Fallout: New Vegas didn’t have text descriptions for items, so the story had to be told through the appearance of the weapon or armor itself. As for which is better… the one you like. Perception Strength also increases your melee damage, carrying capacity, and gives a bonus to your Melee Weapons skill. Ultimately, a new overlord of the Mojave will be crowned… but will you place that crown upon the brow of Caesar, the New California Republic, the mysterious ruler of New Vegas… or yourself? Weapon Requirements. 1 Background 2 Characteristics 2.1 Modifications 3 Variants 3.1 Comparison 4 Locations 5 Notes 6 Behind the scenes 7 Gallery 8 Sounds 9 References The primary energy service weapon of the United States military, the AER9 is a sturdy, reliable weapon focusing on ruggedness and usability over performance. The Energy Weapons skill determines your effectiveness with any weapon that uses small energy cells, micro fusion cells, electron charge packs, or flamer fuel as ammunition. 1 Fallout, Fallout 2 and Fallout Tactics 1.1 Ways to increase Energy Weapons skill 1.1.1 Fallout 2 1.2 Affected weapons 2 Fallout 3 2.1 Ways to increase Energy Weapons 2.1.1 Permanent 2.1.2 … But the mysterious overlord of New Vegas has his own plans for the future of the Mojave…. Foes killed by your Energy Weapons emit a corona of harmful energy. related traits -strength reqs are not that important: ST1 guns 96 -> a "little" sway, but can more or less be compensated by timing -according to the geck values it would appear that missing the req by 2 strenght equals missing the req by 5 skillpoints. Fallout New Vegas - Special Stats Building Guide by FatherMyles This is a guide for new Fallout New Vegas players who want to maximize their characters effectiveness right from the start of … The microfusion breeder recharges at about one charge every second, meaning a fully discharged recharger rifle takes 7 seconds to recharge. This is enough to use pretty much any weapon in the game, and it allows you to dispense with Weapon Handling entirely. Character creation strategies including a run-down of SPECIAL attributes, Skills and Perks. 16 1 Fourth "tag" skill: +15 points to that skill. Energy weapons usually deal less damage or fire slower, but they need only three types of ammo and those can be changed into one another at a workbench, so it's easier to manage them. Strength is primarily relevant to two in-game mechanics: Carry Weight and satisfying the minimum Strength requirements on weapons. So too, for New Vegas. This weapon is a top-tier energy weapon requiring a high Strengthof 8 and an Energy Weaponsskill of 100 to use effectively. An ideal chronological order of events walkthrough that will take you through the entire Mojave. All guns have different strength requirements, and they can go as low as 3 or as high as 10. New Vegas Edition: All vanilla and dlc weapons have only one requirement STRENGTH, if you do not meet the requirements you can still equip the weapon but will suffer various penalties which include: reduced accuracy, slower movement speed, VATS aim penalty, reduced melee damage and attack speed. Example: A starting Perception of 5 and Luck of 5. 18 – Weapons Handling This perk lowers all weapon strength requirements by 2. The Tesla-Beaton prototype is a weapon in Fallout: New Vegas. modifies You gain 25 lbs. Fallout: New Vegas Xbox 360 . However, the plasma bolt chamber can be hotwired in order to accelerate the bolt formation process, effectively t… Recommended though not required: Detonator Overhaul; Reload Reloaded Fallout New Vegas introduced a tiny change over the FO3 framework, with all weapons listing Strength and Skill requirement values in their pipboy view. initial value modifies related perks 00031DBD: Weapon Handling: 16 ST < 10 1 Weapon Strength requirements are now 2 points lower than normal for you. The Implant will raise your Strength to six, which is all you’ll need for most of the game. Energy Weapons Most energy weapons have a low strength requirement with only the heaviest ones requiring medium/high strength. The bolts form into toroids in the plasma chamber, which are then sent down a superconducting barrel, propelled by, and in some models stabilized by electromagnetic claws upon exiting it. initial value The year is 2281 - two hundred years after the old world was eradicated by nuclear fire - and now the New California Republic has become powerful along the western coast of what used to be the United State of America. This feature was absent in Fallout 3, but thankfully made a comeback in Fallout: New Vegas. If my strength is 7, I'll do slower attack than it should do. The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol. So too, for New Vegas. Stuck in the middle are the residents of Nevada and the jewel in the desert; the city of New Vegas. ". However, unlike its tier equivalent, the anti-materiel rifle, it's much more accessible. “Strength’ll tell you how easily a cowboy totes his saddle, and those bigger firearms, or how much help he’s gonna be for ya in a saloon brawl.”. PC PlayStation 3. Remove ads and unlock special features, Exploring the Mojave: From Goodsprings to Primm, Exploring the Mojave: From Primm to the Mojave Outpost, New California Republic Correctional Facility, Exploring the Mojave: The South-Eastern Mojave, Exploring the Mojave: From Nipton to Novac (Part 1), Exploring the Mojave: Exploring Around Searchlight, Exploring the Mojave: From Nipton to Novac (Part 2), Exploring the Mojave: From HELIOS One to the 188 Trading Post, Exploring the Mojave: From the 188 Trading Post to REPCONN Headquarters, Exploring the Mojave: To Nellis Air Force Base, Exploring the Mojave: From Westside to Jacobstown, Finishing the Outskirts and Claiming the Remnants Power Armor, Bitter Springs and the North-Eastern Mojave, The House Always Wins, Continued (Part 1), The House Always Wins, Continued (Part 2), The Mojave Outpost, Nipton, and the NCRCF, Searchlight, Novac, and the REPCONN Test Site, HELIOS One, the 188 Trading Post, and Boulder City, Cass, Camp McCarran, and the Crimson Caravan, Companion Quests, the Great Khans, and the Powder Gangers, Cottonwood Cove, Jacobstown and the New Vegas Outskirts, Camp Forlorn Hope, Bitter Springs, Nelson and Camp McCarran. Question is, if this 'not matched stats' are matter or not. 00146097: Computer Whiz: 18 IN 7, Science 70 1 Can make one extra attempt to hack a locked-down terminal. It'… It's still worth it to max it for carry weight. A power-gamey New Vegas Medical Center run, for those gamers who want to get off to a great start. Take your favorite fandoms with you and never miss a beat. Weapon Strength Requirements are now 2 points lower than normal for you. Energy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics skill. Put five **** points into Strength. The highest strength requirement for any relevant Energy Weapon is 5, and if you can fit Weapon Handling in your perk slots somewhere, that means the most strength you'll ever need is 3. of carry weight per point of Strength (unless you have the Small Frametrait, in which case it's 15). Each point of it grants 25 lbs. Weapon Strength Requirements are now 2 points lower than normal for you. Agility so skillpoints>strength when trying to meet reqs. Our Fallout: New Vegas Perks guide for upgrading VATS and XP lists all of the Perks that you can find in the newest Fallout game on Xbox 360, PS3 and PC and tells you what each one does. Fallout: New Vegas - Energy Weapon Killer Build ... assuming you get a strength implant, your final value will be 5. Fallout, Fallout 2, and Fallout Tactics. Damage done by Energy Weapons You can increase your Strength by one point by getting the Strength Implant perk from the New Vegas Medical Clinic. strength as for as I have seen affects movement speed with the higher strength requirement weapons and effects swing speed for melee/unarmed weapons. It only requires 5 Strength to use (as opposed to 8 for the AMR), double the critical chance (76%, while the AMR only off… As the first version of such a weapon, it suffers from a limited power capacity and low effectiveness of the built-in microfusion breeder. For Fallout: New Vegas on the PC, a GameFAQs message board topic titled "Weapons skill & strength requirements. Fallout: New Vegas. By taking advantage of new manufacturing techniques developed shortly before the Great War, it also boasted reduced weight and bulk compared to previous models. Strength has a more important role in New Vegas than it previously had. Details Each time you try to equip certain weapon, and you don't meet its minimal strength or skill requirement - that weapon will be immediately unequipped. The skill requirement affects damage. For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled "Perfectionist Build: Energy Weapons/Explosives. This is another major one that gives +50% crit damage. Small Frame Run 'n Gun, Plasma Spaz, Meltdown, Concentrated Fire, Laser Commander "Arrive at peaceful resolutions by using superior firepower.". This perk allows an Explosives or Energy Weapons focused Courier to effectively use any weapon from those categories with a Strength no higher than 6 and the appropriate skill requirements. A Trophy Guide including detailed information (when necessary) about how to obtain all the game’s trophies. Unfortunately, the default values for many weapons seem to … Strength isn’t a great attribute… in fact, the only reason you need to bother with it at all is because you need to have Strength to use weapons effectively. Why not join us today? This page lists all weapons in Fallout: New California. Energy weapons don't require as much strength (lots of the pistols have STR 1). This mod won't let you use weapons if you don't meet minimal skill and\or strength requirements. related perks And if the weapon is melee, the attack speed gets slower. 10% + (1% x Agility) Not meeting a weapon's minimum Strength requirement penalizes aim accuracy with that weapon by -20% for each missing point in Strength. If you played Fallout 1 or 2, you’ll remember that weapons in those games also had a minimum Strength requirement. Details like the writing on A Light Shining in Darkness and the Survivalist’s Rifle or the bits and pieces of info that can be gleaned from … The increased spread hurts, but with an explosive weapon or a Minigun, some inherent inaccuracy is built into the weapon anyways. Modifies: Hit Points, Melee Damage, and Carry Weight. It deals extremely high damage per second, particularly when used with a high Energy Weapons skill, focus optics mod and max-charged ammunition. Damage done by Energy Weapons 2 + (2 x Perception) + ceil (Luck / 2) Energy Weapons is a skill in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics. governed by initial value Fallout: New Vegas Unique Weapon … Strength also increases your melee damage, carrying capacity, and gives a bonus to your Melee Weapons skill. modifies Along the way you’ll have to navigate the political struggles between factions both large and small, making friends and enemies between the various groups as your actions in the Mojave influence your reputation. governed by Fallout: New Vegas Perception 00031DC4 The delivery goes horribly awry, however, and after you are robbed and nearly killed for the package you were carrying, you must set out in pursuit of your attackers. War never changes, and impending conflict looms between the two sides, the prize being the Hoover Dam and control over the Mojave. If you don’t have enough Strength to use a weapon, your aim will wobble, and you’ll have a laughable to hit rate in VATS. related traits It affects how much you can carry, the power of all melee attacks, and your effectiveness with many heavy weapons. The Gatling laser uses electron charge packsas ammunition. You can increase your Strength by one point by getting the Spineless perk in the “Old World Blues” DLC. So let's say this melee weapon requires 9 strength to use. They’ve expanded east into Nevada, but across the Colorado river to the east a united army of tribals - Caesar’s Legion - have been organized under the guise of ancient Rome. Fallout Wiki is a FANDOM Games Community. In their case a higher Luck is needed instead to compensate for the bad critical chance. Once you complete the “Old World Blues” DLC, you can pick the Reinforced Spine perk and raise your Strength up to eight. Skill Its evolution, far more advanced counterpart is the recharger pistol. How to arm and operate weapons that use laser or plasma technology. The titanium cage … Boasting redesigned internal components, including a new photonic focusing chamber and completely redesigned focusing crystal pattern, the AEP7 offers a respectable damage output, excellent accuracy at range, and generous battery size. If for some reason you need more Strength… well, there’s always Power Armor. Accuracy with Energy Weapons Virtually identical to the Gauss rifle of the Fallout 3 Operation: Anchorage add-on, the New Vegas variant can still knock down enemies and is effectively an energy sniper weapon. This perk replaces Reinforced Spine, they do not stack. The standard energy sidearm of the United States Armed Forces, the AEP7 replaced the AEP5 model. Less energy weapons total, and they are not as commonly found, but their usage and effects vary greatly. Remember all these perks apply to sniper damage and to our energy weapons later. If you played Fallout 1 or 2, you’ll remember that weapons in those games also had a minimum Strength requirement. The recharger rifle is the first version of a self-charging weapon with effectively limitless ammunition. It is a rare weapon and is very expensive to repair without weapon repair kits. The AER9 laser rifle is a weapon in Fallout: New Vegas. ... of energy and firearm weapons. Plasma rifles or plasma casters are high tech weapons firing superheated bolts of plasma, powered by either microfusion cells or heavy energy cells, which find numerous applications in military and industrial fields. Most of the time you don’t need a great deal of accuracy with, say, a Fat Man. Good Natured, Skilled From what I've learned from in-game loading screen tips, if I'm not match with ranged weapon's strength requirement, it will be less accurate. ... do the strength and guns/energy weapons/melee/etc. By continuing you confirm you have read and agree to our Terms of Service and Privacy/Cookie Policy. You are Courier six, an employee of the Mojave Express who has been entrusted with delivering a mysterious Platinum Chip. The locations of stat-boosting Skill Books, unique weapons and armor and collectible Snowglobes. Essential for crit builds. 2 + (2 x Perception) + ceil (Luck / 2) 1 Guns 1.1 Rifles 1.2 Pistols 1.3 Submachine Guns 1.4 Heavy Weapons 2 Energy Weapons 2.1 Energy Pistols 2.2 Energy Rifles 2.3 Heavy Energy Weapons 3 Melee 3.1 Bladed 3.2 Blunt 3.3 Thrown 3.4 Unarmed 4 Explosives 4.1 Thrown 4.2 Heavy Explosive Weapons 5 Other 6 Unused Weapons 6.1 Cut 6.2 NPC Weapons Strength is a measure of your raw physical power. Strength has a more important role in New Vegas than it previously had. Fallout: New Vegas. They also can do nasty thing on critical hits, especially the DLC weapons. Notable Energy Weapons skilled non-player characters. 1 Background 2 Characteristics 3 Variants 3.1 Comparison 4 Location 5 Notes 6 Behind the scenes 7 Bugs 8 Gallery 9 References The Tesla cannon is a pre-War designed shoulder-mounted heavy directed energy weapon, designed to replace conventional anti-tank weapons.1 Based on Nikola Tesla's designs, the weapon … With a Sniper Rifle, however, accuracy is a much greater concern, and considering that higher damage weapons give a much better damage return over high Damage Threshold than lower damage weapons, you’re going to want to use the bigger, badder guns. However, it uses 5 microfusion cellsper shot, rather than one. ... the formerly big guns, and some very specialized energy weapons actually require more than 6 strength to wield effectively. Complete walkthrough of all the main quests and side quests, including faction quests and endings. Yeah the fact that energy weapons now do a decent amount of damage (since the patch) means that an energy character doesn't have to rely on criticals. Strength is primarily relevant to two game mechanics: Carry Weight and satisfying the Minimum Strength requirements on weapons. I think 5-6 is more optimized but at least you can get the strength implant or weapon handling and do OWB to get its strength boost. Your skill level affects accuracy so say I have a 15 energy weapon skill and try to use a laser rifle the dang gun will waver back and forth since my skill is lower than 25 which a lr is set at for usage. of Carry Weight (with the Small Frame trait, it is 15 instead). Now, as far as unarmed, melee, and explosives are concerned this is only so much of a handicap. As in, if you meet the strength requirement, you don't need the skill stat to fully wield a weapon and vice-versa. governed by The care and feeding of energy-based weapons. Information about factions and reputation. Cyborg, Concentrated Fire Fallout 3 and Fallout: New Vegas perk image. By this point, you should be ready to use the strongest sniper rifles in the game. Fallout 3 In Fallout 1 & 2, the player had to meet a minimum strength requirement in order to effectively use a weapon. Strength is both for weapon requirements and precious carry weight. Fallout: New Vegas features a total of 96+ Perks and in this title you can gain Perks every two levels unlike in … 0014609A: Tag! Possibly the most important thing Strength does is it effectively limits what weapons you can use. You can increase your Strength by two points by getting the Reinforced Spine perk in the “Old World Blues” DLC. Or at least the better benefits of having two Strength. ... (some also have strength requirements which affect accuracy and crit shots). Energy Weapons is a skill in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics. This skill determines the player's combat effectiveness with energy-based weapons. This perk replaces the Spineless perk, they do not stack. Fallout / Fallout 2 / Fallout Tactics It's a simple mod made by request during coffee break. For melee weapons, it may slow down your rate of attack. This skill determines the players combat effectiveness with energy based weapons. This skill determines the player's combat effectiveness with energy-based weapons. This perk gives you, essentially, two points of Strength. Colonel Autumn's laser pistol (Broken Steel), Tri-beam laser rifle (Fallout: New Vegas), https://fallout.fandom.com/wiki/Energy_Weapons?oldid=3378296. 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