tomomi1922 Posted May 16, 2017 Share Posted May 16, 2017 I am playing a new character with early focus on Commando perks. Currently at level 22 so I am still struggling. I have always been advocating against automatic weapons because it is "reduced damage" in game when it shouldn't be. In real life, a round from the same weapon, shot in semi or automatic mode would carry the same force and penetrating power. And also, shooting a weapon in full automatic mode is always a bad idea. You just run out of ammo very fast, hit random stuff you don't want to, and often miss the target. But oh well, it is fun to try it out anyway. So this is a new territory for me in FO4. What is a good weapon in game (or even mod) to use that fully takes advantage of the Commando perks? It has to be an automatic weapon to take advantage of the damage multiplier of Commando but it doesnt have to shoot fast at all. I find Hunter Rifle still the strongest weapon for sniping, but without the Rifleman perks I feel it is a waste. I will go with Rifleman perks once I get around to it.Also, how do you guys, the automatic weapon players, ever find enough ammo? I often have to use console to add more ammo just to progress. A little cheaty, but at least I am not going all out God Mode. Link to comment Share on other sites More sharing options...
zax141 Posted May 16, 2017 Share Posted May 16, 2017 I am playing a new character with early focus on Commando perks. Currently at level 22 so I am still struggling. I have always been advocating against automatic weapons because it is "reduced damage" in game when it shouldn't be. In real life, a round from the same weapon, shot in semi or automatic mode would carry the same force and penetrating power. And also, shooting a weapon in full automatic mode is always a bad idea. You just run out of ammo very fast, hit random stuff you don't want to, and often miss the target. But oh well, it is fun to try it out anyway. So this is a new territory for me in FO4. What is a good weapon in game (or even mod) to use that fully takes advantage of the Commando perks? It has to be an automatic weapon to take advantage of the damage multiplier of Commando but it doesnt have to shoot fast at all. I find Hunter Rifle still the strongest weapon for sniping, but without the Rifleman perks I feel it is a waste. I will go with Rifleman perks once I get around to it. Also, how do you guys, the automatic weapon players, ever find enough ammo? I often have to use console to add more ammo just to progress. A little cheaty, but at least I am not going all out God Mode.Just gonna answer the ammo question. I combo a mini gun for which I have around 30k 5mm rounds, a auto pipe rifle, and a 7.62 auto rifle. I have around 3k rounds for the 7.62, which is my main gun for first encounters. What I do is I run around with the 7.62, engage with it, take a few pot shots 30-40, then go ham on the mini-gun, 400-700 rounds per engagement really.I then clean up with the pipe rifle, with its super fast speed its great for taking anything out thats hiding in tight spaces.And I always end up keeping around the 30k mark for my mini-gun, the 3k mark for my pack rifle, and the 1.5k mark for my pipe rifle. That, and every 7-8 hours I go farm the easy re spawned ammo spots. Link to comment Share on other sites More sharing options...
ibldedibble Posted May 16, 2017 Share Posted May 16, 2017 My last playthrough was using automatic weapons. I think at most I had 20k ammo left over for three different guns (60k extra ammo in total that is), when I switched to the gun I used in the end. The Scrounger perk and the Ammunition Plant from Contraptions make ammo a non-issue. I had 3 Ammunition Plants going in total, constantly pumping out ammo. Basically spent all my caps in the beginning on ammo and Fertilizer. :P And never/rarely spray and pray. Only (short) focused bursts. Link to comment Share on other sites More sharing options...
tomomi1922 Posted May 16, 2017 Author Share Posted May 16, 2017 Just gonna answer the ammo question. I combo a mini gun for which I have around 30k 5mm rounds, a auto pipe rifle, and a 7.62 auto rifle. I have around 3k rounds for the 7.62, which is my main gun for first encounters. What I do is I run around with the 7.62, engage with it, take a few pot shots 30-40, then go ham on the mini-gun, 400-700 rounds per engagement really.I then clean up with the pipe rifle, with its super fast speed its great for taking anything out thats hiding in tight spaces.And I always end up keeping around the 30k mark for my mini-gun, the 3k mark for my pack rifle, and the 1.5k mark for my pipe rifle. That, and every 7-8 hours I go farm the easy re spawned ammo spots. Thank you for your response. Wow, 30k rounds of .5mm. Where do you get 30k rounds to start with? And also 7.62 rounds. Do you max out Scrounger perk? And what are some notable ammo farming spots? Because all I have been seeing ammo around the game only comes with some 5 rounds here, 20 rounds there at most. I even consider spec out melee so I don't have to use any ammo on small counters. (or just keep giving myself via console). Link to comment Share on other sites More sharing options...
tomomi1922 Posted May 16, 2017 Author Share Posted May 16, 2017 My last playthrough was using automatic weapons. I think at most I had 20k ammo left over for three different guns (60k extra ammo in total that is), when I switched to the gun I used in the end. The Scrounger perk and the Ammunition Plant from Contraptions make ammo a non-issue. I had 3 Ammunition Plants going in total, constantly pumping out ammo. Basically spent all my caps in the beginning on ammo and Fertilizer. :tongue: And never/rarely spray and pray. Only (short) focused bursts.I really need into starting with that DLC. I have Season Pass so I get all DLCs. But for having quit FO4 just right after Automatron, (mostly was kinda bored with the game and also wanting to focus on real life). Now I come back with so many things I don't know. I did download an ammunition workbench but ... all it gave me was .... a primer for the ammo (and no idea where to go from there). So I guess I need to look into this DLC. Hmm, where to start... Yep I use VATS a lot (just because it looks cool) and invested in "Concentrated Fire" perk so I don't waste bullets. But still, the only time I really spray is when I am being run over by horde of ghouls (and AP is down). Spray and pray is really inefficient. Even the ghoul is up close, a lot of bullet would go to waste by not hitting (measured by the amount of burst shots I take with or without VATS). VATS is guaranteed hit in close distance. Link to comment Share on other sites More sharing options...
ibldedibble Posted May 16, 2017 Share Posted May 16, 2017 My last playthrough was using automatic weapons. I think at most I had 20k ammo left over for three different guns (60k extra ammo in total that is), when I switched to the gun I used in the end. The Scrounger perk and the Ammunition Plant from Contraptions make ammo a non-issue. I had 3 Ammunition Plants going in total, constantly pumping out ammo. Basically spent all my caps in the beginning on ammo and Fertilizer. :tongue: And never/rarely spray and pray. Only (short) focused bursts.I really need into starting with that DLC. I have Season Pass so I get all DLCs. But for having quit FO4 just right after Automatron, (mostly was kinda bored with the game and also wanting to focus on real life). Now I come back with so many things I don't know. I did download an ammunition workbench but ... all it gave me was .... a primer for the ammo (and no idea where to go from there). So I guess I need to look into this DLC. Hmm, where to start... Yep I use VATS a lot (just because it looks cool) and invested in "Concentrated Fire" perk so I don't waste bullets. But still, the only time I really spray is when I am being run over by horde of ghouls (and AP is down). Spray and pray is really inefficient. Even the ghoul is up close, a lot of bullet would go to waste by not hitting (measured by the amount of burst shots I take with or without VATS). VATS is guaranteed hit in close distance. The only thing you need to know about the Ammunition Plant is that it doesn't come with the new ammo from Far Harbor or Nuka World, you have to add a mod for that. (Just like with vendors outside of Far Harbor and Nuka World.) Sorry for not answering your original question by the way, I prefer to use the Overseer's Guardian (can be bought from Vault 81), it's a two-shot combat rifle, early on and then switch to the Splattercannon from Nuka World. There is another gun in Nuka World called The Problem Solver, that you can get for free, that is essentially the same thing, but I have no clue how to get that one. :tongue: Splattercannon has the Furious effect (each time you hit the same target it deals more damage, even with beefed up enemies on really high levels it will make short work of everything). Link to comment Share on other sites More sharing options...
Deleted2433418User Posted May 16, 2017 Share Posted May 16, 2017 I recommend this one.. i use it all the time and it just is the bees knees.. and if(like me) you tamper a bit with the range.. you get a sweetie that shoots true at 349 rangehttp://www.nexusmods.com/fallout4/mods/9433/? Link to comment Share on other sites More sharing options...
tomomi1922 Posted May 16, 2017 Author Share Posted May 16, 2017 I recommend this one.. i use it all the time and it just is the bees knees.. and if(like me) you tamper a bit with the range.. you get a sweetie that shoots true at 349 rangehttp://www.nexusmods.com/fallout4/mods/9433/?hahaha I have this Simonov PTRS-41 Anti-Tank Rifle, even more lore friendly looking than M82a3 AMR. I just haven't considered it because it weighs some 38 to 42 units. Properly specced snipers can 1 shot regular deathclaws. My sniper was looking at 599 per shot. It's a lot of work to mod that weapon out with about 20 different ammo types to choose from (including heavy armor penetrating and/or explosive rounds). No target is too tough, if you don't miss. http://www.nexusmods.com/fallout4/mods/11925/?Bad news is ... BOS units in Power armor also carry these weapons. Thanks for the recommendation. I had M82a3 AMR before, long ago. I felt it was too bulky, but all look and much different than the hunting rifle. So I opted to stay with hunting rifle. Maybe there are a lot of differences now. Need to download it again. Link to comment Share on other sites More sharing options...
tomomi1922 Posted May 16, 2017 Author Share Posted May 16, 2017 The only thing you need to know about the Ammunition Plant is that it doesn't come with the new ammo from Far Harbor or Nuka World, you have to add a mod for that. (Just like with vendors outside of Far Harbor and Nuka World.) Sorry for not answering your original question by the way, I prefer to use the Overseer's Guardian (can be bought from Vault 81), it's a two-shot combat rifle, early on and then switch to the Splattercannon from Nuka World. There is another gun in Nuka World called The Problem Solver, that you can get for free, that is essentially the same thing, but I have no clue how to get that one. :tongue: Splattercannon has the Furious effect (each time you hit the same target it deals more damage, even with beefed up enemies on really high levels it will make short work of everything). Thanks much. I will get on it as soon as I can. I don't care too much about Nuka World weapons to be honest. The first thing I did was to use console to get these weapons to test them out. If I like them, I will start heading toward Nuka World to obtain them (the right way). But they don't seem as appealing, so it can wait. I am happy with Doombased and Skibad's weapon merged mods. What you see in the screenshot is the CBJ Nailgun. It may be a nail gun by name but it shoots 10mm ammo and very compact looking in first person. A nice close combat weapon. Its range is horrible actually, but I have no problem (technical and moral wise) to go in FO4Edit to up the range and a little damage to be on par with the rest. Link to comment Share on other sites More sharing options...
MightyZ0G Posted May 16, 2017 Share Posted May 16, 2017 to get rid of the damage penalty on auto receivers I use Weapon Realism Overhaul.to keep up with the demand for ammo I use Northland Digger's Resources and assign a settler to the DIY Ammo bench in every settlement plus I have my 10mm pistol rechambered to .44, auto pipe rifle chambered to .45, submachinegun rechambered to 10mm, combat rifle chambered to 5.56mm, hunting rifle chambered to .308.later on I'll rechamber the hunting rifle to .50. I'll also rechamber the combat rifle when I have got the handmade rifle but I can't remember which goes to .308 and which I rechamber to 5mmI also carry a combat shotgun as a backup.there is also a perk that increases the amount of ammo you find. get that quick if you are having trouble finding enough ;) Link to comment Share on other sites More sharing options...
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