History GameBreaker / FallOut

27th Jul '16 11:34:53 PM Mhazard
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** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game! If you are lucky enough to get a [[UpToEleven Never Ending Laser Musket]], you can crank up ''as many times as you want'', in other words, if you have a huge amount of Fusion Cores, and you push it it into its full potential, it can dish out a OneHitKill onto virtually everything! Just make sure you [[GameBreakingBug don't crank it too much]].

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** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game! If you are lucky enough to get a [[UpToEleven Never Ending Laser Musket]], you can crank up ''as many times as you want'', in other words, if you have a huge amount of Fusion Cores, Cells and you push it it into its full potential, it you can now dish out a guaranteed OneHitKill onto virtually everything! Just make sure you [[GameBreakingBug don't crank it too much]].
27th Jul '16 11:33:31 PM Mhazard
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** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game! If you are lucky enough to get a [[UpToEleven Never Ending Laser Musket]], you can crank up ''as many times as you want'', in other words, if you have a huge amount of Fusion Cores, and you push it it into its full potential, it can dish out a OneHitKill onto virtually everything! Just make sure you [[gameBreakingBug don't crank it too much]].

to:

** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game! If you are lucky enough to get a [[UpToEleven Never Ending Laser Musket]], you can crank up ''as many times as you want'', in other words, if you have a huge amount of Fusion Cores, and you push it it into its full potential, it can dish out a OneHitKill onto virtually everything! Just make sure you [[gameBreakingBug [[GameBreakingBug don't crank it too much]].
27th Jul '16 11:32:32 PM Mhazard
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** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game!

to:

** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip size, and reloading isn't as much trouble as in more fast-paced shooters. But put it on the Double-Barrel Shotgun, and you have a top-tier weapon to use throughout the rest of the game. The Double-Barrel has only two bullets in a clip and the fire rate of most pistols. Combine that with no reload, and its only drawback is taken away, allowing you to shred through almost every enemy in the whole game (provided you don't die first, since you need to be in close range to get the maximum effect). What's better is that unlike most of the top tier legendary weapons mentioned above, the Double-Barrel is a bottom tier gun that can be found from the very start of the game, so you can potentially get it from the very first Legendary Radroach or Mole Rat you'll ever meet in the early regions of the game! If you are lucky enough to get a [[UpToEleven Never Ending Laser Musket]], you can crank up ''as many times as you want'', in other words, if you have a huge amount of Fusion Cores, and you push it it into its full potential, it can dish out a OneHitKill onto virtually everything! Just make sure you [[gameBreakingBug don't crank it too much]].
21st Jul '16 1:23:33 AM KaeozCrimson
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** Even better: That minigun you get near the beginning of the game that you used to take down that Deathclaw? The really powerful weapon that makes mincemeat of enemies early on? The one that you typically have to throw into storage for a long time due to the scarcity of ammo for it? Guess what: You can manufacture ammo for that, too.
20th Jul '16 5:10:23 AM Mhazard
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* Generally, the Ghoulslayer effect boosts damage to ghouls, Ghoulslayer's Gamma Gun, on the other hand, boosts radiation inflicted on ghouls and [[HealingShiv heals them]]. It might be useless on the first glance, until you realise it can be used for healing ''Hancock'', your heroic ghoul companion. In other words, as long as you don't attach Electric Signal Carrier, you can virtually heal Hancock without Stimpack provided you have a huge stock of Gamma Rounds. You can even attach Long Disk and Sign Repeater to boost the healing effect further.



* As Mini Nukes and Fat Mans are much more common in this game than ''Fallout 3'', the Fat Man actually becomes more viable in open spaces. The "MIRV Launcher" mod however makes this ridiculous. You launch a projectile that splits into six Mini Nukes. What makes this great compared to ''Fallout 3's'' MIRV? [[AwesomeButImpractical Fallout 3's MIRV required you to use eight mini nukes to fire it]]. ''4'''s requires ''one''. Yes, ''six Mini Nukes for the price of one''. The Big Boy takes this even further- since it comes with the Two-Shot attribute, you get ''twelve'' Mini Nukes for the price of one.

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* As Mini Nukes and Fat Mans are much more common in this game than ''Fallout 3'', the Fat Man actually becomes more viable in open spaces. The "MIRV Launcher" mod however makes this ridiculous. You launch a projectile that splits into six Mini Nukes. What makes this great compared to ''Fallout 3's'' MIRV? [[AwesomeButImpractical Fallout 3's MIRV required you to use eight mini nukes to fire it]]. ''4'''s requires ''one''. Yes, ''six Mini Nukes for the price of one''. The Big Boy takes this even further- since it comes with the Two-Shot attribute, you get ''twelve'' ''[[MacrossMissileMassacre twelve]]'' Mini Nukes for the price of one.



* The robot modding options allow you for some downright ridiculous possibilities for robot customization. Unless you skimped out on mod creating perks, you can easily build or mod existing robot companions into LightningBruiser powerhouses, sporting huge health, damage resistances, carry weight, with a choice of [[GatlingGood Gatling Lasers and Miniguns]], [[ShockandAwe Tesla Rifles]], or a number of devastating melee weapons; far outclassing what any other companion is capable of.

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* The robot modding options allow you for some downright ridiculous possibilities for robot customization. Unless you skimped out on mod creating perks, you can easily build or mod existing robot companions into LightningBruiser powerhouses, sporting huge health, damage resistances, carry weight, with a choice of [[GatlingGood Gatling Lasers and Miniguns]], [[ShockandAwe Tesla Rifles]], or a number of devastating melee weapons; far outclassing what any other companion is capable of. Robot companions such as Ada, Codsworth and Curies, can also be modified into a Mr. Gusty, a Robobrain, or even a [[UpToEleven Mini-Nuke-toting Sentry Bot]].
20th Jul '16 4:38:26 AM Mhazard
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* The Spray n' Spray is a unique Submachine Gun which can be purchased from Cricket in RandomEncounters, it comes with Explosive effect and high-tier mods, which means it can cripple and obliterate most enemies, and each shot deals 15 additional damage to anything nearby. Simply take off the silencer to boost the damage even further, and you can now crack open Mirelurk shells and cripple Super Mutants fruitlessly.



* Similarly to the mentioned blade, Lorenzo's Artifact is attached to a standard Gamma gun. It appears to do less damage, but actually is spread across multiple damage types. It does Ballistic damage, True damage and if it hits the enemy head on, explosive damage TWICE. Adding a Electric Signal Carrier and it inflicts energy damage too. One to two shots and even the bulkiest power armored enemies will have their parts stripped to the frame, and turn a sentry bot to junk. Enemies with Layered armor like Sentry Bots, Power Armored Enemies and Mirelurks get it worse, as the combination of damage is applied to each layer, meaning that all the above damage can be applied more than once over.
* The Shishkebab can also be obtained easily by killing the boss in Saugus Ironworks, while also completing the nearby settlement's quest which also gives you control of the said settlement.

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* Similarly to the mentioned blade, Lorenzo's Artifact is attached to a standard Gamma gun. It appears to do less damage, but actually is spread across multiple damage types. It does Ballistic damage, True damage and if it hits the enemy head on, explosive damage TWICE. Adding a Electric Signal Carrier and it inflicts energy damage too. One to two shots and even the bulkiest power armored enemies will have their parts stripped to the frame, and turn a sentry bot to junk. Enemies with Layered armor like Sentry Bots, Power Armored Enemies and Mirelurks get it worse, as the combination of damage is applied to each layer, meaning that all the above damage can be applied more than once over.
over. You can even detach the Lorenzo's Artifact receiver and attach it onto a Legendary Gamma Gun, especially ''[[UpToEleven those with Explosive effect]]''.
* The Shishkebab can also be obtained easily by killing the boss in Saugus Ironworks, while also completing the nearby settlement's quest which also gives you control of the said settlement.
14th Jul '16 11:59:37 AM Eagal
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* 'A Light Shining in Darkness', one of the rewards for completing the DLC, boasts more improved stats over it's base counterparts than any other weapon. Tighter spread, higher damage, reduced AP cost in vats, improved critical damage, greater critical chance and even weighs less to boot. In practical use with the previously mentioned grunt perk, it can wipe out even the most powerful enemies with it's well balanced fire rate.

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* 'A Light Shining in Darkness', one of the rewards for completing the DLC, boasts more improved stats over it's its base counterparts than any other weapon. Tighter spread, higher damage, reduced AP cost in vats, improved critical damage, greater critical chance and even weighs less to boot. In practical use with the previously mentioned grunt perk, it can wipe out even the most powerful enemies with it's its well balanced fire rate.



* Pickman's Blade, which is easily obtainable through a short low level (excluding a scripted level 30 raider near the end) sidequest. It not only has wounding, but it's also a combat knife already upgraded to it's highest rank. What does this mean? Every single hit from this little beauty does 40 extra unmitigatable damage. And being a combat knife it has the fastest melee swing in the game, able to swing 3 or 4 times for every swing of a slow speed weapon.

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* Pickman's Blade, which is easily obtainable through a short low level (excluding a scripted level 30 raider near the end) sidequest. It not only has wounding, but it's also a combat knife already upgraded to it's its highest rank. What does this mean? Every single hit from this little beauty does 40 extra unmitigatable damage. And being a combat knife it has the fastest melee swing in the game, able to swing 3 or 4 times for every swing of a slow speed weapon.



* The Tesla Rifle the player can equip is also a gamebreaker, just a really versatile one. It's [[ChainLightning Arcing Effect]] Allows it to mop up closely clustered enemies, and can be modded more a large number of situations. One well placed Charged Rifle, Shotgun or Lobber would allow a single cell to wipe out multiple enemies at once.

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* The Tesla Rifle the player can equip is also a gamebreaker, just a really versatile one. It's Its [[ChainLightning Arcing Effect]] Allows allows it to mop up closely clustered enemies, and can be modded more a large number of situations. One well placed Charged Rifle, Shotgun or Lobber would allow a single cell to wipe out multiple enemies at once.



* Atom's Judgement, a one of a kind Sledgehammer, is a quest reward from the Children of Atom and potentially the game's most powerful Melee weapon. Atom's Judgement has a unique Legendary Effect that grants it +100 Radiation damage in addition to it's considerable normal damage, and this damage scales with all possible Strength boosting effects. Don't be surprised if you find yourself hitting Gunners and Raiders for 600+ Radiation damage a swing. It also comes fully upgraded with a mod that gives it a very high chance to stun opponents, making it a good choice against even radiation resistant foes.

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* Atom's Judgement, a one of a kind Sledgehammer, is a quest reward from the Children of Atom and potentially the game's most powerful Melee weapon. Atom's Judgement has a unique Legendary Effect that grants it +100 Radiation damage in addition to it's its considerable normal damage, and this damage scales with all possible Strength boosting effects. Don't be surprised if you find yourself hitting Gunners and Raiders for 600+ Radiation damage a swing. It also comes fully upgraded with a mod that gives it a very high chance to stun opponents, making it a good choice against even radiation resistant foes.
11th Jul '16 12:03:09 AM KaeozCrimson
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Added DiffLines:



[[AC:Contraptions]]

* With the Contraptions DLC, three new features are now available that can be outright devastating: Gun manufacturing machines, armor manufacturing machines, and ammo manufacturing machines. With enough points in Gun Nut or Science, you can produce weapons that you would normally not be able to get until you reached a certain level (You can't manufacture a Gauss Rifle at level one, but you can produce submachine guns and hunting rifles well before you can get them normally). Normally, this wouldn't mean much, since the ammo for a higher level weapon is harder to find, but with the right raw materials, you can manufacture the ammo for these weapons as well. Best of all, the armor manufacturing plants can produce heavy armor pieces, including heavy combat armor (some of the hardest to get in the game), so you can produce the pieces you need for a full armor set without having to continuously hunt through shop menus or hope it randomly is attached to high level enemies. With sufficient raw materials, you can outfit your self, your party members, and every settler in every settlement you control, with top tier gear that will allow them to take on anything up to and including a herd of deathclaws!
10th Jul '16 8:54:58 PM neosuduno
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* 'A Light Shining in Darkness', one of the rewards for completing the DLC, boasts more improved stats over it's base counterparts than any other weapon. Tighter spread, higher damage, reduced AP cost in vats, improved critical damage, greater critical chance and even weighs less to boot. In practical use with the previously mentioned grunt perk, it can wipe out even the most powerful enemies with it's well balanced fire rate.
9th Jul '16 2:32:56 PM DoctorTItanX
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* The Level 30 Perk "Almost Perfect," put in the game by Broken Steel. When you take it, it automatically raises all your SPECIAL stats to 9's. With careful planning, exploiting the Big Guns skill book glitch from the raider boss in Bethesda ruins, and abstaining from collecting any of the SPECIAL bobbleheads (with the exception of the Intelligence bobblehead in Rivet City) until after you take that perk, you can end up with a powerhouse of a character that has 10's in every SPECIAL stat, and 100 in every skill point. It takes a while to get there, but it's hilariously overpowered once you pull it off. Have fun!

to:

* The Level 30 Perk "Almost Perfect," put in the game by Broken Steel. When you take it, it automatically raises all your SPECIAL stats to 9's. With careful planning, exploiting the Big Guns skill book glitch from the raider boss in Bethesda ruins, and abstaining from collecting any of the SPECIAL bobbleheads (with the exception of the Intelligence bobblehead in Rivet City) until after you take that perk, you can end up with a powerhouse of a character that has 10's in every SPECIAL stat, and 100 in every skill point. It takes a while to get there, but it's hilariously overpowered overpowering once you pull it off. Have fun!



* Chems have become massively overpowered in this game thanks to chemistry crafting stations and certain perks. The most noticeable change is with Jet, one of the more common chems. In previous games all it did was boost your AP for a short time. Good, but not great compared to the rarer stuff. Fallout 4 tweaks it so that it now behaves like [[BulletTime Turbo]] (a GameBreaker itself from New Vegas mentioned above) without the rarity to restrict it. Even better, players can now mix it with other potent chems like Psycho and Buffout for a truly devastating cocktail. Still not good enough? Take the second rank of the Chem Resistant perk and you won't even have to worry about addiction, which turns these dangerous drugs into magic potions with no real drawbacks. Aside from a few rare situations (like when an enemy has a Fatman or hostages) a handful of these boosted chems and a gun with a lot of ammo/a large stash of grenades are all you'll need to clear the room.

to:

* Chems have become massively overpowered effective in this game thanks to chemistry crafting stations and certain perks. The most noticeable change is with Jet, one of the more common chems. In previous games all it did was boost your AP for a short time. Good, but not great compared to the rarer stuff. Fallout 4 tweaks it so that it now behaves like [[BulletTime Turbo]] (a GameBreaker itself from New Vegas mentioned above) without the rarity to restrict it. Even better, players can now mix it with other potent chems like Psycho and Buffout for a truly devastating cocktail. Still not good enough? Take the second rank of the Chem Resistant perk and you won't even have to worry about addiction, which turns these dangerous drugs into magic potions with no real drawbacks. Aside from a few rare situations (like when an enemy has a Fatman or hostages) a handful of these boosted chems and a gun with a lot of ammo/a large stash of grenades are all you'll need to clear the room.
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