Best Pistol In Fallout 3

Originally posted by:Seems the deliverer is already up near my standard.44's damage, and over 10x the fire rate, could just be the overhaul I'm using thoughFully modded Deliverer does about 90 damage with 4 levels of gunslinger. (I think)Fully modded Kellog's Pistol does about 170 damage with the same perks. (I think)Basically, I use both.The deliverer I use to clean up rooms of multiple low health enemies due to it's insanely low AP cost.Kellog's I use on tougher enemies and enemies I need to kill quickly eg suicidersAlso, I would recommened getting MacReady's perk if your going to use these 2 pistols.

  1. Best Laser Pistol Fallout 3

The deliverer + always 95% headshot chance is extremely overpowered. With Gunslinger 5, no Bloody Mess (up to +15% damage, but affects all equally), and no (game) mods, a Deliverer will do 86 damage per shot, has a fire rate of 99, and a range of 134. It is unique, doing more damage than a normal 10mm with the same mods, and has a more limited selection (notably, cannot use scopes).This is a perfectly ordinary non-legendary plasma pistol - normally I use it with a rifle stock, I modded it just for this image. With the same conditions, it does 120 ballistic and 120 energy damage per shot. It has 1/3rd the fire rate of the Deliverr, but much more damage and almost triple the range - in addition to an an extremely high accuracy of 177 (although for a pistol you might remove the long recon scope and use reflex sights; like I said, I just pulled off the stock for a grip with this). It cannot be silenced, and the other main downside is that it isn't hitscan, so it's a bit trickier to hit with outside of VATS.Find a VATS Enhanced version, swap the scope for sights, you have a nasty pocket package.

Best Laser Pistol Fallout 3

Find an Instigating one instead and you're all set for vaporizing.This ridiculously inexpensive toy is really a hunting pistol; it's.50 cal bolt-action pistol, no legendary effects. It does somewhat more damage per shot than the Deliverer, shoots vastly more slowly, and has over double the range while still being hitscan, and having basically the same accuracy (74 vs 71); there are distances where it will do substantially more per shot because the Deliverer's damage will get halved first. If you found one like this at a merchant, it would be super cheap. Not super-effective but fun to use for a stalking playstyle.I didn't have a.44 on me or nearby to check, but I recall the damage per shot of a.44 with advanced receiver, bull barrel, et cetera at 144; still much less than the plasma pistol unless you can find something basically immune to energy.oh, and pistol-gripped plasma flamers deserve a mention.

Weapon

If you don't mind being range-restricted, take the plasma pistol design and replace the barrel with a flamer barrel. It becomes a strictly short-range weapon, but a nasty one. Kellog's pistol is just a Legendary.44 Revolver with a unique name, you can actually make it to the letter if you can find a Legendary.44 with the same effect. Kellog's just comes with some mods already installed.The Deliver on the otherhand is a 100% unique pistol, there is utterly and absolutely nothing like it in the game. When fully upgraded it can do like 90+ damage I think with the right Perks, combine that with a silencer, and it's low AP cost, it's a beast of a little pistol, and it's rate of fire is madness you can literally fire it as fast as an automatic almost with that high damage of a semi automatic. I think a plasma pistol is probably the best, especially if you are using VATs which is what pistols seem to be balanced for. In addition to the high base damage, there's the boosted photon agitator mod which is +200% crit damage, compared to the +100% crit damage from the calibrated mods for projectile weapons.I've been using VATs more in my second game, and recently got a legendary VATs Enhanced Laser Pistol, which is the legendary effect from the deliverer, with the higher crit mod energy weapons get.

Stacked with the higher crit perk, I can get some monster crits, multiple times per AP bar. Just one thing to note from the above post comparing all the pistols, the guns in this game aren't hitscan. Or at least not in the same way most games are. It would seem even bullet guns have travel time, though it's obviously much much faster than plasma. I've personally done some tests to show this is the case after missing several long range shots I felt like I shouldn't have missed with a hunting rifle. It either imposes a delay before the shot, or the bullet actually travels in the same way plasma and rockets do. That said, people should do their own tests to be sure, but if you're the sniping type, that's something to be aware of.As for pistols, the deliverer is best for sneaky types since it's a cheap ammo high damage pistol that benefits from the sneak skills.44 pistols are always good because of the crazy damage, but they're slow and bulky, and the ammo isn't very common or cheap.

I would recommend a.50 pipe pistol if not for the fact that they're so ugly. Plasma pistols as said are very good but have slow projectiles. If you grab the 'Old Faithful' from the gunshop in diamond city and mod that into a pistol, that will be another good sniping option, because it's not silenceable but it has the effect of double damage versus full health enemies. So even if you're not being sneaky anymore, you're still dealing alot of damage, with lasers being as fast or faster than bullets.

Contents.Legend. DMG / HIT or SHOT: This information comes straight from the and shows the damage caused by a single click of the mouse/trigger. For most, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the it's a single beam.

This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. DPS: This stands for damage per second.

MDPS: This is the modified damage per second number that takes critical hits into account. It assumes a non- attack, a of 5, no perks (, etc.), 100 skill and 100 weapon condition. ROF: This stands for rate of fire in shots per second. SPRD: This is the Min Spread stat from the G.E.C.K.

(the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal.

Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. CRIT% MULT: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. Each bullet fired from your ). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT% MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit% Mult stat in the G.E.C.K.

Is divided by the G.E.C.K.' S Fire Rate stat, hence the very small multiplier for automatic weapons.

This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. Attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done. CRIT DMG: The amount of damage that is added when you score a critical strike. The more specialized deals twice the damage of a common critical strike.

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AP: The amount of used per shot in V.A.T.S. AOE: This stands for area of effect it's an unknown unit of measurement displayed in the G.E.C.K.

HP: This is the Health stat from the G.E.C.K. It determines how fast a weapon breaks down. The more HP, the slower the rate of decay. MAG: The magazine capacity of the firearm.

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