History GameBreaker / FallOut

20th Jul '17 12:27:43 AM BelziBhaal
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* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.

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* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.reserve.



* Even one of the basic alien weapons is a Game Breaker: the Alien Disintegrator. It packs a punch while having a clip size of ''100 shots'' and literally reloads with a mere press of a button. You'll have thousands of shots if you save up throughout the expansion.

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* Even one of the basic alien weapons is a Game Breaker: the Alien Disintegrator. It packs a punch while having a clip size ammo count of ''100 shots'' and literally reloads with a mere press of a button. You'll have thousands of shots if you save up throughout the expansion.



* The Alien Blaster isn't quite an InfinityPlusOneSword anymore that can melt enemies in a single shot, but you can make it practical. With a high Science skill it can be converted to use standard micro-fusion cells. This reduces the damage... by about 2%. It still does fabulous damage in burst fire with cheap as hell ammo. And the damage decrease is offset by picking up Astoundingly Awesome Tales #4 in Hubris Comics, which makes the Alien Blaster deal extra 5% damage. One little caviot kiddies, the text about it dropping the ammo capacity is bullshit, instead it actually increases the clip capacity by half, meaning 63 shots instead of 42, so fan that hammer cowboy.

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* The Alien Blaster isn't quite an InfinityPlusOneSword anymore that can melt enemies in a single shot, but you can make it practical. With a high Science skill it can be converted to use standard micro-fusion cells. This reduces the damage... by about 2%. It still does fabulous damage in burst fire with cheap as hell ammo. And the damage decrease is offset by picking up Astoundingly Awesome Tales #4 in Hubris Comics, which makes the Alien Blaster deal extra 5% damage. One little caviot caveat kiddies, the text about it dropping the ammo capacity is bullshit, instead it actually increases the clip ammo capacity by half, meaning 63 shots instead of 42, so fan that hammer cowboy.
24th Jun '17 8:13:06 AM RandomNumberReactor
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* The Heavy Incinerator. Lobs fireballs at distance, with one fireball per flamer fuel unit, making ''much'' better usage of its ammo. And unlike Tesla Cannon you can get it from Enclave Hellfire troopers as long as you're at least level 15, and has bigger ammo clip.
3rd Jun '17 10:05:08 PM TravisTouchdown
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* Another craftable item, the Large Wasteland Tequila, is a bit harder to make (due to the limited number of Large Whiskey Bottles in the game, and the slightly uncommon Nevada Agave Fruits being a key component), but well worth the trouble. On top of providing a massive Strength bonus, it's one of the only ways to increase your base Damage Tolerance without Cass and her Whiskey Rose perk, at an impressive +6 DT (with max Survival) for two minutes. If you DO have Cass around, on the other hand, [[UpToEleven the real fun begins]], as the much more sustainable standard sized Wasteland Tequila (which still requires an Agave fruit, though two bottles can be brewed per harvest compared to the Large version's one) still provides a DT buff. Because these buffs stack with each other, and the buff from drinking standard Whiskey with Cass as well, it's possible to get up to a '''natural +21 DT buff''' by chugging all three beverages, even before armour or perks come into play, making you borderline bulletproof.
3rd Jun '17 9:49:23 PM TravisTouchdown
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* Energy Weapons as a whole are pretty ridiculous, largely in part due to how easy it is to stay topped up on Energy Ammo so long as a Workbench is handy (which is "pretty much always" with Lonesome Road installed, see below). Unlike bullets, Energy ammo provides depleted energy cells after firing (35% chance of dropping a cell with standard cells of all three types, which is doubled to 70% with Vigilant Recycler), which can be recycled to the tune of 4 depleted cells (3 with Vigilant Recycler) to one fresh cell, and the three different types of cells can easily be transferred to whatever type the player wants at any Workbench, making it trivial to load up on all three types at most shops and convert the unwanted types to the desired cell of choice. This is compared to making bullets at a Reloading Bench, which requires juggling primers, gunpowder, and hulls, the last of which is the only thing that can be recovered from conventional bullets. Best of all, with high enough Science, the energy cells can be condensed into extra powerful variations with improved armour penetration, more damage, and less weight in Hardcore Mode at the cost of increased weapon degradation, which can easily be counteracted with Weapon Repair Kits or Jury Rigging, and less likelihood of dropping spent cells, which is a small price to pay in comparison.


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** With both weapon mods, the humble 9mm SMG is a terrifying beast against soft targets, with the increased magazine size and faster rate of fire playing perfectly into Grunt's 25% damage bonus. Combined, it can reach 250 DPS, comparable to the Minigun without its High Speed Motor. Vance's 9mm is even ''stronger'' still, with higher damage beating out its slower rate of fire. Regardless of which 9mm is used, however, it's enough to tear apart swarms of Cazadors, lightly armoured humans, or Nightkin with minimal effort-- especially with the homemade 9mm JSP points from the Gun Runners' Arsenal DLC and its Hand Loader perk.


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* Most types of customized ammunition made with the Hand Loader perk trade off a mild penalty for a large bonus in another area (such as increased damage at the expense of reduced DT penetration, more spread, faster degradation, etc.) Most of the ones that don't are either fairly rare or require a nearly maxxed out Repair skill to make. The exception to this rule is the 5.56mm Match round, which, with a humble 50 Repair requirement, turns one of the most common types of ammo into a higher damage, reduced spread machine. While most 5.56mm guns are already pretty accurate, these rounds can also be used with a Light Machine Gun, turning the normally inaccurate, spray and pray death machine into a laser cutter capable of tearing apart most foes at any range, especially with the aforementioned Grunt perk from Honest Hearts.
29th May '17 9:18:36 AM Gene0129
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* Another melee example is the Shishkebab, a makeshift FlamingSword. The fact that it's a relatively lightweight weapon and deals decent physical damage is brutal enough, but it also deals damage over time via flames makes it one of the best weapons for a melee run. Oh, and the already lethal fire damage can be even moreso thanks to the pyromaniac perk.[[note]]Normally 2 damage over 5 seconds, to 3 damage[[/note]]. The best part? The components required to make this weapon are fairly common so it can become a DiskOneInfinityNuke.

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* Another melee example is the Shishkebab, a makeshift FlamingSword. The fact that it's a relatively lightweight weapon and deals decent physical damage is brutal enough, but it also deals damage over time via flames makes it one of the best weapons for a melee run. Oh, and the already lethal fire damage can be even moreso thanks to the pyromaniac perk.[[note]]Normally 2 damage over 5 seconds, to 3 damage[[/note]]. The best part? The components required to make this weapon are fairly common so it can become a DiskOneInfinityNuke.
DiskOneNuke.
29th May '17 9:17:57 AM Gene0129
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* Another melee example is the Shishkebab, a makeshift FlamingSword. The fact that it's a relatively lightweight weapon and deals decent physical damage is brutal enough, but it also deals damage over time via flames makes it one of the best weapons for a melee run. Oh, and the already lethal fire damage can be even moreso thanks to the pyromaniac perk.[[note]]Normally 2 damage over 5 seconds, to 3 damage[[/note]]. The best part? The components required to make this weapon are fairly common so it can become a DiskOneInfinityNuke.
4th May '17 10:17:02 PM Caps-luna
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* Hey remember the alien blaster? Remember how the base version is already listed on this page? Nuka World adds [[UpToEleven a legendary alien blaster]]. Hub's Alien Blaster has a unique effect where crits do double damage ''and'' its critical meter fills faster. Keep in mind the vanilla alien blaster is only outclassed by the deliverer in AP use vs critical bar gained.
27th Apr '17 8:15:58 PM VeryMelon
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** The "Sentinel" Legendary prefix reduces all damage by 15% as long as the player is standing still. This effect stacks with multiple armor pieces and weapons, totaling 105% reduced damage. The player then becomes the ultimate StoneWall, able to reduce the attacks of even a Legendary Deathclaw on [[HarderThanHard Survival]] to ScratchDamage. You can make up for any missing Sentinel armor pieces with the Rooted perk, and for added hilarity take any perks that give you better healing. See the build in action [[https://www.youtube.com/watch?v=ww0elqpZfXo here]].

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** The "Sentinel" Legendary prefix reduces all damage by 15% as long as the player is standing still. This effect stacks with multiple armor pieces and weapons, totaling 105% 90% reduced damage.damage[[note]]Headwear cannot drop Legendary variants[[/note]]. The player then becomes the ultimate StoneWall, able to reduce the attacks of even a Legendary Deathclaw on [[HarderThanHard Survival]] to ScratchDamage. You can make up for any missing Sentinel armor pieces with the Rooted perk, and for added hilarity take any perks that give you better healing. See the build in action [[https://www.youtube.com/watch?v=ww0elqpZfXo here]].
23rd Apr '17 4:37:01 AM AndyYagami
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* From a simple side-quest (or SequenceBreaking) in ''Point Lookout'', you can get the Backwater Rifle, a unique lever-action rifle. While Lincoln's Repeater barely beats it in terms of standard damage and clip capacity, the Backwater Rifle uses the very common 10mm ammo as opposed to .44 magnum and has a critical multiplier of ''five'' as opposed to two.

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* From a simple side-quest (or SequenceBreaking) in ''Point Lookout'', you can get the Backwater Rifle, a unique lever-action rifle. While Lincoln's Repeater barely beats it in terms of standard damage and clip magazine capacity, the Backwater Rifle uses the very common 10mm ammo as opposed to .44 magnum and has a critical multiplier of ''five'' as opposed to two.



** The "Never-Ending" Legendary prefix gives weapons unlimited clip size (''not'' unlimited ammo with the exception of Gatling Laser, 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!

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** The "Never-Ending" Legendary prefix gives weapons unlimited clip magazine size (''not'' unlimited ammo with the exception of Gatling Laser, much to players' confusion). Normally this isn't a very major effect, since most weapons have an acceptable clip magazine 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 per reload 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!



* With enough Caps, one can buy the Overseer's Guardian from Alexis Combes at Vault 81. It's a Combat Rifle (the third-tier rifle) with the "Two Shot" ability, has a very high ammo clip, and it has a great rate of fire. Combine this with a sniper build and watch the enemies die from afar.

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* With enough Caps, one can buy the Overseer's Guardian from Alexis Combes at Vault 81. It's a Combat Rifle (the third-tier rifle) with the "Two Shot" ability, has a very high ammo clip, capacity, and it has a great rate of fire. Combine this with a sniper build and watch the enemies die from afar.



* The new "Defiant" Legendary effect doubles the damage of the last bullet in the weapon clip. Sniper Rifles and Lever Action Rifles can pull off sneak attacks as powerful as what the "Instigator" allows but without needed to kill an enemy in the first shot. Shotguns have such low clip sizes and incredible damage that they benefit just as well from "Defiant".

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* The new "Defiant" Legendary effect doubles the damage of the last bullet in the weapon clip.magazine. Sniper Rifles and Lever Action Rifles can pull off sneak attacks as powerful as what the "Instigator" allows but without needed to kill an enemy in the first shot. Shotguns have such low clip magazine sizes and incredible damage that they benefit just as well from "Defiant".
31st Mar '17 2:25:36 AM WatcherCCG
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* The Cryolator, located in Vault 111, if you can get it early enough. While you won't have much ammo for it until much later (making the weapon somewhat TooAwesomeToUse), it's a very powerful DiscOneNuke, especially for Legendary enemies, bosses, and difficult encounters.

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* The Cryolator, located in Vault 111, if you can get it early enough.enough (Dogmeat can grab it the moment you acquire him, thanks to a GoodBadBug). While you won't have much ammo for it until much later (making the weapon somewhat TooAwesomeToUse), it's a very powerful DiscOneNuke, especially for Legendary enemies, bosses, and difficult encounters.
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