Fallout 2 - Are Pulse Weapons meant to be so bad?

Michi

First time out of the vault
Hi,

Wasn't sure to pose here or the modding forum since I am using the megaMod, and perhaps there is a change to Pulse Weapons...

It sure seems that Plasma weapons do a more consitent level fo high damage than Pulse Weapons, at least against anything wearing armor.

Am I just having bad luck with my pulse weapons or is that meant to be the case?

Thanks,
Michi
 
Pulse weapons are intended to do high damage against mechanical targets. Security bots, that sort of thing. I wasn't even aware they caused damage to humans to be frank.

Fire them at something mechanical and the only thing's that will come close are weapons that vastly outclass the pulse weapon in question.
 
The Pulse Rifle had very high damage output if I remember correctly. Aim for the eyes and watch your foes becoming a dust cloud. :)

I don't remember the table for critical hits, but AFAIK plasma weapons do more constant and stable damage, pulse weapons are deadly with critical hits.
 
Bad luck, for sure. Pulse weapons should be at least competitive, and generally have better results. This has been true for me in my playthroughs, and seems to be recommended in Per's walkthrough as well. (http://user.tninet.se/~jyg699a/fallout2.html#combat) The pistol's marginal like the other energy pistols, if only because of its pathetic range.

However, MIB might have made some kind of change to the weapons, or DT/DR -- not having played the MegaMod very extensively, I wouldn't know.
 
My mistake then, i always equated pulse weapons with pulse grenades from Fallout 1 where they were invaluable against the security in the glow.
 
Michi said:
Hi,

Wasn't sure to pose here or the modding forum since I am using the megaMod,

Option 2.

Aphyosis said:
Pulse weapons are intended to do high damage against mechanical targets. Security bots, that sort of thing. I wasn't even aware they caused damage to humans to be frank.

Pulse Rifles & Pistols do Electrical damage. Pulse Grenades do EMP damage (neither of which resistances etc. aren't listed in the inventory). All creatures other than Robots have 100% resistance to the latter. (Though if I recall correctly, a bug: a character wearing only the Vault suit will be damaged as well, as the 100% resistance is the property of the armour worn. No armour, no resistance :)))
 
Silencer said:
All creatures other than Robots have 100% resistance to the latter. (Though if I recall correctly, a bug: a character wearing only the Vault suit will be damaged as well, as the 100% resistance is the property of the armour worn. No armour, no resistance :)))

Not a bug; the vault dweller/chosen one is obviously a robot. :D
 
In vanilla, Pulse Weapons are the strongest available energy weapons in the game. Don't know about the Megamod, though. Here are their stats, compared with the stats of the plasma weapons:
Pulse Rifle Pulse Pistol
Turbo Plasma Rifle Plasma Rifle Plasma Pistol
Note that the Turbo Plasma Rifle costs as much AP as the Pulse Rifle in Fallout 2. And that all Pulse weapons have more damage for the same AP cost than their Plasma counterparts.
Floaters have high Electric damage (500% according to fallout wikia, I think they've mistaken this), so they are the only creatures I can think of that are easier killed with plasma weapons rather than pulse weapons.

The above text in an excuse for me to get my 300th post.
 
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