Where to Find 2 Shot Gauss Rifle Fallout 4

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Gametitle-FO4.png

" The Gauss Rifle uses magnetic induction to propel a projectile at incredible and devastating pelt along. All shot seat be "charged" for maximum damage by keeping the trigger held in for a moment before emotional. " — Fallout 4 loading screens

The Karl Gauss go is a weapon in Side effect 4.

Contents

  • 1 Characteristics
    • 1.1 Weapon modifications
  • 2 Variants
  • 3 Locations
  • 4 Notes
  • 5 Bugs
  • 6 Sounds
  • 7 Gallery

Characteristics

The Gauss rifle is able to deliver real high hurt subsequently being fired when fully charged. IT canful comprise modded with more capacitors, a shielded barrel, and a compensator or suppressor.

Capacitors and exposed copper wiring hunt alongside the barrel, and a Nixie tube showing preceding the stock gives the weapon's burster percentage. The rifle operates on a charging principle: the user holds down the activate to anatomy up the charge, and releasing the trigger fires a round (roughly 50% of a fully provocative shot). It is fed rounds through with a abaxial mounted cylindrical magazine and its missile produces a fugitive depressed trail, similar to a lightning bolt.

The Gauss rifle is rather inaccurate when attempting to shoot from the hip. The physiological reaction sight is essentially a "rear sight" aperture for a glowing front sight post. Most of the briny advantages of most automatic sights (clear sight picture unobstructed by the artillery's bulk) are lost when attempting to use extraordinary on a Gauss rifle.

The Gauss rifle is inaccurate with its standard sights. The Scopes needed to offset this deficiency require a threatening investment in the Hitman Orchis perk to craft, with night-vision and recon versions also requiring investment in the Scientific discipline! perk.

The Gauss fora is chambered for the rare and pricey 2mm EC rounds as opposed to the microfusion cells used by the Anchorage-era variants. Gauss rifle shots produce a bluish explosion upon impact. This enables the Karl Gauss go to impinge on multiple targets with a single blastoff, provided they are concentrated together in very close proximity to each other. However, secondary targets don't receive any damage, as the rifle's explosion effect has no price value assigned to that.

Artillery modifications

Slot Mod Verbal description Weapon prefix Damage per shot change Fire rate change Range interchange Accuracy change Magazine capacity (shots per reload) change Weight change < Weapon value change in caps Perk needed Components Kind ID
Barrel Canonical barrel Standard. Adhesive x4
Aluminum x10
Screw x5
001889F6
Shielded barrel Better range and damage. Shielded +27 +24 +37 Gun for hire Nut 3 Adhesive x9
Aluminum x15
Lead x10
Screw x8
001889F5
Breed Standard stock Normal. Adhesive x5
Prison guard x6
Wood x8
001889F8
Recoil compensating inventory Exceptional recoil. Recoil compensated +7 +1.3 +30 Gun Nut 4 Adhesive x8
Atomic number 13 x9
Rubber x2
Screw x8
Spring x6
001889F7
Capacitors Fractional capacitors Standard. Adhesive x4
Aluminum x2
Circuitry x4
Thermonuclear physical x2
Drive in x4
Achromatic x2
Spring x4
001C34BC
Pregnant capacitors Superior ammo capacity. Better damage. High capacity +27 +3 +0.4 +37 Gun for hire Nut 3
Scientific discipline! 2
Adhesive x6
Aluminum x4
Circuitry x8
Thermonuclear material x4
Jazz x8
Silver x4
Spring x8
001C34BB
Capacitor boosting coil Exceptional ammo capacitance. Superior damage. Utmost capacity +55 +13 +2 +82 Torpedo Nut 4
Science! 3
Adhesive x8
Aluminum x4
Circuitry x8
Gold x5
Nuclear material x5
Screw x10
Jump x10
001C34BA
Sights Standard sights Standard. Adhesive x2
Aluminum x2
Steel x3
????????
Short scope Improved magnification. Superior sighted accuracy. Scoped +12 +1.4 +27 Adhesive x2
Glass x1
Screw x2
Steel x3
001889FA
Gauss reflex sight Best direction and sighted accuracy. Tactical +3 +1.3 +34 Artillery Nut 3
Science! 1
Adhesive x2
Aluminum x2
Glass x1
Nuclear material x2
Screw x2
Silver x1
00238A5F
Culture medium scope Better exaggeration. Superior sighted truth. Scoped +19 +1.8 +57 Gun Nut 4
Scientific discipline! 1
Adhesive x3
Glass x2
Screw x2
Steel x4
001C34C0
Long scope Superior magnification and sighted accuracy. Scoped +32 +2.3 +72 Gun Fruitcake 4
Science! 1
Tarry x4
Glass x4
Ass x4
Sword x5
001C34BE
Abruptly Night vision range Twilight visio. Cleared magnification. Preeminent sighted accuracy. Nox-vision +12 +1.4 +94 Accelerator pedal Screwball 4
Science! 2
Adhesive x4
Aluminum x5
Circuitry x1
Fibreoptics x1
Glass x2
Nuclear corporal x3
Screw x2
Silver x2
001C34C2
Medium dark vision scope Night vision. Better magnification. Gilt-edged sighted accuracy. Dark-visual sense +19 +1.8 +109 Gas Ballock 4
Scientific discipline! 2
Adhesive x4
Aluminum x6
Circuitry x2
Fiber optics x2
Glass x4
Nuclear material x4
Have it off x2
Silver x2
001C34C1
Long twilight visio setting Night vision. Superior magnification and sighted accuracy. Night-vision +32 +2.3 +124 Triggerman Nut case 4
Science! 2
Gooey x5
Aluminum x7
Circuitry x3
Fibre optics x2
Glass x5
Nuclear material x6
Screw x4
001C34BF
Short recon setting Tracks targets. Improved magnification. Superior hawk-eyed accuracy. Recon +12 +2.6 +147 Gun Nut case 4
Science! 1
Adhesive x6
Aluminum x8
Circuitry x4
Crystal x6
Fibre optics x4
Central worldly x7
Screw x5
002492D9
Long recon scope Tracks targets. Improved magnification. Superior sighted accuracy. Recon +32 +2.6 +147 Gun Nut 4
Science! 1
Adhesive x6
Aluminum x8
Circuitry x4
Crystal x6
Fiberoptics x4
Cell organ material x7
Screw x5
001C34C4
Muzzle Atomic number 102 muzzle
Compensator Improved per-shooter quail. Reinforced recoil see to it. Low range. Compensated -12 +10 +1.6 +75 Accelerator Junkie 3
Science! 1
Adhesive x6
Aluminum x7
Screw x4
001C34BD
Suppressor Suppresses sound from firing. Exceptional per-shot recoil. Improved wince control. Poor range. Quenched -30 +11 +2 +150 Gun Nut 4
Science! 2
Adhesive x8
Aluminum x9
Fiberglass x5
Screw x6
001889F9

Variants

  • The Last Minute - A variant of the Gauss fora sold by Ronnie Shaw aft the quest Gray-haired Guns.

Locations

  • Adequate five Gauss rifles can be found at Skylanes Flight 1981 and Skylanes Flight 1665. One needs rank 3 of the Locksmith perk to get them from a invisible compartment of the far most bole low-level the cockpit. This hoard contains leveled plunder (causing antithetic versions of the comparable manifest to spawn). If the player is to a lower place level 32, they will not encounter Gauss rifles at this fix.
  • A Gauss rifle is found on the Prydwen in Teagan's shop. This will always spawn regardless of level and can only be stolen.
  • Carried very often by layer 35+ Railroad heavy units.
  • Rarely carried away ace mutant warlords at higher levels.
  • The Gauss rifle can cost purchased from weapons vendors after reach degree 25.
  • A large quantity of Gauss rifles can be found during The Battle of Bunker Hill, as the constantly spawning Railroad and Labor union troops bequeath carry them. One moldiness be hurried in picking them finished because NPCs will pick them upward at the first opportunity.
  • Nuka-World (add-on) Aaron Corbett can trade this weapon, and at a much earlier level than whatever other weapon merchant in the game.

Notes

  • The Gauss rifle, arsenic the identify implies, benefits from the Rifleman perk and not from Heavy Gunner, disdain its heavy image. It gains no bonus from Demolition Expert either scorn the explosive nature of its shots.
  • Shots fired in V.A.T.S. seem to skip the pre-charging phase of the strip, in a flash dealing fully charged damage. The ransack also has the vantage of devalued AP cost as a flight weapon. Hence, firing the Karl Gauss rifle in V.A.T.S. while having some AP restoration perks or armors allows the player character to unceasingly deal a large amount of damage.
  • Despite Gauss rifle variants in some premature games being classed as energy weapons, the Fallout 4 Gauss rifle only inflicts flight damage, barring unreal effects that can add additional damage types. This can be considered lore-agreeable since Gauss surgery coil guns fire a physical projectile that Acts of the Apostles every bit a ballistic body, rather than the directed energy of laser weapons, or blasts of ionized matter fired by plasma weapons.
  • With 5 ranks in the Rifleman perk, the Gauss reave becomes capable of destroying almost any power armour pieces except trunk pieces with one shot. It is also able to destroy a fusion core in one shot.
  • Its crude damage output per shot is inferior only past the 6-crosspatch laser musket and the Adipose Man and its variants during general scrap. Nevertheless, when stealth scrap is involved and a silencer is equipped, with the Mr Sandman perk 50% more sneak critical damage is dealt. A fully upgraded Gauss reave on with a fully upgraded Ninja perk leave rise the sneaky critical to 5.25x the base damage (6.3x with Deacon's Cloak & Dagger perk). One can combine that with Rifleman 5 and can do about 2,000+ ballistic damage. (Eastern Samoa of patch 1.4 the maximum multiplier is 4.8) One of the highest amounts of single-shot damage. During a field test with the 6-crank laser musket at its highest, the laser musket does not do as untold damage arsenic a fully upgraded and perk nourished Gauss rifle.
  • The two-shot legendary variant of the Gauss rifle is single of the most regent rifles in the pun. With the right perks and the satisfactory circumstances, this artillery stool shoot down even the strongest enemies in a divorced shot.
  • Known versions can be acquired at level 36.
  • AP cost/shot in V.A.T.S. ranges from 36 to 57, depending happening sights and capacitors. (Base 42.0 AP, half-capacitors -1.5, gauss reflex sight -4.5, short/medium/long scope +9/+12/+15)
  • The dynamical fired is wider than other flight bullets and will not be able-bodied to pass through few railings and new small spaces.
  • This weapon system's behavior in relation to the Penetrator perk is inconsistent at best.
    • Gauss rifle shots are often adequate of penetrating their target and hitting others behind the front one, occasionally killing three or more enemies with one blastoff. Currently, it is unclear if this is a trait inherent to the weapon or owed to the Penetrator perk.
  • If bestowed to companions, settlers or any other NPCs they take much longer to aim and dismiss, this may be attributable them charging their shots, this can termination in cases of them flunk to fire at the rightfulness moment either resulting with the player character or said NPC to be killed.
  • The scope affixation does not behave corresponding early scopes and as an alternative uses two different components. One component at the remnant of the barrel and one above the bursting charge meter.
  • When using a gamepad, the right trigger can be depressed slightly to charge the rifle but not fire when released.

Bugs

Sounds

SingleShotVB.png SingleShotVB.png
ReloadVB.png ReloadVB.png
ReloadVB.png

Gallery

Weapons in Fallout 4

Where to Find 2 Shot Gauss Rifle Fallout 4

Source: https://fallout.fandom.com/wiki/Gauss_rifle_(Fallout_4)

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