Plasma Ammo Fallout 4l

1 view
Skip to first unread message

Kian Trip

unread,
May 23, 2024, 9:23:43 AM5/23/24
to ncidadapblis

I have always loved the Plasma weapons in Fallout, because who doesn't like turning things in to a pile of green goo? In Fallout 4 they are even more versatile because you can mod the same gun between all of the different types (pistol, rifle, heavy, etc). So... I would like to get my hands on them. Problem is they seem to be pretty rare.

Plasma Ammo Fallout 4l


Download Filehttps://t.co/MXBUxtCRQq



Plasma weapons in Fallout 4 are relatively rare because of how powerful they are. You'll almost certainly not find one before level 20 and if you do you'll most likely be out of ammo for it with no way of getting more as the plasma cartridges are some of the most expensive ammunition in the game. Ultimately random drops are random and so you may find them anywhere, higher level enemies are far more likely to carry one than lower level enemies though.

You're far more likely to find a plasma pistol than any other form factor, but this can be upgraded into a rifle using the weapons bench as required, and to that end, there is normally a plasma pistol being stored inside the Mass Pike Tunnel West (near Diamond City), inside the room containing a steamer trunk with a Plasma Pistol inside.

The "best" plasma weapons in the game are the unique faction variants such as Experiment 18-A, which can be purchased from a synth vendor in the Institute, and the AX90 Fury or Sentinel's Plasmacaster, which can be purchased aboard the Prydwen.

I bought an Incendiary Automatic Plasma Rifle from trader slightly north of a ruined town that always has a Yuo Guai resting in the center. She has a metal trailer just a few steps into the woods. I forgot the name of the town, but it's directly north of Fallon's Department Store and south of from Diamond City. It's an automatic so it pretty weak but I'm planning on modding the hell out of it once I get my hands on another one(and some ammo).

The only Enemies it is good against are the fully armoured ones, and they are not common enough to justify dropping your only ranged Weapon. So it needs some love in my opinion. Currently i cant see a reason why i should choose it over any other Weapon, especially the high damage, high ammo Las Rifles, or even the Boltgun.

So basically the rest of the Team misses out on one ranged Fighter. And if they can carry the Plasma Gunner through the Mission, i bet they can deal with a few armoured Enemies too and dont have to wait for the Plasma Player to do the only thing this Weapon is good at.

Maybe instead of having the Heat-Venting as special, that could be moved to Reloading.
As Special, a Grenade-Like splash Projectile could be neat.
Normal Fire = Armor Piercing shot.
Charged Fire = Penetrating shot
Special Fire = Lobbed Plasma Grenade

Fatshark should at least give plasmagun targets blue goo that some of the psyker staffs leave on enemies. it already looks like searing blue plasma, why not reuse it for weapon that literally shoots searing blue plasma?

You can make it work with the 20% Reload Feat and the On-Elite-Kill one.
But as far as i know neither the Ogryn nor the Mauler is considered an Elite.
Not to mention that Elite can be killed with just a few Lasgun hits.

Yep, everything the Plasma can do, another Weapon can do better.
Hordekill? Bolter.
Punch-Through? Void Staff (not on Vet, but the Effect is kinda the same, it just does not overheat and does not need a long reload. And it has infinite Ammo)

Plasma gun could do with some nice damage buffs. What would also be cool is if the damage scaled with heat level, the hotter the gun the more damage it does. It would also add an element of gameplay around playing around high heat to take down harder targets to kill.

Would also be cool if the right mouse secondary attack charged up and did an aoe attack. Like a smaller version of how plasma cannons fire. Increases heat by a ton but also allows an aoe attack, which would massively help with plasma guns ability to help with groups of mobs.

Energy Weapons are guns designed to fire using electricity as ammunition. They a are powered by standardized energy cells. Their high damage output, homogenized ammo type, and unique damage types far out shadow the rather expensive price of energy ammo. As a reference, in the following weapon statistics, Mag Size represents the amount of charge needed to fire one shot from the gun, rather than the size of the clip. How much ammo that is in the gun is dependant on the individual battery type in the gun.

Reactive electromagnetic goo that super-heats and expands when exposed to high voltage electricity under certain conditions. Can potentially dissolve organic matter into green slime. Someone who has a moderate amount of scientific knowledge can create plasma, given the right ingredients and workshop. Creating the specialized cartridges which act as firing chambers is much more difficult.

A powerful energy source that can provide a trickle of energy indefinitely when fully charged. It can also be used to power heavy machinery for long periods of time, and in a pinch serve as a power-source for weaponry (though the latter two will eventually deplete the Battery). Special machinery is required to restore charge to a Fission Battery.

Though not as powerful as plasma-based weaponry, laser weapons fire at a faster rate, more accurately and conserve the all too precious energy ammo far better than other energy weapons. Laser Weapons use Fusion Energy as Ammunition, via Fusion Cells or a Fission Battery.

Plasma Weapons are considerably more powerful than the average Firearm or laser, but are rare and take rare and expensive ammunition to operate. Plasma Weapons use Plasma as Ammunition via Plasma Cartridges.

EMP Weapons deal extraordinary damage when pitted against Robots, but deal less damage against other, more stable lifeforms such as humans or Super Mutants. EMP Weapons use Electron Charges via Battery Packs as Ammunition.

Projectile ammunition is a complex topic because, unlike hybrid or energy ammunition, different kinds of projectile ammunition can have not only different optimal range modifiers, but also different tracking modifiers and completely different damage types.

The last 3 columns indicate which non-highsec material is required to build them. an I indicates Isogen and N, nocxium. Blank indicates only the Highsec minerals of Tritanium, Mexallon and Pyerite are required. This may effect the ammo choices of hybrid users who also craft their own ammunition, especially if they mine the materials as well. Capital is not included as if you are flying one of these, you likely have easy access to these materials anyway.

Faction versions of these ammunition types are available, and offer a nice increase in damage for a price. If you can afford it it's good to carry and use one or two loads of faction ammo in PvP; for PvE faction ammo is usually not cost-effective.

Autocannons(AC) have terrible optimal ranges and long falloff (read more about optimal and falloff here). The only reasons why you should be taking ACs into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.

All T1 projectile ammo range modifiers apply to your optimal range, not falloff. As ACs have tiny optimal ranges and huge falloff, you can always load EMP, phased plasma or fusion -- your range would barely increase if you load one of the other ammo types.

(There are some very minor exceptions to this rule. For example if you're trying to hit a close-orbiting Jaguar with medium ACs Titanium Sabot not only gives you a tracking bonus, but also hits the Jaguar's weakest resist, kinetic.)

125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm ACs have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, MWDs and cap boosters without gimping your setup. Using the next tier above means 4-5% more damage, a slightly reduced ammo consumption, and more falloff.

There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long AC range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 ACs can load Tech 2 ammunition.

Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. Barrage is often very useful for kiting/skirmishing tactics: it can let small AC reach out towards the further reaches of warp scrambler range, medium AC reach out to the further reaches of warp disruptor range, and large AC reach out very far indeed. It synergizes well with ships with range bonuses such as the Stabber and Vargur

Due to the tracking penalty compared to normal short-range ammunition, you must consider whether or not you'll be able to keep your target's angular velocity low, and what countermeasures you will take--potentially including loading different ammunition--if a target closes in.

Hail does a lot of damage, on paper. It also cuts your tracking speed by 25%, optimal range by 50% and falloff by 25%. It can be an excellent high-damage option against targets which are easier to hit (e.g. they have been webbed or target-painted) and/or are one or more size classes larger than your guns (e.g. firing on cruisers or battleships with small AC, or on battleships with medium AC).

On ships with an inherent falloff bonus and one or more Tracking Enhancers fitted (such as the Vagabond), falloff can get so long that you can kite while using short-ranged, high-damage ammo rather than Barrage, for more DPS.

However, remember the tiering by damage. Some assume that since, for example, Guristas' lowest resist is to kinetic damage, titanium sabot is the best ammo to kill them. Actually, the higher damage of phased plasma makes up for the slightly worse resists.

Unlike autocannon, artillery do have a noticeable optimal range, though they also have plenty of falloff too. This means that the range bonuses from the T1 ammo types do actually let you reach further away.

7025e2c3df
Reply all
Reply to author
Forward
0 new messages