Fallout 4 Best Sniper Rifle Mod
Fallout 4 Best Sniper Rifle Mods 1. PTRS-41 - Sniper Rifle Mods. Spetsnaz Rifle.
A player's choice of sniping weapon is going to fall into a matter of personal taste and needs. I personally use the Pipe Bolt Action Rifle as my sniping weapon of choice most of the time. But I will try to pin point the good and bad aspects of a few weapons I've tried out. Bear in mind, this is my opinion only, and your choice of sniping weapon is, in the end, your choice.These rules apply to the text that follows: This assumes that you can mod your preferred weapon to your tastes, and it excludes all legendary weapons of all kinds.Your main choices for sniper weapons will be the Pipe Bolt Action Rifle, Hunting Rifle, Combat Rifle, Plasma Rifle, Laser Rifle, and Laser Musket. (This list is not all inclusive, as I am not sure there are not other legitimate options later down the game road)First, the pro's and con's.Pro's.Combat Rifle: Sixth in power. Semi automatic, uses.45 rounds early on, and can be modded later to use.308 rounds.
Pretty quick fire rate, can be suppressed, and has a large magazine capacity.Hunting Rifle: Fourth in power. Uses.308 rounds, can be modded later to use.50 cal rounds and can be geared with a silencer, has lots of mod options, and pretty much is an all around decent sniper choice.Laser Musket: First in power when cranked to max (assuming you're using a three crank or more mod). Uses fusion cells, fairly easy to gain the perks needed to mod out this weapon. To further power the shot coming from this weapon, crank it till it stops cranking.Laser Rifle: third most powerful.
![Best Best](https://twinfinite.net/wp-content/uploads/2018/05/Screen-Shot-2018-08-10-at-4.58.21-PM-600x338.png)
Accurate, lots of mod options, uses fusion cells, is one of the lightest sniping weapons on this list, and fires rapidly for a sniping weapon, allowing you to pick off other nearby targets before they get into cover.Pipe Bolt Action Rifle: fifth in power. Uses.308 rounds, can be modded later to use.50 cal rounds, and can be equipped with a suppressor, and has a good assortment of mods that can be gained cheaply early on through the gun nut perk, and is one of the lightest options in this list.Plasma Rifle: second in power. Fast fire rate, Innate plasma burning effect (needs verification), accurate, lots of mods, and is the lightest sniping weapon on this list.Now, the Cons.Combat Rifle: Very heavy, high requirements to mod out properly, loads.45 rounds early on, requires a mod to fire.308 rounds, and the lowest per shot damage of the sniping weapons listed here.Hunting Rifle: Heavy when fully modded, even with a light frame mod,and the fire rate is what you'd expect from a bolt action weapon. Properly modding this weapon requires higher level perks.Laser Musket: You get one shot. After that, you have to crank the weapon again. Not a terrible thing, considering that your first well placed shot should easily terminate your target, but it doesn't help making those follow up shots.
Also, the weapon cannot be suppressed and gives your position away. The musket is also pretty heavy, weighing in around 20+ pounds after modding.Laser Rifle: Cannot be suppressed in any way.Pipe Bolt Action Rifle: Aesthetically speaking, it looks like en elongated piece of crap.
Fire rate is abysmal, slower than even the Hunting Rifle, so follow up shots are not usually feasible.Plasma Rifle: Cannot be suppressed in any way.My Sniping weapon of choice for most situations: The Pipe Bolt Action Sniper Rifle.Reasons: Though it looks like crap, it is the lightest sniping weapon that can be suppressed. When sniping, I plan out one well placed shot into someone's head, then back off if I can to wait for my next opportunity, so I don't often need to worry about follow up shots most of the time. Fully modded, the Pipe Bolt action isn't that far behind the Hunting rifle (only about 5 points difference) while saving around 10 pounds of weight (I tend to pack rat a bit, which mainly revolves around a few extra guns). The weight I save allows me to carry a few choice back up weapons in case I end up in a pinch, and to pick up a few extra odds and ends here and there for my budding community. For those situations I feel I need some serious raw sniping damage, I turn to the Laser Musket. I don't carry it around typically though, because it weighs so much (and I have a habit of making low strength characters in the fallout series).
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Comment on the appropriate page if you have a tip to share with other readers.Fallout 4: Weapons Mods The Basics of Tweaking Guns for Different Situations Weapon Mods allow hundreds of different weapons to be made in Fallout 4. This Sniper Rifle is quite powerful and has served my mid-level character very well.Depending how far you are in the game, this guide may or may not be helpful to you.
Players who do not yet own Fallout 4 and wonder how weapon mods work may find this enlightening and encouraging. Some players may wonder how to get a sniper rifle in Fallout 4, without realizing there is no 'sniper rifle'. The game generates names based on the mods on a weapon, and a sniper rifle is a hunting or combat rifle with a scope! Test Weapon AP by targeting people and turrets in town. Just don't accidentally shoot them.VATS AP and Weapon ModsI've covered the for do-it-yourself-ers, but figured that some new or uninformed players might like to see a couple of examples of how to fine-tune weapons to you needs.
![M82 M82](https://i.ytimg.com/vi/9vsKiK9CaDs/maxresdefault.jpg)
Let's look at two hunting rifles. One turned into a sniper rifle, the other retaining its original name albeit with a very different personality. I'll explain the changes that drastically alter the weapon as I go, and hopefully you'll learn enough to do what you want with your weapons and get more mileage out of them while also learning something useful.Test Character StatsThe Character I'm testing the weapons below with has been set to exactly 150 AP for easier math, I can't tell the exact AP cost and must estimate. He has one point in Rifleman (+20% damage), so his damage values are higher than you might see right away. With more ranks in Rifleman, the damage stated for his rifles would far exceed these values even without advanced mods from Gun Nut. This is good to know: weapon damage values do take your Perks and other bonuses into account when they're showing you stats, and the weapon's values with mods get boosted by the +% you have from weapon specialization Perks. If a pistol were to gain +10 damage from a weapon mod and I have 3 ranks in Gunslinger, I'd instead see it rise by 16 when selecting the mod.You can easily test AP cost in town, so long as you have at least a turret set up.
Target it in VATS and it will give you an accurate representation of what your AP cost will be during live combat. While exact numbers aren't revealed, you can do some estimation with math by dividing the amount of AP you have by the number of shots it allows you to take. Be sure to take your clip size into account.
Reloading during combat takes AP without Perks. Thankfully, you can give weapons a larger magazine without Gun Nut for the most part, they'll just be slower to reload without higher ranks. Making Hunting Rifles & Sniper Rifles Looking for a Sniper Rifle in Fallout 4? You probably already have one. Hunting Rifles turn into great Sniper Rifles with weapon crafting.Hunting RifleHunting Rifles make the best ballistic Sniper Rifles because they can be modified to use.50 caliber rounds with higher ranks of Gun Nut - they're better than Combat Rifles for this role because of this, though both can become 'sniper' rifles, the other will be a 'Combat Sniper Rifle'.
The base weapon is pictured above, with pretty much standard mods you'd expect on a hunting rifle, only with a full stock which is not the 'standard'. More Fallout 4 GuidesShare Tips and Strategies Below. Play as a Raider in this DLC. Learn about the DLC, its secrets, and read walkthroughs. Guides to building bots and quest walkthroughs. An in-depth guide to Settlements and managing them. the best perks for a melee character.
Learn to be stealthy. Shots to Crit and Crit damage mechanics. General advice for creating your own build. AP and all the things that affect it. all about the V.A.T.S. And AP usage on weapons. pointers that will help new players.
Weapon mod examples. Heavy hitter and fast-firing Comparison - two guns from the same base. I'm coming a bit late to be helpful to you but in case anyone else asks and finds this: You can save as many as you want. The DLC doesn't affect perks that much, just some extra usage of Rank 1 Robotics Expert and possible use of Inspirational if you want to buff the companions.Overall Bethesda should not be breaking save files with DLC. Many of us have high level characters and that'd really disappoint us.
Fallout 4 Most Powerful Sniper Rifle
With the new survival mode, you DO need a new character but DLC should always tack on content that will affect gameplay but not your save files:). Why not go all the way with the vats hunting rifle and go smallest quick magazine, longest light barrel and strongest calibrated receiver?
I mean, that's how you REALLY get a beast vats gun out of the hunting rifle, in fact i think it's probably the best base vats gun in the game, other than maybe the sawed off calibrated short stock double barrel. Those two weapons are redonkulous, you just have to have really high perception. I'd recommend starting at 10, using drugs to lower perception through withdrawl to under 10 to get the special book so that it goes back up to 11, then get the bobblehead at the museum. Then you can crank up perception with clothes and glasses, etc and use that beast 'mid range' hunting rifle at stupid long ranges accurately.btw i think that lucky doesn't stack with calibrated ( or maybe it was the plasma/laser receiver that does 4x crits) so if you have that you should just go for the strongest receiver and relentless/vats enhanced. With vats enhanced you could probably get away with putting a scope on there and getting even MORE accuracy out of it. Insane for the shotgun in vats.