The problem with those is that you only get like three of them. Unless, of course, you use console commands if you're playing on the PC.Baradiel said:The Holy Hand Grenades.
You need Wild Wild Wasteland, and youll find them at the nuked/poisoned NCR camp if I remember rightly...
What is this AMR nonsense? 00 buckshot for anything not a Deathclaw or robot, slugs for anything that is.imahobbit4062 said:So much this. Also along with Anti Material Rifle for Deathclaws, the All American and the unique spiked knuckles and I'm set.Jedoro said:Hunting Shotgun
Because I never get tired of pump-action shotguns, and the absence of one was probably my main gripe with Fallout 3.
From my personal expierence (based off of two characters I made, once male with 8 strength and one female with only 5 strength started with 4.):Dalton Hayes said:I decided to take a break from attempting to complete the game and find some good weapons. Any suggestions?
Not sure about filesizes but I'd say the DLCs are worth a look. Old World Blues is easily the best and I highly recommend it. Dead Money and Honest Hearts were okay in my opinion but you may want to give them a miss, they weren't anything special. Lonesome Road I haven't actually finished but what I've played of it seems good. GRA adds a bunch of new weapons and challenges and is actually pretty damn cool.Eddie the head said:For pistols "That gun" is pretty good but I mostly use energy weapons so I lean towards the YCS/186 Gauss rifle. Also for melee the "Oh, Baby!" is good. Also on the not of NV can anyone tell me if the DLC is worth it? Also how big is the file because it takes a while to Download stuff at my house?
WanderingFool said:From my personal expierence (based off of two characters I made, once male with 8 strength and one female with only 5 strength started with 4.):Dalton Hayes said:I decided to take a break from attempting to complete the game and find some good weapons. Any suggestions?
For the male character, I used:
-.44 magnum with frame mod and no scope
-Hunting Shotgun with both mods
-Assault Carbine (GRA) with all mods
-All-American
-AM rifle (GRA) with all mods
-LMG with no mods
-Grenade Launcher (the pump-action)
-Shovel (didnt use it for much than digging graves... and hitting the occasional deathclaw with 6 hp left, funny as hell)
For the female, as I pourposely gave her reduced str. at first, and only uped her str. with the implant from the clinic, had had fewer weapons to carry and use:
-9 mm pistol with both mods
-Hunting Shotgun with both mods
-Assault Carbine (GRA) with all mods
-Hunting Rifle with scope and action mods
-Grenades/Dynamite
I personally dont care for special weapons in this game.
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Its true, its so fucking true. You buy this guy a AM rifle, and you dont even need you own guns...
Unarmed weapons are really fun. Some of the scientist gloves in Old World Blues have some fun effects on enemies.Shanicus said:The Two-step Goodbye Ballistic Fist is my favorite weapon - does godly amounts of damage (even without the necessary skill to use it), it's light, durable and it latches a landmine onto enemies when you kill them with a critical hit (which is like... 25% of the time). The landmine has a bit of a blast radius on it though, so not paying attention to where the body lands can score you some crippled limbs/death (it's a pretty lethal explosive).
If your wanting Long Range support, then the Minigun, Gatling laser or Anti-Materiel Rifle are the ones to pick up - Minigun ignores most of an enemies DT (ignores all of a Deathclaws) and is surprisingly accurate at long ranges and the Gatling Laser is fantastic against smaller, less armored enemies as it fires faster for more damage (less DT ignoring, though).
The Anti-Materiel Rifle... well, after earning enough caps to buy tonnes of ammo for it, I ended up just walking around with it equipped, using it against pretty much EVERYTHING that crossed my path. Kinda shit against Cazadors though, as missing once gives them plenty of time to get into melee range.
But seriously, get a Ballistic Fist and some Power Armor. Backed with the right Drugs you can take on everything in the entire game without dying, even on the hardest difficulty setting (Med-X and Psycho for standard enemies, Turbo/Implant GRX for Deathclaws/Super Mutants). The fact that it needs no ammo means it's also fantastic for Hardcore playthroughs, as all the extra carry space can go to Doctors Bags and Repair Kits.