Guns or energy weapons?

Discussion in 'Fallout: New Vegas Gameplay & Tech' started by God is Dog backwards, Oct 21, 2010.

  1. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    As topic, really. I've always chosen energy weapons in FO1 and 2 but kind of have the urge to be a gunslinger. I just kind of got bored by blandness of regular weapons in the regular games - and they always seemed to be outclassed by energy weapons, late in the game. Anyone know if it's different in NV?
     
  2. oihrebwe

    oihrebwe Still Mildly Glowing

    236
    Jul 15, 2008
    my impression is that energy weapons do more damage in the late game but they don't have AP ammo and can't be silenced

    you can make up for the lack of AP with overcharge/max charge but you're stuck with no silencers
     
  3. Mapex

    Mapex It Wandered In From the Wastes

    107
    Oct 31, 2008
    Overcharged cells are the same as armor penetration ammo IIRC (-enemy DT, +10% damage, -CND).

    Max charge on the other hand is the same as hollow point IIRC, where it does the maximum +damage but also increases enemy DT.

    Regarding mods, I can't say, but energy weapons will most likely have different mods from conventional arms.

    I see it more as an issue of flavor as opposed to power. 10mm pistols do a ton more damage in this game than they did in FO3, and 10mm SMGs are of the most powerful weapons early game. Pick what you like and make it work via associated perks.
     
  4. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    I've settled on energy weapons. They're more 'me'. Now - lockpick or science... hm. Anyone know how necessary these skills are in NV? I remember lockpick was pretty essential in FO3, as there were a ton of locked doors (people's houses) that could lead to some interesting stuff.
     
  5. aguds

    aguds First time out of the vault

    24
    Oct 20, 2010
    I've allready seen like 6-7 doors and also some safes which I can't get open. And I'm just 4 hours in, so I say lockpick.
     
  6. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    Ya. Gone for Energy Weapons, Speech and Lockpick tagged. Science would have been more in keeping with the energy weapons theme but ... yeah. Everyone needs to be practical in the wasteland :P
     
  7. zkylon

    zkylon It Wandered In From the Wastes

    127
    Mar 1, 2010
    Lockpick is needed everywhere. I've also seen quite some uses for repair and science but not as many. Lockpick just isn't as fun as repair or science, since they usually involve robots and interesting dialogue options.
     
  8. Mapex

    Mapex It Wandered In From the Wastes

    107
    Oct 31, 2008
    Repair and Science also help you more efficiently create/convert ammo for Guns and Energy Weapons, respectively, at Reloading Benches and Workbenches, so these skills have more direct involvement with combat.
     
  9. oihrebwe

    oihrebwe Still Mildly Glowing

    236
    Jul 15, 2008
    GECK says
    overcharge = +25% dam +50% wear
    max charge = +75% dam +150% wear
     
  10. Deon

    Deon It Wandered In From the Wastes

    148
    Aug 24, 2009
    Yeah, overcharge and max charge are NOT the same as AP and hollow point.

    Also tagging skills is no that important now. You just get +15 to skill, and that's all. They went with Morrowind/Oblivion system this time. It's just a matter of one level.
     
  11. Bal-Sagoth

    Bal-Sagoth Water Chip? Been There, Done That

    996
    Nov 1, 2008
    I went with guns, I despise energy weapons in general. Despite its heavy grounding in the Fallout series I really hate sci-fi/spacey pop culture and do my best to overlook it when I can.

    The good news being Energy weapons is actually a viable option the entire game this time around where as in F3 it was more endgame. I found an energy pistol before I found a regular gun in the doctors house.
     
  12. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    Early game viable laser guns? Count me in, I will buy this game on Steam NOW!

    Are the lasers still awesome Warhammer 40k beam style? Or did they change to lame Star Wars pew-pew style?

    Do the lasers actually kick ass? Power Armor's 19/90% in Fallout 1&2 was not fun for laser lovers like me...
     
  13. Deon

    Deon It Wandered In From the Wastes

    148
    Aug 24, 2009
    Eh, lazers actually kick ass, and standard armor protection doesn't work against them. At first I was afraid I am going to be hunting for a few cells though, but the doubts went away when I saw random raiders with lazer pistols and TONS of ammo.

    By the way, now NPC have real amount of ammo. In FO3 I was wondering how do they shoot me for 5 min when they have only 5 bullets in their inventory.

    P.S. You not only find plasma/lazer weapons early, you can quickly find a few traders to mod them straight away. Just shoot a lot of raiders for their guns to get your caps for those cool mods.
     
  14. sea

    sea Vault Senior Citizen

    Oct 5, 2009
    Energy Weapons and Guns seem pretty balanced. You find Energy Weapons fairly early on if you look for them (you might have to steal them though), but there's a lot more variety in Guns, considering all the new rifles and shotguns available. It's definitely not the same situation you get in the first two Fallouts, where Energy Weapons only become relevant 65% through the game.
     
  15. Texas Renegade

    Texas Renegade Look, Ma! Two Heads!

    390
    Aug 21, 2008
    the 10 mm smg has ended all fear of nightstalkers for me!
     
  16. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    Am also looking at my SPECIAL character build. I've chosen 5 5 5 6 8 6 5, more for role-playing reasons than creating the best build (and I want to access as much dialogue as possible). Am considering removing a point from perception and putting into INT or CHA but I don't think that'll make much difference really. Any thoughts?
     
  17. Syanlon

    Syanlon First time out of the vault

    36
    Oct 19, 2010
    It depends what you want to do with the char. Playing solo and in hardcore you need a high strength for the carry weight really and/or carry weight perks.

    I dropped my luck a few points to bump up other stats and took small frame for +1 AGI and even with the low luck I still get loads of crits.
     
  18. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    My aim's always been really to have a high INT talkie character, who is a bit of a gunslinger (hence 6 AGI). But I've read INT 9 is a bit OTT, so may just stick with no stat below 5. I was considering bumping CHA to 7 but at the moment there's not much info about how CHA and INT contribute to dialogue options.
     
  19. Syanlon

    Syanlon First time out of the vault

    36
    Oct 19, 2010
    High INT is problly good in the long run due to the extra skillpoints. CHA improves your companions "Nerve" which I think is their damage and health etc.

    No idea about dialogue options.
     
  20. God is Dog backwards

    God is Dog backwards Mildly Dipped

    515
    Jul 25, 2003
    I believe INT gifts far fewer skill points than we're used to, though. JE thought it was OP...