Fallout 4 is the best rifle. Rare and unique weapons

They proposed a very flexible weapon designer that allows turning any barrel chambered in any cartridge into a machine gun, carbine or rifle. However, what are the best options? We have reviewed all weapons in the game and expansions to answer this question. Be warned, this text contains spoilers.

Fallout 4 weapon theory

Let's start our guide with an analysis of the main properties that weapons in Fallout 4 have. Understanding them will come in handy when you pick up a gun for yourself or modify it - not all unique weapons in Fallout 4 can compare with properly modified regular ones.

According to the damage provided, it is appropriate to divide all weapons into four types, the farther, the less damage per second:

  • gunshot: Deals normal ballistic damage to the point where the crosshair is pointing, but bullets always have deflection. For the NPC and the player, passing damage is reduced by armor, and for the Survivor, his abilities can additionally reduce it.
  • Energy: applied by lasers, plasma and railgun. Laser weapons can set the target on fire, and plasma weapons can turn them into slime. Laser and railguns hit the point where the crosshairs are directed, much more often than plasma or firearms. The Survivor can increase resistance with several abilities.
  • Radiation: Deals significant damage to humans and normal animals, but does not affect robots and mutants. Also, the damage does not pass through the armor if it is pumped for protection from radiation. Since radiation is considered on a separate scale, radiation damage does not appear immediately - you need to stuff the enemy well with ammo, so that he will die more likely from direct exposure.
  • Poisonous: This type of damage is the hardest to predict, as it only deals significant damage after 2-3 minutes, which is a long time for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or full protection against this type of damage.

Types of weapons in Fallout 4:

  • Normal does not have any properties, has a maximum of opportunities for modifications.
  • legendary possesses so-called "legendary properties", such as fire damage or bleeding. Weapons have either several weak properties, or one strong one. The latter option is preferable, weak properties will be absorbed by armor, and strong ones will definitely break through it. Dropped randomly from legendary enemies (marked with an asterisk). Not always legendary weapon can be completely modified.
  • Unique- marked with a star and has a unique name that cannot be changed. Always has some sort of legendary property. Such weapons are issued for completing quests, they can be found while exploring the game world or bought from merchants at a high price. This weapon is only subject to cosmetic improvements, such as changing the handle.

Main legendary weapon properties, which will always be useful against any opponent, in descending order of impact strength:

  • hurting- Any target hit by at least one bullet gets 25 damage. additional damage from bleeding, and the effect affects robots and mechanisms. Ignores target's damage resistance and armor. Using this property, you can chop up the enemy with a dozen bullets and leave him to bleed, and take care of the next one yourself. This damage stacks especially well when using shotguns or miniguns.
  • Powerful- Damage to all types of enemies increased by 25%. It is not the first because it is extremely rare, and the effect itself depends on the base power of the weapon. For a weak cannon, a quarter damage increase won't help as much as an additional 15-25 damage from another property.
  • incendiary Sets an enemy on fire, dealing 15 fire damage to them. Similar to the "damaging" modifier, but not as powerful.
  • explosive- The bullet explodes, dealing 15 area damage. Allows you to reach a target if it is hidden behind cover by shooting at the surface next to the target. It can be useful at the initial stage of the game, but then it’s more profitable to hit the enemy after all.
  • crippling- Deals 50% more damage to limbs. There is a chance to tear it off or damage it;
  • Irradiating- The target receives 50 radiation, so each shot reduces the Health bar. Does not work on robots.
  • Plasma- Deals 10 additional energy damage from plasma (does not require plasma ammo), any shot has a chance to turn the enemy into slime.
  • provocative Deals double damage to targets with full health, great for starting a fight.
  • Infinite- shooting does not require reloading the magazine, but the ammo is spent. Useful for sniper rifles or carbines, but becomes useless when the same weapon appears with a more advantageous legendary property.
  • sorcerer's Deals an additional 30 poison damage over 10 seconds.
This is far from full list, so don't forget the style you play. For example, for stealth kills, legendary mods related to VATS may come in handy.

The practice of using weapons in Fallout 4

And although the above options for classifying weapons are official, it is more efficient to divide weapons by the type of cartridges used and describe the limits of weapons that are built on their basis.

Consider the difference between cartridges. Let's start with firearms:

  • Cartridge caliber.38- the most common ammunition that is used in pistols and machine guns at the beginning of the game. Limited range, low damage. At high levels, the scope of weapons built on the basis of this cartridge will narrow down to combat at a direct distance with weak opponents.
  • Cartridge caliber.44- rare, powerful ammunition for revolvers and their modifications. Practically not used due to the high recoil and low rate of fire of revolver-type weapons.
  • Cartridge 10 mm- a powerful and medium-common ammunition used in only one weapon - 10 mm pistols. Because of this, at the end of the game, even the .38 caliber loses in efficiency, but at first such pistols (especially with legendary properties) will be the last argument in battle.
  • Cartridge caliber .308- a fairly common ammunition, a weapon based on it will be noticeably more powerful than the .38 caliber and will allow you to destroy armored targets in close combat. At medium range, it deals significant damage to unarmored targets, but as the range increases, the accuracy of fire decreases.
  • Cartridge caliber 5 mm used only in the Minigun. Cheap and relatively common ammunition, you can collect several thousand by simply collecting enemies from the corpses. It consumes very quickly, deals low damage even at close range. Since the Minigun itself is a weak weapon, the practical value at the end of the game or on high level presents no difficulty.
  • Cartridge caliber .45 widely distributed in the Commonwealth, it can be called the universal ammunition of carbines. Deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored tenacious targets or legendary mutants.
  • Cartridge caliber .50 is rare, few drop outs from enemies, if you use it often, you will have to constantly buy more. Allows you to shoot confidently at long range, weapons based on it can only be sniper rifles with different optical sights. It is possible to make a pistol or a carbine p.50, but due to the recoil they will be of little use in an intense battle.
  • shotgun shell used in all types smoothbore weapons and Combat Shotguns, especially good for intense close range combat. Widely distributed in the Commonwealth, but also consumed very quickly.
  • Cartridge caliber 5.56 mm used in only one weapon - Assault Rifle. Very rare, there are few enemies in the Commonwealth from which it can be collected, it is expensive from merchants. The carbine based on it has excellent damage and accuracy, which allows you to shoot even at a long distance.
Consider energy weapon ammo. Always remember that using an energy weapon completely unmasks the character:
  • nuclear battery is a widespread ammunition in the Commonwealth, you should have no problem acquiring or collecting it. It is required for the operation of the entire range of laser weapons: pistols, machine guns, carbines, sniper rifles, which is achieved through the use of various modifications. The damage also increases as you level up, but it requires skill points.

    Due to the peculiarities of the mechanics of the shot, shooting at long distances can be difficult, we recommend using laser weapons at direct or close combat distances. In addition, damage dealt decreases with distance or due to fog. It is also not recommended to limit the magazine size - it is better to shoot more shots with medium damage and medium accuracy than a few shots with high accuracy and high damage.

  • Plasma charge- a rather rare ammunition in the Commonwealth, it can be bought from many merchants, but it can only be picked up from the corpses of the Riflemen. Just like with a laser, due to modifications, you can make a pistol, machine gun, carbine or sniper rifle from one barrel. But the damage from them will almost always be the highest in their class. This is compensated by the fact that each released plasma clot has a low flight speed, and in a number of cases such a weapon may be useless.

    Plasma easily destroys robots, vehicles and opponents in power armor, especially at close range. Less damage to Commonwealth creatures and super mutants.

  • 2mm electromagnetic cartridge It is used only in one weapon - the Railgun. The ammunition is very rare, it is practically not sold in the Commonwealth, it is an elongated needle in shape, which affects the perception of shooting. The railgun is conceived as a powerful option sniper rifle for the end of the game, it is. Modifications only adjust the firing and recoil.

After carefully reviewing all the weapons in the game and add-ons, we have chosen only those that deal guaranteed damage regardless of the type of enemy, their armor and damage resistance. Few weapon options meet all these requirements:

  • Pistols - 4 options;
  • Assault rifles and submachine guns - 5 options;
  • Carabiners - 3 options;
  • Shotguns - 1 option;
  • Sniper rifles - 3 options;
  • Various exotics, including heavy and melee weapons.

Fallout 4 best weapons: Pistols

To get the most out of pistols, you need to upgrade the Duelist perk. At level 5, non-automatic pistols deal 100% more damage and are more likely to disarm the enemy and may even maim them. However, it is not always rational to upgrade this branch, since machine guns and carbines are more effective than pistols in an intense battle.

Pistol caliber 10mm

Therefore, in the list in the first position is an ordinary 10 mm automatic pistol, very common in the Commonwealth, with the installation of modifications for which a player of level 4-15 will cope. We advise you to download it as follows:

There are many modifications, if you make improvements constantly, then the weapon will not lag behind the growth in the complexity of the enemies at the beginning of the game.

The pistol will allow you to fight effectively at a dagger or direct range, has a low cost of a shot in VATS, and the presence of a legendary property (optimal: injuring, incendiary, explosive, crippling) will only be a plus.

Alien blaster

This weapon is unique, exists in a single copy, it does not have a legendary property. Fires blue plasma that travels faster than normal green plasma. To obtain a weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky over the Commonwealth. It remains only to complete the simplest quest to find it, then track the alien and pick up the gun:

Another unique shotgun, the legendary property of this weapon is the ability to stun the enemy when hit, otherwise it is a regular shotgun. You can find this weapon in the Alliance, at a merchant named Penny Fitzgerald.

#9 Winner

Another .44 caliber pistol, when hitting an enemy, the bullets of this pistol set fire to it, causing additional damage. In order to find this pistol, you will have to wander around pretty much, for this you need to find the unmarked location “Pumping Station” next to Finch’s farm, find a door with a combination lock in this location, enter the code “10 4 5 1” and pick up the gun.

#10 Reba

Reba is a common hunting rifle, in which only the name is unique. You can find it in the location of the Rooks' house.

#11 Reba II

There, in the location of the Rukov house, you can also find the second version of the Reba carbine. Unlike the first version, this carbine has the legendary “Destructive” property, it gives 50% additional damage when shooting at mutated creatures.

#12 Silver submachine gun

This weapon belonged to a superhero named Silver Shroud, who "lived" before Great War. The funny thing is that although this weapon belonged to a superhero, it does not have any legendary properties, it's just a submachine gun with a unique name. You can get this weapon by completing the Silver Cloak quest.

#13 “Savior”

This weapon is a modified pistol that has a removable silencer and the ability to fire semi-automatically. This weapon does not have any legendary properties. If you need this semi-machine gun, then complete the Underground quest “Intelligence” and during its execution, take the gun from the body of Tommy Whispers.

This carbine has the legendary “Double Shot” property and allows you to fire a double shot using just one cartridge. This carbine can be bought in Vault 81 from the merchant Alexis Combs.

#15 chlamotron

A rather funny weapon, a kind of analogue of the racket from Fallout 3. It can shoot any trash that the main character has in his inventory. You can find this funny weapon when completing the quest "Call to Arms" for the Brotherhood of Steel, it can also sometimes be removed from the body of the Sea Devil.

In this article, we tried to provide information about weapons in Fallout 4, we hope that this article helped you choose the best weapon for yourself!

There are a lot of different weapons in Fallout 4, but what The best weapons in Fallout 4? An unambiguous answer to this question cannot be given, since this degree depends on the situation, for example, the alien blaster is one of the best weapons in medium combat, but at long and close distances it loses its advantages. Below is a list of the best weapons in Fallout 4.

alien blaster

Great for medium range combat. This weapon came from outer space on an alien ship and belongs to the category of energy weapons. Energy clots are capable of destroying the enemy in a couple of shots. However, when shooting, it is very difficult to aim, which makes it unsuitable for long-range combat. The main disadvantage of the blaster is the lack of cartridges for it in the wasteland. All the cartridges that you took from the alien will need to be saved, since there will simply be nowhere to take new ones. Perhaps this is the best weapon in Fallout 4.

Cryolator

You can find it at the very beginning of the game in Vault 111, but it is impossible to get it from under the castle, since you do not have a hacking level. You have 2 exits:

  • You can get it later
  • Take advantage of a bug in the game and ask the dog to bring it to you.

The cryolator fires cryogenic blasts that freeze the enemy and cause significant damage to his health. Great for medium to close range combat.

Power brass knuckles

The best weapon melee in Fallout 4. To get it, you need to kill the Swan in Boston Common. This weapon is very useful in close combat, but in other cases it is useless. The main plus is that it does not require any ammunition, and you can kill a weak enemy with one blow.


In that guide we'll figure it out weapon modificationFallout 4 , how to make weapons and even how to remove him, back into the holster.

War War never changes! The game meets us with such words, and also meets us with futuristic, cyberpunk weapons, without which it is already impossible to imagine the Fallout series. The development vector, from the third part, was directed towards the action (shooter) and reached its maximum in the fourth part. The role system is simplified, the armor plays a completely different role, but the screaming ... weapons never change!

Fallout 4 Weapon Mods


One of the main features in the game was the ability to improve your guns. This was in the third part, but here everything is much simpler, but at the same time much more global. Now you do not need to look for certain things for certain modifications and carry heaps of rubbish with you like a hoarder. Now if you find an aluminum can, then it is aluminum, you find an aluminum pipe and it is also just aluminum. No need to look around the world for a children's car with wheels to make a slingshot. Just collect all the trash, go to the workbench and start working.

In this part of the game, such a concept as weapon repair, because in Fallout 4 weapons now last forever.

At the workbench, you can perform the following actions:

    Modify any weapon (if you have the necessary parts).

    Dismantle unwanted weapons for spare parts (if you still don't know how to dismantle weaponsFallout 4, then here is the answer)

    Rename weapons if you don't like the name.


The improvement takes place in several stages. First we choose the base, for example a bat, then we choose the material from which it will consist, for example aluminum, and then we hang the body kit, such as chains, nails and so on.

With a firearm, it’s a little more interesting, because there are much more improvements, from changing the handle to installing an optical sight and a modified barrel. Modifications affect many parameters, such as damage, accuracy, rate of fire, and so on.


There are also many additional bonuses, for example, plus 15 points of damage to ghouls if you go naked but in socks on a full moon and if your right leg is damaged by 75%. It's a little annoying, because when you equip this weapon, you feel like you take out a loan and you quickly get money. It would be possible to do just plus 15 damage.

Many cannot understand where to buy weapons inFallout 4, but in fact, after an hour of playing, you will find many people who will be happy to shove goods for you and sometimes they will come across valuable copies. You can learn about unique weapons and where to buy them from this .

Finally, before reviewing the types of weapons, we will analyze how to hide weaponsfallout 4, after all, some NPCs will not even talk to us if they are poked with trunks. Everything is very simple! Press and hold the R key, and to get a weapon, select it in the pip-boy (by the way, read about how to make a Pip-Boy with your own hands, and you will find out where to buy the original Pip-Boy from Bethesda), if it is selected, just press left mouse button.

Fallout 4 melee weapons


percussion weapon


Brass knuckles


Fallout 4 radiation weapon (radioactive)


Pistols


Submachine guns

Fallout 4 energy weapons


heavy weapons


Fallout 4 plasma weapons


Shotguns


Fallout 4 Automatic weapons


Throwing

They proposed a very flexible weapon designer that allows turning any barrel chambered in any cartridge into a machine gun, carbine or rifle. However, what are the best options? We have reviewed all weapons in the game and expansions to answer this question. Be warned, this text contains spoilers.

Fallout 4 weapon theory

Let's start our guide with an analysis of the main properties that weapons in Fallout 4 have. Understanding them will come in handy when you pick up a gun for yourself or modify it - not all unique weapons in Fallout 4 can compare with properly modified regular ones.

According to the damage provided, it is appropriate to divide all weapons into four types, the farther, the less damage per second:

  • gunshot: Deals normal ballistic damage to the point where the crosshair is pointing, but bullets always have deflection. For the NPC and the player, passing damage is reduced by armor, and for the Survivor, his abilities can additionally reduce it.
  • Energy: applied by lasers, plasma and railgun. Laser weapons can set the target on fire, and plasma weapons can turn them into slime. Laser and railguns hit the point where the crosshairs are directed, much more often than plasma or firearms. The Survivor can increase resistance with several abilities.
  • Radiation: Deals significant damage to humans and normal animals, but does not affect robots and mutants. Also, the damage does not pass through the armor if it is pumped for protection from radiation. Since radiation is considered on a separate scale, radiation damage does not appear immediately - you need to stuff the enemy well with ammo, so that he will die more likely from direct exposure.
  • Poisonous: This type of damage is the hardest to predict, as it only deals significant damage after 2-3 minutes, which is a long time for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or full protection against this type of damage.

Types of weapons in Fallout 4:

  • Normal does not have any properties, has a maximum of opportunities for modifications.
  • legendary possesses so-called "legendary properties", such as fire damage or bleeding. Weapons have either several weak properties, or one strong one. The latter option is preferable, weak properties will be absorbed by armor, and strong ones will definitely break through it. Dropped randomly from legendary enemies (marked with an asterisk). Not always legendary weapons can be fully modified.
  • Unique- marked with a star and has a unique name that cannot be changed. Always has some sort of legendary property. Such weapons are issued for completing quests, they can be found while exploring the game world or bought from merchants at a high price. This weapon is only subject to cosmetic improvements, such as changing the handle.

Main legendary weapon properties, which will always be useful against any opponent, in descending order of impact strength:

  • hurting- Any target hit by at least one bullet gets 25 damage. additional damage from bleeding, and the effect affects robots and mechanisms. Ignores target's damage resistance and armor. Using this property, you can chop up the enemy with a dozen bullets and leave him to bleed, and take care of the next one yourself. This damage stacks especially well when using shotguns or miniguns.
  • Powerful- Damage to all types of enemies increased by 25%. It is not the first because it is extremely rare, and the effect itself depends on the base power of the weapon. For a weak cannon, a quarter damage increase won't help as much as an additional 15-25 damage from another property.
  • incendiary Sets an enemy on fire, dealing 15 fire damage to them. Similar to the "damaging" modifier, but not as powerful.
  • explosive- The bullet explodes, dealing 15 area damage. Allows you to reach a target if it is hidden behind cover by shooting at the surface next to the target. It can be useful at the initial stage of the game, but then it’s more profitable to hit the enemy after all.
  • crippling- Deals 50% more damage to limbs. There is a chance to tear it off or damage it;
  • Irradiating- The target receives 50 radiation, so each shot reduces the Health bar. Does not work on robots.
  • Plasma- Deals 10 additional energy damage from plasma (does not require plasma ammo), any shot has a chance to turn the enemy into slime.
  • provocative Deals double damage to targets with full health, great for starting a fight.
  • Infinite- shooting does not require reloading the magazine, but the ammo is spent. Useful for sniper rifles or carbines, but becomes useless when the same weapon appears with a more advantageous legendary property.
  • sorcerer's Deals an additional 30 poison damage over 10 seconds.
This is not a complete list, so do not forget about the style you play. For example, for stealth kills, legendary mods related to VATS may come in handy.

The practice of using weapons in Fallout 4

And although the above options for classifying weapons are official, it is more efficient to divide weapons by the type of cartridges used and describe the limits of weapons that are built on their basis.

Consider the difference between cartridges. Let's start with firearms:

  • Cartridge caliber.38- the most common ammunition that is used in pistols and machine guns at the beginning of the game. Limited range, low damage. At high levels, the scope of weapons built on the basis of this cartridge will narrow down to combat at a direct distance with weak opponents.
  • Cartridge caliber.44- rare, powerful ammunition for revolvers and their modifications. Practically not used due to the high recoil and low rate of fire of revolver-type weapons.
  • Cartridge 10 mm- a powerful and medium-common ammunition used in only one weapon - 10 mm pistols. Because of this, at the end of the game, even the .38 caliber loses in efficiency, but at first such pistols (especially with legendary properties) will be the last argument in battle.
  • Cartridge caliber .308- a fairly common ammunition, a weapon based on it will be noticeably more powerful than the .38 caliber and will allow you to destroy armored targets in close combat. At medium range, it deals significant damage to unarmored targets, but as the range increases, the accuracy of fire decreases.
  • Cartridge caliber 5 mm used only in the Minigun. Cheap and relatively common ammunition, you can collect several thousand by simply collecting enemies from the corpses. It consumes very quickly, deals low damage even at close range. Since the Minigun itself is a weak weapon, it is of no practical value at the end of the game or at a high level of difficulty.
  • Cartridge caliber .45 widely distributed in the Commonwealth, it can be called the universal ammunition of carbines. Deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored tenacious targets or legendary mutants.
  • Cartridge caliber .50 is rare, few drop outs from enemies, if you use it often, you will have to constantly buy more. Allows you to shoot confidently at long range, weapons based on it can only be sniper rifles with different optical sights. It is possible to make a pistol or a carbine p.50, but due to the recoil they will be of little use in an intense battle.
  • shotgun shell used in all types of smoothbore weapons and Combat Shotguns, especially good for intense close-range combat. Widely distributed in the Commonwealth, but also consumed very quickly.
  • Cartridge caliber 5.56 mm only used in one weapon - the Assault Rifle. Very rare, there are few enemies in the Commonwealth from which it can be collected, it is expensive from merchants. The carbine based on it has excellent damage and accuracy, which allows you to shoot even at a long distance.
Consider energy weapon ammo. Always remember that using an energy weapon completely unmasks the character:
  • nuclear battery is a widespread ammunition in the Commonwealth, you should have no problem acquiring or collecting it. It is required for the operation of the entire range of laser weapons: pistols, machine guns, carbines, sniper rifles, which is achieved through the use of various modifications. The damage also increases as you level up, but it requires skill points.

    Due to the peculiarities of the mechanics of the shot, shooting at long distances can be difficult, we recommend using laser weapons at direct or close combat distances. In addition, damage dealt decreases with distance or due to fog. It is also not recommended to limit the magazine size - it is better to shoot more shots with medium damage and medium accuracy than a few shots with high accuracy and high damage.

  • Plasma charge- a rather rare ammunition in the Commonwealth, it can be bought from many merchants, but it can only be picked up from the corpses of the Riflemen. Just like with a laser, due to modifications, you can make a pistol, machine gun, carbine or sniper rifle from one barrel. But the damage from them will almost always be the highest in their class. This is compensated by the fact that each released plasma clot has a low flight speed, and in a number of cases such a weapon may be useless.

    Plasma easily destroys robots, vehicles and opponents in power armor, especially at close range. Less damage to Commonwealth creatures and super mutants.

  • 2mm electromagnetic cartridge It is used only in one weapon - the Railgun. The ammunition is very rare, it is practically not sold in the Commonwealth, it is an elongated needle in shape, which affects the perception of shooting. The railgun is meant to be a powerful end-game sniper rifle option, and it is. Modifications only adjust the firing and recoil.

After carefully reviewing all the weapons in the game and add-ons, we have chosen only those that deal guaranteed damage regardless of the type of enemy, their armor and damage resistance. Few weapon options meet all these requirements:

  • Pistols - 4 options;
  • Assault rifles and submachine guns - 5 options;
  • Carabiners - 3 options;
  • Shotguns - 1 option;
  • Sniper rifles - 3 options;
  • Various exotics, including heavy and melee weapons.

Fallout 4 best weapons: Pistols

To get the most out of pistols, you need to upgrade the Duelist perk. At level 5, non-automatic pistols deal 100% more damage and are more likely to disarm the enemy and may even maim them. However, it is not always rational to upgrade this branch, since machine guns and carbines are more effective than pistols in an intense battle.

Pistol caliber 10mm

Therefore, in the list in the first position is an ordinary 10 mm automatic pistol, very common in the Commonwealth, with the installation of modifications for which a player of level 4-15 will cope. We advise you to download it as follows:

There are many modifications, if you make improvements constantly, then the weapon will not lag behind the growth in the complexity of the enemies at the beginning of the game.

The pistol will allow you to fight effectively at a dagger or direct range, has a low cost of a shot in VATS, and the presence of a legendary property (optimal: injuring, incendiary, explosive, crippling) will only be a plus.

Alien blaster

This weapon is unique, exists in a single copy, it does not have a legendary property. Fires blue plasma that travels faster than normal green plasma. To obtain a weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky over the Commonwealth. It remains only to complete the simplest quest to find it, then track the alien and pick up the gun:

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