MiniGun Damage

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MiniGun Damage

Post by requiem_for_a_starfury »

NMA has 5-12 but Yuri Bushins FO2 Database and Dilweeds Fallout site say 7-11. Can anyone tell me what the game says the minimum and maximum damage for the Minigun is please, I've started replaying and overwritten all my late game saves.

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Post by Strap »

iirc its 7-11.

i dont recal seeing the numbers 5-12
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Post by Dan »

I think I also remember 7-11... But I'll have to check the dat file... I'll edit this messege soon.
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Post by Section8 »

Either way, they're kind of useless by the time you get them.
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Post by Rat Keeng »

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Post by Strap »

au contrair, section 8, they do "pwn" poorly armored targets.. especially if your strapped for expencive ammo.
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Post by Section8 »

Yeah but that's my point. By the time you actually get your hands on one, there aren't too many poorly armoured targets going around. Sure you could use one to save ammo for your better weapons, but that means lugging around quite a few extra pounds for the ammo plus the minigun itself, and you could be using that space to carry more ph4t l3wt to trade for more good ammo. Oh well, each to their own.
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Post by OnTheBounce »

The Minigun's damage range is 7-11.

The only weapons in FO that have 5-12 are the 10mm Pistol and SMG. The Pipe Rifle in FO2 does, also.

As for minigun effectiveness...it's in that class of weapons that I hate to use because it's just not effective enough for my tastes, but I don't like having them used on me, either. True, they usually do little or no damage to you when clad in PA, but they are murder on your poorly armored NPCs and then there's those nasty-ass, triple digit critical hits that crop up more often than I'd like.

So when a minigun-toting Mutie is sighted in a random encounter it's usually met w/a cry of, "TAKE IT OUT!!!" The offending minigun is then -- very unceremoniously -- left in the mutant blood-stained dirt that it fell in...

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Post by Spazmo »

I just finished a game of FO using a minigun and high big guns skill, and it went rather well. It tore right through the deathclaws at the nest thereof in the Boneyard.

However, I didn't try it on the mutants in the Military Base or Cathedral (I made it through both locations without firing a single shot!), so I don't know how effective it is in the long run.
How appropriate. You fight like a cow.

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Post by Strap »

do mutants have high DR/DT? they dont look like they have lots of armor.

does the gatling laser count to BG rather then ene? i never remembered
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Post by Spazmo »

If memory serves, gatling laser is energy weapons.
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Post by Dan »

Spazmo wrote:If memory serves, gatling laser is energy weapons.
Yes, it is.
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Post by Strap »

so big guns are flamer, rocket launcher, and minigun... not too many.

but shooting things with so many bullets that they blow apart is way cool.
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Post by Spazmo »

There are three big gun in FO1: flamer, minigun, and rocket launcher. Not very impressive, is it? At least none of those are redundant.
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Post by Strap »

yea, FO2's avenger/vindicator spin-offs were a little too much
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Post by OnTheBounce »

Spazmo has a point about redundancy in FO's catalogue of Big Guns.

Something that FO2 failed to do w/its rather massive expansion of available weaponry was to properly phase them in. I know, that's rather hard to do in a game that is designed to be as non-linear as possible, but there aren't too many guns that are too similar for their own good.

However, I will say this: the people who cry about the apparently similar damage values for weapons often forget to factor the properties of the ammunition into their arguments. You can't compare the damage from a CAWS to that of a G-11 straight across, since the 4.7mm ammo essentially boosts the base damage of the ammo by 50%. (It has a Damage Mod. of 3/2., whereas 12 gauge has a 1/1.)

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Post by SeanDMan »

Big Guns is useless. By the times you get a good one, you have a Bozar (unless thats Fo2 exclusive, I can't play FO1 anymore) which you can use to tickle mutie testie. Works well on anything in less than power armor, and it's 400-800 damage criticals come quite often at far range. It's a brutal weapon, my favourite until I can take tag and begin playing energy weapons.

Edit: Even if you can't get the Bozar, you can get a Gatling laser, more effective against everyone essentially, and if you get one, it'll be in the mutie base, so you'll have a ton of ammo around. A big gun is only usefull if you decide to take on the entire Hub for the bad karma, or go to the church before the millitary base.
Last edited by SeanDMan on Wed Apr 23, 2003 4:30 am, edited 1 time in total.
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Post by Strap »

what you just said makes no sence at all

1. FO1 doesnt have the bozar.
2. wtf does "tickle mutie testie" mean?
3. are you saying the bozar is good or bad?
4. bozar pwns everything, regardless of armor
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Post by SeanDMan »

1. I said I didn't know. I thought it was, but I wasn't sure.

2. Well, it's a complicated explaination, but similize as kill. Effectively.

3. Good, are you kidding? The Bozar is undoubtedly my favourite gun. Can't beat it's criticals, and even if you hit with like 3 bullets instead of the normal 15, you're still talking 30-70 damage on a critter and 15-50 damage on someone wearing metal armors.

4. The Bozars efficency is limited by powered Armors. Once I got to the point where I needed to kill Navarro, plasma was my option, and the few pulse weapons you can pick up there. When I got to the Rig, I was switching to Guass and caseless weapons. Mostly Guass, which is small arms.
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Post by Red »

Bozar am ghey

Speacially in a FO forum.
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