Guns or Energy Weapons

Guns (scoped rifles for long range and shotguns for short range)

Tho i have tried out Fallout3 with EVE mod (Energy Visuals Enhanced)
and it was an amazing experience, strongly recommended mod for any EW lover.
 
Wintermind said:
Because in real life dudes generally carry around giant fucking machineguns and flamethrowers and shit like that.

No, they just open a wormhole and make it disappear mid-air until the next time they need it.
 
:::SILUS::: said:
Wintermind said:
Because in real life dudes generally carry around giant fucking machineguns and flamethrowers and shit like that.

No, they just open a wormhole and make it disappear mid-air until the next time they need it.
Really?I could have sworn that they stashed those huge weapons in there pants. :wink:
 
"Lucky" revolver with handload ammo kicks ass. There is much more ammo available for guns than EW.
 
I prefer Guns. I can shoot from long distance with a service rifle and be confident it will hit. Lasers not as much and if the enemy is paying attention, plasma will miss.

That said, when its time for Robots or Deathclaws, the Plasma Defender I always keep comes out.
 
I train heavily in melee and unarmed, so no matter the circumstances, I am always ready to fight. But on topic I prefer guns because of their stopping power plus disintegration is anti-climatic after a while.
 
I go with guns every time. I like the variety of the guns and ammo so much more than EW. And I believe some have said before that you don't get a silencing option with EW.
 
WhataLush said:
And I believe some have said before that you don't get a silencing option with EW.
They don't silence, so the same (gimmicky exploit) "tactic" of point-black sneak crit'ing an entire guard post's members in the head without alerting anyone is impossible. However, laser weapons ARE quieter than standard firearms, so if you get the Laser Scope (or just have great aim) and take out sentries from long distance, you'll only raise your alert to [CAUTION] rather than [DANGER], similar as if it were a silenced shot.

Then again, at long enough distances, I suppose that's the reaction you'd get anyway? I just know that when I was using Energy Weapons for the Achievements, I was able to be somewhat stealthy.

It is surprising how potent the "lowest grade" SMG in the game is, though. All the same, I still go for Guns and acquiring a fully decked-out Sniper Rifle for my purposes. The only Energy Weapon that caught my eye was the "Laser Tommy Gun" (as one user put it), but that thing was all flare, and little function, so I stick with my boomstick... =)
 
good point of energy weapon
1.max charge cell makes weapon piercing dt and increasing damage.
because of it, you can kill deathclaw easily with full upgraded laser rifle
2.powerful weapon:LEAR, hollorifle, gauss rifle(although it wasn't energy weapon at 2), plasma caster
3. easy to make normal and special ammo , easy to acquire

bad point
1. no silent option (although there's 1 energy weapon silented in project nevada)
2. bad condition


I love 9mm SMG. full upgraded 9mm SMG with grunt perk is quite powerful for low dt enemy. with gunrunner's arsenal, I can make 9mm JHP with 9mm easily. although it can't kill deathclaw or robots,
it can kill Tunneler, night stalker, cazador and any other low dt enemy. another good point is it's Ammo capacity is 60! :crazy:
 
Guns Guns Guns. Powered armor soldiers lemme pull out the automatic rifle with .308 armor peircers good against deathclaws too. But a .50cal in my hand versus anything I = death!!!
 
Guns cannot compare to energy weapons in performance at all, they are the poor man's choice of weapons.

Legendary gauss rifle greatly outdoes the anti-materiel rifle, Gatling laser greatly outdoes the minigun, etc.etc. All with a lower str requirement, higher crit chance, and the choice of using max charged ammo for almost double damage per shot(With high armor penetration to boot.).

The lack of diversity in ammo means it's simple, easy and efficient to load up and convert ammo. The biggest problem with Energy weapons is that it's almost imperative that you join the NCR to get the abundance of ammo that you need. Also the weapon decay rate with mc ammo is incredibly high.(Not an issue with Raul as a companion, and there's really no reason to not have Raul as your humanoid choice.)

But if you like investing stats and perks to use weapons that will never be as good as the alternative, just to save some caps on ammo, then go with guns. Otherwise, leave the past behind and upgrade to the weapons of the future.

pew pew, zaap pew.
 
Since you never really use Energy Weapons in the beginning of the game, I never put any points on it.

And then by the time when I can afford or find Energy Weapons, it is already late in the game, and I have overpowered my guns or unarmed skills (to like 80 or 90) and my Energy Weapons are still at like 15. So then I feel it would be really stupid to use Energy Weapons that late in the game with such low skill.
 
I never used Energy Weapons until I downloaded the EVE mod. Now they are actually worth using. I still stick to guns mainly though. Especially with Book of Earache. Damn those guns are fun.
 
Well, I play ironman, very hard, jesawyer and I'd go with energy weapons every time because:

1) EW ammo is interchangable. With efficient recycler perk it also becomes almost unlimited with a workbench handy. When going into Zion, for example, you can take 1 good EW (like the LAER, gatling laser or even RCW) and a decent stack of ammo and need nothing else. Guns can't do this.

2) Max charge and efficient recycler optimized ammo is more readily accessable than guns ammo and you can easily convert it yourself. This means ALL EW ammo you pick up is useful to you, as opposed to guns ammo where probably 80% you pick up is useless to you (until you switch off your guns) Guns ammo is also fundamentally much harder to craft in significant quantities.

3) Science is (IMO) one of the key skills in FO:NV - you need it for so many quests, perks, crafting recipies of course the endless computer terminals. It synergises perfectly with energy weapons.

Since you never really use Energy Weapons in the beginning of the game, I never put any points on it.
I use EW right from the get-go. You start with one if you tag EW! The laser/plasma pistol are solid early game weapons (with mods ideally) and if you're lucky enough to score an RCW (laser tommy gun) early on you're rocking with one of the best close/mid range weapons in the game.

Guns cannot compare to energy weapons in performance at all, they are the poor man's choice of weapons.

Legendary gauss rifle greatly outdoes the anti-materiel rifle, Gatling laser greatly outdoes the minigun, etc.etc. All with a lower str requirement, higher crit chance, and the choice of using max charged ammo for almost double damage per shot(With high armor penetration to boot.).

The lack of diversity in ammo means it's simple, easy and efficient to load up and convert ammo. The biggest problem with Energy weapons is that it's almost imperative that you join the NCR to get the abundance of ammo that you need. Also the weapon decay rate with mc ammo is incredibly high.(Not an issue with Raul as a companion, and there's really no reason to not have Raul as your humanoid choice.)

But if you like investing stats and perks to use weapons that will never be as good as the alternative, just to save some caps on ammo, then go with guns. Otherwise, leave the past behind and upgrade to the weapons of the future.

This I totally agree with. It suprised me to learn through experience that EW's are in fact superior to guns in almost every way except really high DT penetration (which, lets face it - means only means deathclaws) The LAER with MC ammo can slaughter a deathclaw in seconds. It can even handle 2 or 3 DC's if you're a good shot. Combined with turbo and nothing stands a chance.

The gatling laser absolutely slaughters 80% creatures out there as they have little/no DT. Combined with efficient recycler it means you can always rely on having plenty of ammo regardless of how far you are from the nearest vendor.

I've finished the entire game including expansions without dying and one of the key elements was making sure I carried a gatling laser and LAER at all times. You do need a supply of weapon repair kits, however, as both weapons degrade fast.

Having said all this - I do love some guns: namely the light machine gun, minigun and AMR due to the fact that they have such great action. :)
 
Josan12 said:
1) EW ammo is interchangable. With efficient recycler perk it also becomes almost unlimited with a workbench handy. When going into Zion, for example, you can take 1 good EW (like the LAER, gatling laser or even RCW) and a decent stack of ammo and need nothing else. Guns can't do this.

2) Max charge and efficient recycler optimized ammo is more readily accessable than guns ammo and you can easily convert it yourself. This means ALL EW ammo you pick up is useful to you, as opposed to guns ammo where probably 80% you pick up is useless to you (until you switch off your guns) Guns ammo is also fundamentally much harder to craft in significant quantities.

That's debatable. Sure, three types of ammo power 90% EW weapons but

a)the total number of EW weapons is small compared to the Guns weapons

b)multiple EW weapons use more than one battery per shot

For example, there are 7 weapons that use the Small Energy Cells, but there are 5 weapons that use the .357 ammo. There's 12 weapons that use MF Cells(!), but they are heavy and multiple weapons use more than one cell per shot (the Gauss Rifle uses five). .44 + .308 ammo weight just as much as 1 MF Cell, are quite common and can be used by 8~10 weapons total.

On top of that keeping Guns maintained is much easier (especially with the jury rigging perk)and if you have the hand-loader perk making ammo isn't a problem at all. Also some Guns can be silenced, EW weapons cannot. All Guns are hit-scan weapons, part of EW weapons are plasma based.

It's not that Energy Weapons are bad but they can't beat the flexibility of the Guns weapons.
 
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