, 2016 My gatling laser does 197 damage per hit and adds bleeding damage over time. I didn't use any mods to adjust damage but the character is over level 100 with heavy gunner perk maxed out as well as bloody mess, sneak, ninja, ect. You cant put a scope on the GL but if you use the power armor helmet mod that highlights living things in red long range shots are easy. I really don't use anything else. On one play through I went with the railroad. When I killed elder maxon and looted his body I found a weapon identical to the one I was packing. I had to stop and salute my fallen enemy before I gave Curie his gun. "Six men came to kill me one time. The best of them was packing this" Jayne Cobb in Firefly Link to comment Share on other sites More sharing options...
TheGadget1945 Posted June 3, 2016 Share Posted June 3, 2016 My gatling laser does 197 damage per hit and adds bleeding damage over time. I didn't use any mods to adjust damage but the character is over level 100 with heavy gunner perk maxed out as well as bloody mess, sneak, ninja, ect. You cant put a scope on the GL but if you use the power armor helmet mod that highlights living things in red long range shots are easy. I really don't use anything else. On one play through I went with the railroad. When I killed elder maxon and looted his body I found a weapon identical to the one I was packing. I had to stop and salute my fallen enemy before I gave Curie his gun. "Six men came to kill me one time. The best of them was packing this" Jayne Cobb in Firefly After the BOS fell out with me (one of them on the Prydwen started shooting for no reason) I mounted regular raids on the airport by swimming from Nordhagen beach. Most of these raids netted 2 Gatling Lasers and/or Miniguns and as a result my settlers at Nordhagen are the best equipped army in the Commonwealth. Link to comment Share on other sites More sharing options...
robhartman9 Posted June 4, 2016 Share Posted June 4, 2016 (edited) here is a night sniper example of GL at long range with power armor helmet assist. Its a gulper and the bead is right on the noggin. http://images.akamai.steamusercontent.com/ugc/271719542630332491/0147465CB4D2949268AEE979F951A20789FEEDF3/ Edited June 4, 2016 by robhartman9 Link to comment Share on other sites More sharing options...
CyrusAmell Posted June 4, 2016 Share Posted June 4, 2016 (edited) I for one find that, for players at least, heavy weapons are not worth it. Rather, this class of weapons seems to be intended to create more threatening encounters when placed in the hands of an npc. A player with a gauss rifle will never have a use for miniguns, flamethrowers, or fatmans. However, take those weapons and put them in the hands of npc and the player is faced with withering fire (literally in the case of a flamer) or potentially instant death from a fatman. And take the harpoon gun in Far Harbor. The first time I died in that DLC was when a trapper took me unaware whilst I was looting and killed me in one shot with the weapon. At the time I wore only combat armor with underweave. So it's a formidable weapon, right? However, when compared to the reliable damage output of a Gauss Rifle (both in and out of VATS) the harpoon gun (no matter the legendary attachment) does not hold a candle. The reload time is ridiculously long, to the point where the weapon cannot be used more than a few times in a fight. You could possibly use it as a sniping weapon and then switch to a minigun, but if you are on survival mode then the weight will only be manageable in power armor. And I concur with earlier posts that heavy weapons become very unwieldy in survival mode with little to compensate their costs. Edited June 4, 2016 by CyrusAmell Link to comment Share on other sites More sharing options...
tartarsauce2 Posted June 5, 2016 Share Posted June 5, 2016 (edited) I for one find that, for players at least, heavy weapons are not worth it. Rather, this class of weapons seems to be intended to create more threatening encounters when placed in the hands of an npc. A player with a gauss rifle will never have a use for miniguns, flamethrowers, or fatmans. However, take those weapons and put them in the hands of npc and the player is faced with withering fire (literally in the case of a flamer) or potentially instant death from a fatman. And take the harpoon gun in Far Harbor. The first time I died in that DLC was when a trapper took me unaware whilst I was looting and killed me in one shot with the weapon. At the time I wore only combat armor with underweave. So it's a formidable weapon, right? However, when compared to the reliable damage output of a Gauss Rifle (both in and out of VATS) the harpoon gun (no matter the legendary attachment) does not hold a candle. The reload time is ridiculously long, to the point where the weapon cannot be used more than a few times in a fight. You could possibly use it as a sniping weapon and then switch to a minigun, but if you are on survival mode then the weight will only be manageable in power armor. And I concur with earlier posts that heavy weapons become very unwieldy in survival mode with little to compensate their costs.literally just pair a harpoon with a shotgun and combat/assault rifle or pistol/smg type gun(depending on rifleman or pistol perks for harpoon etc) and you've got everything you need lolthat's what I've found, in FO1-2 I made a heavy weapons character just to use heavy weapons, the RPG aspect made balance acceptableI think heavy weapons are more of a VATS thing maybe if you want to play well in fast encounters Edited June 5, 2016 by tartarsauce2 Link to comment Share on other sites More sharing options...
JackTrenton Posted June 5, 2016 Share Posted June 5, 2016 I almost exclusively use a pipe bolt action rifle and sawed off double barrel shotgun. That combo can handle anything in the Commonwealth. Rifle for range, shorty for devastating damage up close Link to comment Share on other sites More sharing options...
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