Nitpick: Junk Jet in this game. As far as I can tell, it is 34.1 lbs fully upgrade, plus the ammo has weight? Is there an upside I’m missing besides easier to find ammo and cool factor? It would be much better if it were at least half the weight.
I use the Overseer’s Guardian in combat rifle mode .45 most of the time. Nothing else compares. At some point I might switch to .308 when it becomes more plentiful.
Junk Jet is just a novelty weapon, like the Broadsider. You use it for the giggles.
My loadout is:
(Sniping) +25% damage hunting rifle tricked out to .50cal sniping specs & silenced
(Midrange) Overseer’s Guardian modded to .308
(Close Stealth) Deliverer, the silenced pistol from the Railroad quests
(Close Blasting) Le Fusil Terribles, a +25% damage unique combat shotgun
Deliverer’s special ability is increased VATS percentages and more AP but I almost never use it in VATS. Still, it does better damage than other silenced pistols and works great with the Sandman perk (on top of Ninja/Cloak & Dagger).
I could probably do better damage with some energy weapons at this point but I’ve always liked the bang-bang more than the pew-pew. I’d love to get my hands on an Instigator hunting rifle (2x damage to full health targets) but it hasn’t happened yet and I don’t want to cheat one in.
Is there an advantage to keeping the various comic books/how-tos/bobbleheads, or can you just sell them once you’ve gotten the boosts from them?
Right now I’m hoarding them in Sanctuary. I go through these games hoarding everything (in Skyrim I had a house filled entirely with arrows). I’m getting tired of scrolling through huge lists of crap looking for one particular thing I need for a mission, and am thinking of selling almost everything to my vendor booths.
I noticed that when you get a bedroom in vault 87, there’s a display stand for your bobbleheads. I’m not sure if that does anything useful, but at least it gets them out of your misc inventory. Is there something like that for Grognak & company later, or should I just dump?
They have zero weight but you don’t need to carry them. Besides the bobblehead stand (that you can also build) there are magazine racks you can build. The advantage is that they display without needing you to futz with positioning.
Problem with the magazine stands is that the game doesn’t handle placed objects very well and my magazines have a tendency to eject themselves out of the stand and into a pile on the floor. I don’t know if the issue is specific to Sanctuary or the PC version or what. I also once placed a nice vase with flower (lifted from the Institute) in one of the houses and, next time I entered Sanctuary, it launched itself up out of the street as if the earth itself had rejected it. There’s no harm in selling the magazines though. Once you pick them up and get the benefit, you’re good and can view the magazine as a free 100caps if you don’t want to collect them.
Deliverer really shines if you pick up the associated stealth perks. Besides being (to the best of my knowledge) the best base damage silenced pistol*, you’ll do an extra 6.3x damage with it shooting from stealth once you’re all perked up. Easy kills for a stealth build.
*I guess a 10mm with an Instigator or Double Shot attribute might do more.
I’m overwhelmingly using upgraded Combat Rifle, Hunting Rifle, and Combat Shotgun. For the last two, I found upgraded versions that do double damage. All the other guns like Broadsider and Junk Jet are fun but under-perform compared to your basic weapons. Which is lame. Missile Launcher is okay.
I usually have my companion carry the Fat Man, so that I can whip it out when I need it. The problem is that by the time I realize I need it, the shit has REALLY hit the fan and my companion might be running around fighting. Then I have to run around trying to get their attention, so it doesn’t work out so well.
I don’t know if this has been mentioned yet… I did a search for it but didn’t see anything…
Has anyone figured out how to do a 1:1 swap of weapon accessories? Or disassemble a weapon into its component mods?
I’m playing PS4 and it is very frustrating when I get a new weapon and I want to switch my mods. For example, if Gun A has a large magazine and Gun B has a standard magazine, I can’t just swap the magazines. I have to fabricate a standard magazine for Gun A first, since the game doesn’t permit “incomplete” weapons. (In real life, I would just strip the part I wanted and throw the rest into the scrap pile.)
This seems like it should be simpler than it is. Is there something I’m missing?
I have an instigating assault rifle all modded up. It tears enemies, even the most powerful ones, apart in very short order. The thing is, I have a truckload of other weapons that will perform equally. Overseer’s Guardian, still in .45, is at least its equal. A modded and buffed .44 revolver brings down the most powerful enemies only slightly more slowly. I have a full-auto plasma rifle that isn’t even buffed or unique, that is a quick and sure killer. I’m looking forward to DLC in the hope that some new and more challenging enemies will be introduced. Right now, I can wander around in regular clothing, no weaves or mods, armed with weapons of no particular note and kill EVERYTHING in my path without ever being in real danger. Not even suiciders or Fat Man snipers can one shot me at this point. Last night, I offed a Death Claw with a vanilla combat knife…which is pretty ludicrous for a guy who is just some schlub from a vault.
What you want to do is get both levels of the scrapper perk. It lets you salvage huge amounts of valuable gear off of weapons that have mods. The end result will be that while you have to spend parts crafting the standard magazine, you’ll make them back when you junk the gun in the end.
It’s a bit frustrating that you have to spend scrap to get parts, but it makes sense. If you could strip every weapon of every part, then the customization system would be effectively free. It also means the game doesn’t have to worry about dealing with “broken” guns that result from a gun with no magazine or compensator.
Take all the spare mods you get from modifying weapons and stick them in a crate. Before modifying weapons, grab all the mods that are in that crate. Often you’ll have the generic/standard replacement mod already made so you don’t need to craft it into the gun. Or you might have a spare low tier mod that you could replace a high tier mod with.
It’s still a hassle. You need to grab all the mods and replace them when you’re done. I’d say a full 20-30% of the time I’ve spent in game is this sort of dicking around with inventory, including emcumberance management.
You don’t have to do any picking up or putting back. If you store them when you stop to unload junk, the workbench will automatically access them. The menu choice reads “add mod” instead of “build mod.” Same-same for armor. Never tried it, but I bet if one dumped the materials for drugs and such into storage there, the chem bench and cook station would automatically access them too. I will try that when I get home. Managing inventory isn’t intrinsically fun for me. I don’t know why I have been storing raw food/drug material in a cooler in my house. Random attack of stupidity, I guess.
Ah, thanks, that helps. I didn’t think it worked like that, because for example I was storing extra leather armor in the workshop and it would never scrap it to get leather for armor mods. So then I just started assuming it only applied to junk and crafting.
Like SenorBeef, I always kept my spare mods in a crate and never thought to put them into my workbench. Nice to know. Also, now I’ll stop being overweight in an abandoned factory somewhere and realize that I have 15# of 10mm pistol mods on me that I forgot to re-deposit.