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Fallout 4 - it's official! Coming Nov 10, '15

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I had a nasty little glitch tonight that made me glad of a recent save.

I exit Cabot House, and there's a raider hanging out at the end of the street. I engage and kill him, but the Cabot House Sentrybot goes hostile. I guess because robots don't approve of anyone firing a weapon except them. I kill the SentryBot, I get a message "Piper Hated That," and Piper starts trying to kill me. Even though she was at max affinity and my romantic partner. How dare I defend myself from hostile robots!
 
I was kind of bummed tonight when I was down by Croup Manor, with the intention of doing "Paving the Way for Ten Pines." I got the quest quite awhile ago, but you know, have to collect everything, and take it back, and make stuff with it, then go collect more. Anyway I checked out the houses and oceanographic institute, got a bunch more stuff, and was just thinking of heading over to the manor when the quest failed. Guess a timer expired 🙁.
 
I had a nasty little glitch tonight that made me glad of a recent save.

I exit Cabot House, and there's a raider hanging out at the end of the street. I engage and kill him, but the Cabot House Sentrybot goes hostile. I guess because robots don't approve of anyone firing a weapon except them. I kill the SentryBot, I get a message "Piper Hated That," and Piper starts trying to kill me. Even though she was at max affinity and my romantic partner. How dare I defend myself from hostile robots!

Women.

We've all been there, am I right?
 
So destroying a fusion core in VATS also forces the user to exit their power armor, without destroying the frame. There's a neat visual effect when that happens (like something going critical mass, gets ejected and BOOM!). So that's another way to not destroy enemy frames, apart from stealing the fusion core. Obviously you need to be behind them to hit it.
 
Owie. That sucked. One of my older settlements that I built when I didn't know what I was doing got attacked by high level supermutants. Had to reload that a bunch of times because there were like 6 of them tossing grenades and one had a minigun. The bullet turrets were useless and my defense towers were too low. All the citizenry were armed with pipe pistols too. That was ugly, spent half an hour revamping the defense. Rating went from a paltry 65 to 130.

And I've finally tried out the assault rifle: it's way better than the combat rifle. Maximum damage is a bit lower, I think, but higher ammo capacity and much better shooting platform -- single shot with combat rifle bobs my reflex sight too much, assault rifle much more stable.
 
BTW, I just opened up Bunker hill and started building a very large 3 story structure and noticed my settlement size was nearing full. Well, fuck, my building was only half done at best, and that was just the shell. Minimal power/defense so far.

Found a neat bug to bypass this limit, and it works on PC and consoles.

When the bar is near full drop weapons on the ground. Store weapons in workshop from the workshop interface. It treats these as removing an building item from the settlement and take a tick off the bar/weapon stored. Continue building, repeat as needed.

Apparently this doesn't really impact performance even on consoles. Build away!

There's a mod to remove this limit on PCs, but it's better to abuse this bug than install a mod, imo.

that's awesome. thanks!
 
Owie. That sucked. One of my older settlements that I built when I didn't know what I was doing got attacked by high level supermutants. Had to reload that a bunch of times because there were like 6 of them tossing grenades and one had a minigun. The bullet turrets were useless and my defense towers were too low. All the citizenry were armed with pipe pistols too. That was ugly, spent half an hour revamping the defense. Rating went from a paltry 65 to 130.

And I've finally tried out the assault rifle: it's way better than the combat rifle. Maximum damage is a bit lower, I think, but higher ammo capacity and much better shooting platform -- single shot with combat rifle bobs my reflex sight too much, assault rifle much more stable.

Does the assault rifle shoot 5.56? Found a decent amount of that but still nothing to shoot it with and was assuming I'd find some rifle soonishly that'd use it.

Also, are there any .45 hand guns that aren't pipe? Seems kinda odd to leave out the 1911 style hand guns.

I!m amazed at how prolific ammo is in this game. Apart from .44, and obvious things like mininukes and missles, I've way more than I need otherwise.
 
Weird bugs with settler camps being attacked, I went to one and killed the raiders and it was still showing not completed, anyway did a search and all was quiet with no signs of any hostile enemies, I spoke to the settlers and everything was fine, I left and got the failed message on screen.

Another one got completed without me being there.
 
5.56 (.223 imperial) = Assault Rifles
.308 = Hunting Rifles, bolt-action pipe guns
.38 = pipe guns not labeled "bolt action" or "revolver." Which is most of them.
10mm (.40 imperial) = 10mm pistol.
.44 = .44 Revolvers
.45 = Thompson SMG, Combat Rifle, Pipe Revolvers
.50 = Rechambered Hunting Rifle, Rechambered bolt-action pipe gun

It's kind of a weird system overall, particularly after New Vegas. There's not a lot of overlap, for the most part there's a specific ammunition to each kind of weapon. The Thompson and the Combat rifle is the most notable overlap, which is weird because .45 ACP is a pistol round, not something you'd put in a rifle (SMGs take the lower-power pistol rounds because they're intended to be fired in bursts). Nothing takes .50 natively.

The assault rifle is weird looking, pretty much like an adaptation of the early Maxim machine gun to a rifle. The combat rifle model is a lot closer to what we think of as an assault rifle, particularly since you can mod it for automatic fire.

It feels weird since there are some obvious gaps, given the ammunition available. .38 manufactured revolvers (not pipe guns) and .45 semi-auto pistols notably. You'd think there would be no auto or semi-auto pipe weapons, only bolt-action and revolvers, since improvising a semi-auto action isn't easy.

The SF weapons (laser rifles, plasma weapons, gamma pistols, gauss rifles) all have their own unique ammunition types now too, instead of sharing generic energy cells. I can see gauss rifles taking their own ammo since they're firing slugs.
 
Any news on next patch?...I like the game a lot but sure has a lot of little bugs, hoping the dead NPC bodies that keep reappearing in settlers camps is fixed, also assigning settlers to stores where they don't always go there or walk away from them, hard to keep track sometimes.
 
5.56 (.223 imperial) = Assault Rifles
.308 = Hunting Rifles, bolt-action pipe guns
.38 = pipe guns not labeled "bolt action" or "revolver." Which is most of them.
10mm (.40 imperial) = 10mm pistol.
.44 = .44 Revolvers
.45 = Thompson SMG, Combat Rifle, Pipe Revolvers
.50 = Rechambered Hunting Rifle, Rechambered bolt-action pipe gun

It's kind of a weird system overall, particularly after New Vegas. There's not a lot of overlap, for the most part there's a specific ammunition to each kind of weapon. The Thompson and the Combat rifle is the most notable overlap, which is weird because .45 ACP is a pistol round, not something you'd put in a rifle (SMGs take the lower-power pistol rounds because they're intended to be fired in bursts). Nothing takes .50 natively.

The assault rifle is weird looking, pretty much like an adaptation of the early Maxim machine gun to a rifle. The combat rifle model is a lot closer to what we think of as an assault rifle, particularly since you can mod it for automatic fire.

It feels weird since there are some obvious gaps, given the ammunition available. .38 manufactured revolvers (not pipe guns) and .45 semi-auto pistols notably. You'd think there would be no auto or semi-auto pipe weapons, only bolt-action and revolvers, since improvising a semi-auto action isn't easy.

The SF weapons (laser rifles, plasma weapons, gamma pistols, gauss rifles) all have their own unique ammunition types now too, instead of sharing generic energy cells. I can see gauss rifles taking their own ammo since they're firing slugs.

i think you can mod the combat rifle to take .308 as well. semi-auto pipe pistol can be modded to .45
 
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I feel like all the gunss I have now are weak, especially against certain enemies. I have single shot rifles skill maxed and 4/5 of the gunslinger. Level 40 right now.

My best now is a 2shot combat rifle that I modded to do 147 damage (i assume it does 294 damage per shot since it's 2 shot?). I could increase it by upgrading to .308 but I have like half as much .308 as I do .45.

I have a quad missile launcher that does 150 per shot.

a modded .45 semi auto pipe pistol that does 39.

a .50 sniper rifle that does 131 and thats a legendary with 25% more damage.

a modded legendary 10mm that does 55 physical and 18 energy, plus it says it does 10 cryo damage and critical hits will freeze the enemy. that thing is pretty nice but i don't have a lot of 10mm. would think this would be pretty high by now.

a legendary 10mm that does 50% more limb damage, 55 damage base.

for melee i have kremvh's tooth but I almost never melee.

Don't have any auto pistols or rifles that I use. damage output seems too low, plus seems like it would waste ammo.

I swear my character sucks so bad in vats unless I am like 5 feet from the enemy, and I have 9 in perception plus I think I have a helmet that adds +1 to perception.

I have several fat man(s?) (men?) , even a legendary one that costs less AP, lol.
They are hard to use imo (very short range),and can hurt yourself as well, not to mention slow to reload.
 
5.56 (.223 imperial) = Assault Rifles
.308 = Hunting Rifles, bolt-action pipe guns
.38 = pipe guns not labeled "bolt action" or "revolver." Which is most of them.
10mm (.40 imperial) = 10mm pistol.
.44 = .44 Revolvers
.45 = Thompson SMG, Combat Rifle, Pipe Revolvers
.50 = Rechambered Hunting Rifle, Rechambered bolt-action pipe gun

It's kind of a weird system overall, particularly after New Vegas. There's not a lot of overlap, for the most part there's a specific ammunition to each kind of weapon. The Thompson and the Combat rifle is the most notable overlap, which is weird because .45 ACP is a pistol round, not something you'd put in a rifle (SMGs take the lower-power pistol rounds because they're intended to be fired in bursts). Nothing takes .50 natively.

The assault rifle is weird looking, pretty much like an adaptation of the early Maxim machine gun to a rifle. The combat rifle model is a lot closer to what we think of as an assault rifle, particularly since you can mod it for automatic fire.

It feels weird since there are some obvious gaps, given the ammunition available. .38 manufactured revolvers (not pipe guns) and .45 semi-auto pistols notably. You'd think there would be no auto or semi-auto pipe weapons, only bolt-action and revolvers, since improvising a semi-auto action isn't easy.

The SF weapons (laser rifles, plasma weapons, gamma pistols, gauss rifles) all have their own unique ammunition types now too, instead of sharing generic energy cells. I can see gauss rifles taking their own ammo since they're firing slugs.


Not quite true on the .50, there is a sniper rifle you can obtain by default that is .50 I've also gotten a .50 hunting rifle.


And yes you can mode many rifles to be .308 and .50, or oddly .38. Not sure why I'd take a combat rifle to .38 except to waste ammo.
 
HAHA! Was with Cait in the Mass Fusion building and I think she fell down the elevator shaft because I heard a thud and then she says " Ah! Cap to the knee." Reference to the 'arrow to the knee" from Skyrim?
 
Not quite true on the .50, there is a sniper rifle you can obtain by default that is .50 I've also gotten a .50 hunting rifle.
Those are just hunting rifles with the "rechambered to .50" mod. It's not native to the weapon type. "Sniper" isn't a type in Fallout 4, it's an adjective it applies to any weapon with a long scope. Most are either pipe rifles or hunting rifles with long scopes.

I didn't mention the .308, .45, and .38 rechambering options because they're mods. I only brought up the .50 mod because it's the only way to use .50.
 
I had a nasty little glitch tonight that made me glad of a recent save.

I exit Cabot House, and there's a raider hanging out at the end of the street. I engage and kill him, but the Cabot House Sentrybot goes hostile. I guess because robots don't approve of anyone firing a weapon except them. I kill the SentryBot, I get a message "Piper Hated That," and Piper starts trying to kill me. Even though she was at max affinity and my romantic partner. How dare I defend myself from hostile robots!

That sentry bot is buggy as fuck. First time I entered the Cabot house it engaged some BoS patrol, I ignored them and entered the house. Cabot and the other guy in there were hostile to me. Reload.
 
Those are just hunting rifles with the "rechambered to .50" mod. It's not native to the weapon type. "Sniper" isn't a type in Fallout 4, it's an adjective it applies to any weapon with a long scope. Most are either pipe rifles or hunting rifles with long scopes.

I didn't mention the .308, .45, and .38 rechambering options because they're mods. I only brought up the .50 mod because it's the only way to use .50.

Yes and also no.

There is a "sniper" weapon, IIRC it's just a different model than the hunting rifle. It may be chambered for .50 by default, or .308. I want to say the model is different for the other mods, the sniper rifle fully modded will look pretty different than a fully modded hunter rifle.

So there are .50 native sniper rifles (I have a freezing .50 sniper), BUT it's also just a chamber mod. The weapon came pre-modded for .50, I could change it to .308 if I wanted.
 
more isometric screenshots

http://imgur.com/a/apmWi

TOYbTvo.jpg


2TXJWql.jpg


k8Ure8K.jpg
 
Does the assault rifle shoot 5.56? Found a decent amount of that but still nothing to shoot it with and was assuming I'd find some rifle soonishly that'd use it.

Also, are there any .45 hand guns that aren't pipe? Seems kinda odd to leave out the 1911 style hand guns.

I!m amazed at how prolific ammo is in this game. Apart from .44, and obvious things like mininukes and missles, I've way more than I need otherwise.

I know you already got your answer but this should be helpful to you: http://fallout.wikia.com/wiki/Fallout_4_weapons

There are mods to change what ammo weapons need and also mods that reduce the amount of ammo you can find.
 
Combat rifles are .45, I found a violent version (+25% damage + recoil) of this early in the game and still have it.
Assault rifles are 5.56.

Combat rifles can be upgraded to .308.

Yes and also no.

There is a "sniper" weapon, IIRC it's just a different model than the hunting rifle. It may be chambered for .50 by default, or .308. I want to say the model is different for the other mods, the sniper rifle fully modded will look pretty different than a fully modded hunter rifle.

So there are .50 native sniper rifles (I have a freezing .50 sniper), BUT it's also just a chamber mod. The weapon came pre-modded for .50, I could change it to .308 if I wanted.

Most weapons can be made sniper variants if you equip the proper barrel. Laser rifles, Plasma rifles etc. In fact you can make a plasma pistol a plasma rifle and then turn it into a sniper rifle all just by adding a stock and the proper barrel.
 
When you add the right mods your fire rate shoots down and your damage skyrockets. Thus, you have a sniper weapon.

Reba and Reba II come fully equipped as proper sniper rifles, and I highly recommend them.
 
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