Turbo Plasma Rifle
Turbo Plasma Rifle
"A modified Winchester P94 plasma rifle.
The plasma bolt chamber has been hotwired
to accelerate the bolt formation process"
It uses one less action point to use than the standard version
Who do I kill/or find/buy/steal this from?
"Call me Snake"
- Insane-Lark
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- Walking Refrigerator
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- Blarg
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It doesn't do quite as much damage(but still more than a PR), but it has a much longer range(IIRC 35 to the PR's 25 and the AB's 10). It's a very good weapon. It's so good that they increased the AP cost back to normal for FO2.Snake wrote:Is it more powerful than the Alien Blaster?
I'm not insane, I'm just misunderstood. Unless I misunderstood the meaning of "insane".
Yeah, well... I guess that's the bad thing when you play with a jack-of-all-trades character. You can do a lot of stuff, but none of it very well.Zbyram wrote:Yea yea but if you have a good combat character on a high level with the turbo plasma rifle the mutants are not a threat really.
What about the military base? Could you keep him alive in spite of all those forcefields? (BTW, a friend of mine told me that once you repair the Mr. Handy on the last level, you can leave Dogmeat with him. I still wonder if that's true. Remember the ad? "Walks the dog!" )Zbyram wrote:To make it harder try to keep dogmeat alive. I made it, even with destroying the brotherhood of steel.
- Blarg
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I have never heard of leaving DM with Mr. Handy. You can trap him between green forcefields at the military base to keep him from following you. I don't know if he will rejoin you if you enter an exit grid or an elevator.
I'm not insane, I'm just misunderstood. Unless I misunderstood the meaning of "insane".
Like Blarg said try to lock him behind doors or a green forcefield. Of course he has to cross the red ones a couple of times, so use stimpaks on him when necessary. Not a problem, since there are soooo many in Fo1. And i repaired Mr handy in that game - there was nothing special about it so your friend was bullshitting you i guessWhat about the military base? Could you keep him alive in spite of all those forcefields? (BTW, a friend of mine told me that once you repair the Mr. Handy on the last level, you can leave Dogmeat with him. I still wonder if that's true. Remember the ad? "Walks the dog!" )
Or get Dogmeat after you've finished Military Base. Not sure though, haven't tried that one but it should work. And yes it is possible to keep Dogmeat alive through the forcefield areas, but it requires a lot of patience and effort(and stimpacks). I usually shoot him anyways, because he's not really that useful in the end. Keeping him alive in the final battles is not an easy task to do.
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W00t?!!!VasikkA wrote:I usually shoot him anyways, because he's not really that useful in the end.
You....you.... ASSHOLE!!!!!!!!!
Dogmeat is my PAL!
My ONLY TRUE FRIEND!
He's not a THING,
he...he's dearer to me than most humans in the wasteland. The only one that does not shoot in my back, that listens to my lousy jokes and gives me a good night kiss [lick].
...
Before the war, they were know as milking machines.
Now I use one to piss.
Does that answer your question?
Now I use one to piss.
Does that answer your question?
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