Fallout 4’s Commonwealth is full of landmarks, enemies and incredible scenery. Making your way through the entire map will see you run into countless opponents, all of which you’ll likely try to kill before they kill you. You can mow them down with Gatling Lasers, disintegrate them with Mini-Nukes or simply bash their heads in. All of these playstyles are engaging to play, one of the most fun though is sniping from a distance.
Unique / Rare weapons
are the strongest, most useful, and generally the best weapons in Fallout 4. They grant the player special bonuses, like making the target stagger more often, or irradiating/poisoning them.You can get them by killing unique enemies (and looting their bodies), or by finishing quests. This guide will show you the best unique and rare weapons in Fallout 4, where to find them and what they do.
Salvaged Assaultron HeadType: Energy PistolBonus: Charged by reloading repeatedly. The more charges, the higher the damage. Irradiates user. Location: This weapon was introduced in the Automatron add-on. You’ll find it in Fort Hagen Satellite Array, all the way to the east. When you go down the long, winding stairs, go through the door on your left. The head is in the cage on the right, in a chest. You’ll need to finish the Headhunters quest first (if you’re currently doing the quest, the chest is at the end of the exit route, right before the stairs). Junk JetType: Junk launcherBonus: Uses junk items as ammo, shots can be charged for more damage Location: The Junk Jet can be found in the basement of ArcJet Systems, in the part of it that’s first accessible during the Call to Arms quest. It’s on a table in the engine control room (the one before the one with the generators), next to the broken concrete wall. JusticeType: ShotgunBonus: Chance to stagger on hit Location: This one can be bought from Penny Fitzgerald in Covenant. You’ll have to take a psychological test at the gate to enter, but it seems there’s no wrong answers. Big BoyType: Missile launcherBonus: Fires two Mini-Nukes at once Location: You can buy the Big Boy at the Diamond City Market, from Arturo. Kellog’s PistolType: RevolverBonus: Critical hits refill AP Location: You can only get it during the Reunions main quest. It’s in Fort Hagen, equipped by Kellog. After you defeat him, loot his body to get the pistol. Experiment 18-AFallout 4 Automatic Rifle ModType: Plasma RifleBonus: +25% fire rate, +15% reload speed Location: This one can be bought from the merchant in the Institute. It’s quite expensive, but also very effective against synths. BroadsiderType: CannonBonus: None Location: You’ll get this cannonball launcher as a reward for doing a relatively long chain of quests to help the robotic crew of the USS Constitution. It uses actual cannonballs as ammo, and we haven’t seen many of those around, but it does great damage. DelivererType: PistolBonus: Improved VATS hit chance, 25% less Action Point cost. Location: You will get this pistol during the quest Tradecraft (main quest chain). At the very end of the quest Deacon will whisper to you – Dead guy on the floor. Loot the guy and you’ll get the unique weapon Deliverer. Short Syringen RifleType: RifleBonus: None Location: Go to Vault 81, northwest of Diamond City. You’ll have to complete several quests first. After finishing “Hole in the Wall” quest, doctor Forsythe will reward you with this weapon. AX90 FuryType: GunBonus: 50% more damage vs. Super Mutants. Location: Sold by Teagan, who shows up after completing the main quest Reunions. The GainerType: RevolverBonus: Sets targets on fire for 15 points of damage Location: The Gainer is in a pump station a bit east from Finch Farm. Go into the building, and follow the corridors until you’ve found a mechanism with four buttons. You should set the numbers above them to 10, 4, 5, 1, by pressing each button a number of times. This will unlock the door to the dead body and the revolver next to it. Virgil’s RifleType: RifleBonus: +50% damage against super mutants Location: You can only get this weapon during or after The Glowing Sea quest. Go to the Rocky Cave, south-west of Atom Crater – it looks like it’s outside the edge of the map. It’s a dangerous place, with lots of radiation and a Deathclaw in front of the entrance. Virgil lives in that cave, and you can either steal the rifle from him or kill him and loot it. It works in both his super-mutant and human form. CryolatorType: RifleBonus: Freezes enemies Location: The Cryolator is in a case with a Master Lock in Vault 111. There’s a glitch that lets you have it without picking the lock, though. Take Dogmeat with you, and when you’re in front of the case, tell him to fetch an item (talk->fetch->items), and he’ll pull it out of the case as if it were lying on the floor. REBA IIType: RifleBonus: +50% damage against Mirelurks and bugs, night vision scope Location: Go to the Rook Family House, on the peninsula in the far north-east. Kill the Mirelurks in the street, then talk to the man on the roof. He’ll ask you to fix some turrets around town, and when you do, he’ll reward you with the REBA II. Don’t think about killing or robbing him – the gun will disappear if you do. Prototype UP77 “Limitless Potential”Type: Laser GunBonus: Unlimited ammo capacity (never has to be reloaded) Location: You’ll find this laser pistol near University Point, on the coast south-east of Diamond City. Go into the bank using the side entrance, then go through the door on the right. Descend into the basement, and go into the bank vault. Open the safe with the Master Lock on it, and press the red button. A secret chamber will open up, and you’ll find the weapon on the table inside.
Grognak’s Axe
Type: AxeBonus: Hit cause more stagger, and targets take bleed damage. Location: Just north-east of Diamond City look for a Hubris Comics building. When you enter the building look to your left, and you’ll see Grognak’s Axe in a locked glass box. You must have the advanced lockpicking skill in order to obtain Grognak’s Axe.
Furious Power Fist Weapon
Type: Melee WeaponBonus: Hit cause more stagger, and targets take bleed damage. Location: In order to get this Melee weapon you have to defeat a huge boss Swan. Head to the Swan’s Pond, it’s to the right of Diamond City. You’ll find him next to the pond. The whole area has a lot of radioactivity. Since the boss is quite strong use Nuka Grenade and Molotov Cocktails to defeat him faster, or drop down mines and lure him into them.
Gamma Gun
Type: GunBonus: None Location: You can get Gamma Gun on the bottom left corner of the map in Decayed Reactor Site. You’ll need Power Armor, or a Hazmat Suit in this area. You can get Hazmat Suit in the “Hugo Hole” place, on the right side of the map. Inside the crashed dome look for a corpse and loot it. There is a strong mob inside, lure it out before you loot the bead body.
Alien Blaster Pistol
Type: Pistol Bonus: None Location: It can be found near Oberland Station, during event Alien Crash Site. This event occurs if you are lvl 14+. Look for a little alien in a nearby cave. Check out screenshot guide for Alien Blaster Pistol.
Overseer’s Guardian
Type: RifleBonus: Shots an additional projectile Price: 3138 Location: It can be bought in Vault 81 (just left of Diamond City). In order to enter this vault you must have 3 Fusion Cores, so bring them with you. When you enter the vault choose the right path that leads to elevator. From the elevator go right and you will find Alexis Combes in Depo.
Kremvh’s Tooth
Type: Knife Bonus: Targets bleed and are poisoned. Exceptional damage. Location: This weapon can be found in Dunwich Borers, on the right side of the map, near Hugo’s Hole. This is a high level area, with numerous mobs, thus be careful. It’s pretty tricky to describe the exact location of the weapon because it’s hidden in an underground pond, and the whole area is radioactive, thus, you have to act fast. We suggest you to watch Kremvh’s Tooth video guide first.
Shem Drowne Sword
Type: SwordBonus: Targets take radiation damage. Location: In Diamond City look for Valentine Detective agency. Take the files from the office, that will trigger the quest The Gilded Grasshopper. It’s a long quest, but at the end it takes you to the graveyard where you have to dig up a grave.
So often you see raiders holed up in a huge district, it’s tempting to run straight in with your trusty shotgun but take a minute to use a marksman rifle from range. The satisfaction is endless, enemies will have a hard time shooting back and you can clear the area without stepping inside at all.
If you’re looking to start sniping in Fallout 4, you need to know which weapons to use. This list will detail the 10 best sniper rifles in the game, with enough information for you to snipe from level 1 to level 70!
10. Pipe Bolt-Action Pistol
One of the very, very first weapons you’ll encounter. Pipe weapons are all over the place, not just in the early game but for your entire playthrough. Their robust, hand-made nature makes them a favorite among small time thieves and soldiers in the Commonwealth.
Bolt-action weapons tend to have extremely low fire-rates with high damage and accuracy. This particular entry doesn’t really have any of the latter but it’s the best option for new characters!
Mod recommendations
Receiver: Standard
Barrel: Stub
Grip: Standard
Magazine: N/A
Sights: Long Scope
Muzzle: None
9. Laser Musket
Shortly after leaving the starting area, you’ll enter Concord, if you’re following the quest-line anyway. You can’t miss the Laser Musket found outside the Museum. While it lacks the range of other rifles, this weapon has a high damage output for how early you obtain it.
A horrific reload system is a nightmare to use though, so really try to use a Laser Musket at longer ranges!
Mod recommendations
Receiver: Standard
Barrel: Bracketed Long
Grip: Full Stock
Magazine: N/A
Sights: Long Scope
Muzzle: Beam Focuser
8. Pipe Bolt-Action Sniper Rifle
A weapon’s workbench, plenty of resources and the Gun Nut 2 perk is required to turn your Bolt-Action Pistol into a Sniper Rifle. Or you can get lucky and find this weapon on a corpse. The main difference between this entry and the 10th entry is the receiver, as the Pipe Bolt-Action Sniper Rifle uses .50 caliber rounds instead of the low-damaging .308.
It’s as close to a strong sniper rifle as you’ll get in the early game, you can actually find one in a house in Concord so I highly recommend new players pick it up as soon as possible.
Mod recommendations
Receiver: .50
Barrel: Long Light
Grip: Marksman’s Stock
Magazine: N/A
Sights: Long Scope
Muzzle: Large Bayonet
7. Hunting Rifle
Hunting Rifles can be found all over the place, from raiders to your average weapon crate. With considerably high damage, acquiring a Hunting Rifle will set you up for dozens of levels to come. Absurdly good in the early game, this weapon translates well into the mid and late game, especially with workbench improvements.
Mod recommendations
Receiver: Standard
Barrel: Short Light
Grip: Short Stock
Magazine: Medium
Sights: Medium Scope
Muzzle: None
6. Reba 2
If you’re tired of searching for a half-decent rifle, Reba 2 is right up your street. A simple quest is required to obtain this weapon, simply visit Salem and speak to Barney Rook. He’ll need you to switch on 5 turrets, which requires you get past a dozen or so Mirelurks.
Reba 2 has the benefit of dealing 50% more damage to insects and Mirelurks. This doesn’t sound too great but if you’ve ever faced a Mirelurk Queen, you’ll know exactly how much damage they can take. Adding 50% bonus damage can significantly reduce the time it takes to get past one of these gigantic creatures.
Apparently it comes standard with a normal scope equipped but mine came with the Night Vision scope shown above? Very weird.
Mod recommendations
Receiver: .50
Barrel: Long Ported
Grip: Marksman’s Stock
Magazine: Large Quick Eject Mag
Sights: Long Recon Scope
Muzzle: Bayonet
5. Plasma Gun
Not only does the plasma gun hit hard in terms of physical damage, it also deals some nice energy damage on top. Why is this important? Most enemies wear armor with either a balance or one-sided approach toward resistances. Having a weapon that hits both is deadly.
A normal Plasma Gun won’t be effective at long range but if you upgrade it with the below mods, you’ll have a potent long-range weapon. Getting your hands on a Plasma Gun is difficult though, they’ll only start popping up in the world from level 16!
Mod recommendations
Receiver: Overcharged Capacitor
Barrel: Improved Sniper Barrel
Grip: Marksman’s Stock
Magazine: N/A
Sights: Large Recon Scope
Muzzle: N/A
4. Combat Rifle
Number 5 to number 3 on this list are semi-automatic rifles, just letting you know. While you may only be interested in bolt-action rifles, these other weapons utilise different ammo types and it’s beneficial to use two or three different long range weapons.
Equipped with a .308 receiver, the Combat Rifle will deal heavy damag at all ranges while retaining a fairly high fire-rate. To find this rifle, there are pre-set locations across the Commonwealth but they won’t spawn on raiders/gunners etc until level 15.
Mod recommendations
Receiver: .308
Barrel: Long Ported
Grip: Marksman’s Stock
Magazine: Medium Quick Eject Mag
Sights: Medium Scope
Muzzle: Large Bayonet
3. Laser Gun
Readily available to players at all levels, Laser Guns can be acquired early on and used as an alternative sniper rifle, utilising energy damage. The addition of a sniper barrel turns a regular Laser Gun into a Laser Sniper Rifle, equipping a Fune-tuned Beam Focuser will further bolster its range and recoil.
For how much damage it does, with high accuracy and range, you’d think the rate-of-fire suffered a lot but it really, really doesn’t. Every ex-vault dweller should have a Laser Gun in their inventory!
Mod recommendations
Receiver: Standard
Barrel: Sniper
Grip: Marksman’s Stock
Magazine: N/A
Sights: Medium Scope
Muzzle: Fine-tuned Beam Focuser
2. Tinker Tom Special
Essentially a normal hunting rifle with some extra mods, the Tinker Tom Special comes fully equipped with the Stalker trait. This grants exceptional accuracy in VATS while out-of-combat, although it does increase AP usage.
Such a trait is amazing for starting fire-fights though, it almost guarantees a head-shot, even at far ranges!
Mod recommendations
Receiver: .50
Barrel: Long Light
Grip: Marksman’s Stock
Magazine: Large Quick Eject Mag
Sights: Medium Scope
Fallout 4 Automatic Vs Rifle
Muzzle: Bayonet
1. Mighty Sniper Rifle
Yet another hunting rifle, however this one has a very special trait. The Mighty skill increases damage dealt by a whopping 25%, but you can also go for Plasma Infused which adds 10 points of energy damage. Either is great, but you shouldn’t get too attached to a sniper rifle without one of them.
As soon as you receive this weapon, you’ll have the perfect sniper rifle, especially if you can out-fit it with the below mods!
Fallout 4 Automatic Rifle BuildMod recommendations
Receiver: .50
Barrel: Long Ported
Grip: Marksman’s Stock
Magazine: Large Quick Eject Mag
Sights: Medium Scope
Muzzle: Bayonet
//Where member variables are declared:JProgressBar progressBar.//Where the GUI is constructed:progressBar = new JProgressBar(0, task.getLengthOfTask);progressBar.setValue(0);progressBar.setStringPainted(true);The constructor that creates the progress bar sets the progress bar's minimum and maximum values. The minimum and maximum values used in this program are 0 and the length of the task, which is typical of many programs and tasks. However, a progress bar's minimum and maximum values can be any value, even negative. You can also set these values with setMinimum and setMaximum. Java progress bar example.
Related PostsComments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |