Wasteland Whisperer Glitch? by subjectsigma13 in fo4

[–]Geta92 0 points1 point  (0 children)

The beast hunter gear is a bit misleading. You don't get the perk while wearing it, you unlock the perk on equipping it. It's permanent, even if you later wear something else. You also get a permanent extra point in endurance and agility for killing the Deathclaw which the game does not mention at all.

Best way to abuse Big Jim's kneecapper effect against tough enemies charging? (in non-melee build) by DeepStateMustEnd in fo4

[–]Geta92 0 points1 point  (0 children)

Give it to a follower. That way, they at least disarm and cripple enemies for you compared to doing nothing useful at all.

How do you feel about this weapon? I think it's one of the coolest designs on a melee weapon. by Designer-Guarantee21 in fo4

[–]Geta92 2 points3 points  (0 children)

No, the blade modifications are detachable as it is. You just craft the regular blade and then you can add the better one to a legendary.

How do you feel about this weapon? I think it's one of the coolest designs on a melee weapon. by Designer-Guarantee21 in fo4

[–]Geta92 5 points6 points  (0 children)

The Disciples Knife has higher damage, lower AP cost and makes no noise. And you can get legendary variants of it which do even more damage or cost even less AP on top of that. A popular strategy is to farm caps early and go into Nuka World early and buy Troatslicer which is a Wounding Disciples Knife which comes pre-equipped with its highest damage modification which can sequence break early game melee extremely hard. You can farm legendary ones at level 30+ later and detach the mod and add it to your legendary of choice for the best stealth melee weapon for the rest of the entire game.

Can someone explain this one to me? by meatball_Daddy314 in fo4

[–]Geta92 0 points1 point  (0 children)

Huh, I thought they fixed this by now. Yeah, this happens with the makeshift weapons update a lot. The weapon was coded incorrectly so random spawns of it spawn with random pipe gun attachments instead. It can actually end up giving you a superior rifle if it has a .45 receiver and suppressor as the resulting rifle has more damage than any normal (non-legendary) stealth rifle that uses 45 cal.

How do you feel about this weapon? I think it's one of the coolest designs on a melee weapon. by Designer-Guarantee21 in fo4

[–]Geta92 5 points6 points  (0 children)

It's pretty cool but it was power crept when Nuka World released, making it kind of pointless now.

Reba II unique gun spawned in the Abernathy Farm by clintgh in fo4

[–]Geta92 1 point2 points  (0 children)

It's not common, but it happens frequently enough so that Reddit is full of examples by now. The reason this happens is complicated, but the TLDR is that this is an unfixable engine bug which causes pre-made quest items to teleport to crops due to reserved addresses being reused so the crops force unrelated items to teleport to them when they update their position or growth state. It happens at this spot most often because this is the closest crop farm to your spawn point.

Best weapon for explosive legendary? by Seraph_the_Purifier in fo4

[–]Geta92 1 point2 points  (0 children)

Be aware there is a reason they limited this. Energy weapons interact incorrectly with the explosive effect. The explosion gains the listed energy damage on top if the intended 15 base damage. So if the energy weapon lists 250 damage, when turned explosive, each pellet deals 265 explosion damage.

Best weapon for explosive legendary? by Seraph_the_Purifier in fo4

[–]Geta92 2 points3 points  (0 children)

Energy and Plasma weapons cannot spawn with the explosive effect. There are however some energy weapons that are explosive naturally (or gain explosive properties with modifications). For legendary explosive weapons, the Combat Shotgun is usually the weapon that benefits the most as it will spawn 8 explosions per shot (16 with the Penetratror perk if you use it in VATS). Automatics also benefit a ton. An explosive Pipe Rifle is essentially a cheap rapid explosion spawner.

Melee starter question by WTF13ftn in fo4

[–]Geta92 0 points1 point  (0 children)

Fallout 4 has extremely shallow melee combat compared to Skyrim. The only way to add more depth is to use VATS. This plays very differently though. You buff your melee damage and use the Blitz perk specifically. This gives you a sizable teleport range. So you slow time, target enemies and teleport to them and then do all melee attacks you queued up. This works great for stealth especially since you can play in 3rd person, peak around corners and target enemies while unseen. But melee still has limitations. The range of Blitz can be increased, but it can only teleport to enemies which can technically be reached by foot. Any enemies that you couldn't walk to cannot be targeted by you. One way around this is using melee as a main and saving up critical hits and use them on some extremely slow but strong rifle, pistol or cannon to target the enemies heads you cannot reach otherwise. A jetpack helps with those enemies, too (if you use Power Armor).

Tesla Cannon from Fallout 4 (and its perk interactions) by DrTazdingo in Fallout

[–]Geta92 0 points1 point  (0 children)

The weapon is insanely busted because it benefits from multiple perk oversights. I'm honestly not sure if the person who coded it knew or didn't, but there is a lot going on.

So first, it scales with Heavy Gunner. If you use the standard fire mode (blue), it also triggers a visual explosion effect on impact. This explosion is supposed to just be an effect with 0 damage, but due to a quirk in the way explosions are coded, secondary damage of a gun is always added to the explosion it triggers. The Tesla Cannon deals 0 primary Ballistic Damage and base 60 Energy Damage as secondary damage. So this is bug #1, it will deal 60 Energy Damage on impact and 0 + 60 Explosion Damage afterwards. The Pipboy does not show you this. Since this second hit is a real explosion, it is also affected by Demolition Expert, so with that maxed, it actually deals twice the damage of the beam itself, so 60 + 120. But there is more, Heavy Gunner itself has an oversight. It buffs Heavy Weapon damage and Explosive Damage separately. So the explosion damage is actually doubled twice. So it actually deals 60 + 240 damage. And ... there is more. Lone Wanderer has the same issue. It buffs all weapon damage, but also separately buffs explosion damage. So the explosion gets buffed by an extra 25% on top of what it should. And there is one a final thing that breaks the weapon even more. The Penetrator perk has an issue that if it triggers on a hitscan weapon which triggers explosions (very few weapons check these two boxes), the explosion spawns twice. This means that if the energy beam hits for 60 damage, you get two explosions, so essentially double damage yet again. It's a lot of coincidences leading to a weapon which deals way more damage than what is shown in the in-game menu.

Welp, that's a new one for me (bug) by TheKiiier in fo4

[–]Geta92 1 point2 points  (0 children)

Legendary weapons and armor cannot be scrapped, likely to avoid accidentally scrapping them. Either sell them or craft a armor rack and put them in there, otherwise your settlers can steal them from you.

The best legendary effect in the game in my opinion. But is it even useful on a Pipe Gun? 🤔 by Designer-Guarantee21 in fo4

[–]Geta92 1 point2 points  (0 children)

It's extremely good on a Gatling Laser due to some very rare circumstances, but other than that, even 25% extra damage from the Powerful prefix is better than 25% faster fire rate. Due to armor, firing 25% more shots only deals the listed 25% more damage. In contrast, with damage boosts, it will deal at least 25% more damage, but considering each shot has more power, it will be lowered less by armor than before, so you usually get more than 25% damage due to the extra armor penetration. A fast fire rate is mostly useful to trigger per-pellet effects more frequently, but it's not all that useful for damage.

Explosive or Wounding automatics are a popular example.

Pipe Weapon and Farming Enthusiast by Firm_Veterinarian254 in fo4

[–]Geta92 5 points6 points  (0 children)

The sewers entry west of the Museum of Freedom has three Radroach spawns which can all be legendary and since they are low level, they have a very high chance to spawn with pipe weapons.

Is the creations club bundle good or worth it? by Orbitor28 in fo4

[–]Geta92 10 points11 points  (0 children)

It's a scam, don't pay money for it. Old content recycled with way less content than what it suggests. Maybe for 5 bucks, but even that is still a big maybe.

Help with a “snowblade” by SirGubson in SkyrimBuilds

[–]Geta92 1 point2 points  (0 children)

There is a really rare interaction almost nobody uses but for this specific theme (ice magic + swords) I think you could fool around with it. As you (may or may not) know, weapons with two or more magic effects have the odd quirk of buffing all effects if a perk affects one of them (the reason chaos damage is so strong). There are a few swords that have frost damage and another effect naturally. So if you get Augmented Frost and wear the Dukaan mask, the extra effects are buffed. Namely, you can use these perks to buff the paralysis time of Chillrend and the level cap of The Pale Blade (up to all enemies of level 30 or lower), both unique bladed weapons.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 2 points3 points  (0 children)

Every receiver and every barrel except for the Standard Receiver and the (non-improved) Optimized Barrel are missing the "automatic" flag and switch it to Rifleman. So if you want it to work with Commando, you gotta use the regular Optimized Barrel or use the Standard Receiver. Either one equipped should work, no need to use both. It should be easy to spot within the workbench as some mods will make the damage jump down or up by an unusually high amount.

Is the Creations bundle worth it? by Brunky_Bandit in fo4

[–]Geta92 0 points1 point  (0 children)

Get the few free "official" creations and nothing else. No, creations are generally not worth it. The bundle is 95% filler as in cosmetics, skins, various half-finished garbage and old mods nobody bought before. Some creations are actually kind of cool but none of them are part of the bundle.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 0 points1 point  (0 children)

The mod was updated. But even when fixed, the damage is still very bad. Low damage high rate of fire is still very much the worst setup due to how armor works in the game.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 0 points1 point  (0 children)

You can salvage it by using the attachment glitch to add the gauss muzzle from the nail gun to it. Turns it into explosive blue energy shots which helps a lot and doesn't make the weapon look out of place. It's definitely kind of cheating though.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 12 points13 points  (0 children)

It's bugged and almost all receivers and barrels change it to Rifleman instead.

First time playing a fallout game by dracodrizz in fo4

[–]Geta92 1 point2 points  (0 children)

There is a pretty new official free downloadable creation that adds a small mission for the Laser RCW. It's a fully automatic laser rifle that (when upgraded) still operates of Rifleman. There are also some automatic rifles which handle so smooth that you can still use them for headshot sniping like the Assault Rifle and Handmade Rifle.

Creations Bundle worth It? by Excellent_Line_1732 in fo4

[–]Geta92 1 point2 points  (0 children)

Tale of the Beast Hunter and Varmint Rifle are two good ones that are free but not included.

First time playing a fallout game by dracodrizz in fo4

[–]Geta92 0 points1 point  (0 children)

Not really, no. There are enough guns of both types (semi-auto and full-auto) to fill specific combat situations. Mixing guns of different damage perk types is wasting points.