What Can You Repair Gauss With New Vegas
| For an overview of Gauss burglarize models, encounter Gauss rifle. |
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The Gauss burglarize is a weapon in Fallout: New Vegas.
Contents
- 1 Characteristics
- one.1 Durability
- 2 Variants
- two.1 Comparing
- 3 Locations
- 4 Notes
- five Bugs
- 6 Sounds
- 7 Gallery
- 8 References
Characteristics
The scoped Gauss burglarize is an advanced sniper burglarize that uses a series of 11 electromagnetic coils to energize and magnetize a preloaded standard projectile round to a tremendous speed.[Non-catechism i] In appearance, it is almost identical to the Gauss burglarize acquired afterward finishing the Fallout three improver Functioning: Anchorage, apart from the addition of an actress pad on the buttstock.
Like most other free energy weapons in Fallout: New Vegas, this weapon is hard to maintain; Gauss rifles are rare in the Mojave, therefore making information technology more than hard to repair. Ammunition is also harder to come up by than other weapons; this is coupled with its requirements of five microfusion cells per shot, every bit opposed to its Fallout 3 counterpart, which required only one.
The Mojave Wasteland version of the Gauss rifle also lacks the knock-downwards effect that the Fallout three version had. Information technology does however apply force to nearby enemies on projectile impact, though that force is largely negated unless the target is expressionless, in which case information technology will typically send the target'south corpse flying.
In Hardcore way, if more than 260 microfusion cells, or 52 shots, are carried, the Gauss rifle becomes heavier than the anti-materiel rifle. With the Heavyweight perk, information technology comes downwards to sixty cells, equivalent to 12 shots.
Durability
The Gauss rifle can fire a total of near 395 times using standard cells, the equivalent of 395 reloads, from full condition before breaking.
Armament type | Immovability | |
---|---|---|
Shots | Reloads | |
Standard | 395 | 395 |
Bulk | 466 | 466 |
Optimized | 359 | 359 |
Over charge | 262 | 262 |
Max charge | 155 | 155 |
Variants
- YCS/186 - A unique variant that does over 16% more harm and uses 4 microfusion cells per shot instead of five. It tin only be obtained without the Wild Wasteland trait, otherwise it will be replaced past the alien blaster.
- Elijah wields a non-playable version of the Gauss rifle. It only differs from the regular Gauss burglarize in harm, which scales to the Courier's level. The damage increases at levels 10, 20, xxx, 40, and l, ranging from l to 208 damage per shot.
- The Faderator - A cut content Gauss rifle from all add-ons except Courier'southward Stash. It is fully automatic and does 20,160 harm per second (DPS).
Comparing
Legend | ||||
---|---|---|---|---|
- Weapon proper name (melee or unarmed) | - Attacks in Five.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Activeness signal cost | |||
- Harm per attack (damage per projectile) | - Damage per action point | |||
- Damage per 2nd | - Weapon spread | |||
- Surface area of issue damage | - Magazine chapters (shots per reload) | |||
- Effect harm & duration | - Immovability (number of attacks earlier breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical upshot damage & duration | - Strength required | |||
- With all mods fastened |
Gauss rifle | 120 | 360 | three | x2 | 60 | 40 | iii | 0.03 | 5(1) | 395 | 7 | 3000 | 428.6 | 75 | five |
YCS/186 | 140 | 420 | 3 | x2 | 70 | xl | 3.5 | 0.0275 | 4(1) | 495 | eight | 3000 | 375 | 75 | 5 |
Locations
Notes
- The burglarize has numerous advantages over its Guns skill equivalent, the anti-materiel rifle. It has a lower Strength requirement of 5 compared to 8, does slightly more damage, has double the critical chance (a maximum of 76% compared to the 38% of the anti-materiel rifle), has more common ammunition, and weighs less. Finally, it has enough range to hitting anything the Courier tin can see, whereas bullets may be unable to hit targets at the border of their vision depending on their position and direction.
- When used in combination with the Meltdown perk, enemies killed with the rifle will frequently be launched incredibly high. This is due to the force that is unremarkably applied to the target upon impact being compounded by the perk's explosive result.
- The AP requirement in V.A.T.S. for this weapon is actually higher, as reloading a weapon costs some AP as well and this weapon has to be reloaded in every shot, so the AP requirement is 10 AP higher in practise (as divers by the "fActionPointsReload" setting in the toolset).
- The magnification level for the Gauss rifle's scope is x3.5.
- A single shot in Hardcore mode volition use 0.5 pounds of armament, costing at a combined value of 15 caps per shot.
- Because the Gauss rifle uses five microfusion cells per nail (which only accounts for one shot), it's only possible to get 1 empty microfusion prison cell from firing the burglarize. This is too the same with all free energy weapons that use more than one prison cell per shot.
- Its Vault Boy icon, displayed in the Pip-Boy 3000, is different than the one used in Fallout iii. The weapon's shape is also slightly dissimilar, having an extra pad on the shoulder stock when compared to the Functioning: Anchorage iteration of the weapon.
- Despite the fact that the Gauss rifle fires magnetized rounds, no ammunition other than microfusion cells are ever consumed. More than rounds never have to be put into the rifle, making its supply of preloaded magnetized rounds a mystery.
- When aimed straight down, the blast from the rifle will non knock the Courier downwards, nor will they take any damage, unlike with the Gauss rifle in Fallout three. The shield indicating that the weapon's harm is being absorbed past the Courier'south DT volition appear.
Bugs
- PC Playstation 3 Xbox 360 The Pip-Male child'southward displayed harm per second (DPS) for the gun doesn't account for the need to reload every shot, unlike other single-shot weapons such as the missile launcher. This is due to the game mechanics not taking into consideration the weapon use of more than than one ammunition per shot. [verified]
- PC Playstation 3 Xbox 360 The Gauss rifle's shot will rarely completely laissez passer through an opponent when shot exterior of Five.A.T.S.. [verified]
- PC Playstation 3 Xbox 360 The Gauss rifle in Fallout: New Vegas is almost identical to the one plant in Fallout three, and thus suffers from similar bugs, including the one that affects its damage output when fired via Five.A.T.Due south. When used in V.A.T.S., whatever striking will practise exactly 95.244% of the maximum harm, regardless of the enemy damage threshold, critical hits, or Sneak Set on Critical. This ways, that with an Free energy Weapons skill of 100, the Gauss rifle shot will practice 114.29 points of damage with every V.A.T.S. shot. This is still lower than free aiming, and no bonuses are applied to headshots. The damage bug is related to the Gauss rifle'due south "explosive" visual effect, which affects its V.A.T.S. harm calculations: the Gauss rifle'southward projectile is the simply projectile in Fallout: New Vegas which is both a hitscan projectile and one which has an explosive effect. Removing the outcome from the projectile via user-created mods is currently the simply known solution to the consequence. [verified]
- Playstation 3 Xbox 360 When scoped in, the burglarize may show a high-contrast color computer interface as shown when activating a final, meaning the view will be completely impeded. [verified]
- Playstation 3 Xbox 360 When standing still and aiming straight downwards, then firing the weapon, the Courier will sometimes get into third-person, and the weapon will so fly out of their easily. While in third-person, the weapon will now fire directly from where information technology lies on the ground, or sometimes, float in the air. If entering first-person, the weapon acts like normal. The bug can be stock-still by unequipping the weapon completely and re-equipping it again. This is besides possible for its unique variant, the YCS/186. Since both weapons accept small surface area-of-blast damage, this will likewise damage the Courier for nearly one-tenth of their health. [verified]
Sounds
Gallery
References
Not-canon
- ↑ Emil Pagliarulo in the Bethesda Game Studios forum [1][2] - "The gun energizes and magnetizes a standard projectile round; those are already preloaded into the weapon, and are in that giant clip attached to the side of the weapon... Nosotros did information technology this manner because we knew we wanted to take an free energy weapon equivalent of the sniper rifle"
What Can You Repair Gauss With New Vegas,
Source: https://fallout.fandom.com/wiki/Gauss_rifle_(Fallout:_New_Vegas)
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