Where to Find 2 Shot Gauss Rifle Fallout 4
| For an overview of Karl Gauss plunder models, see Gauss rifle. |
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" 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 | Range interchange | < | 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.
- 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
Gallery
Where to Find 2 Shot Gauss Rifle Fallout 4
Source: https://fallout.fandom.com/wiki/Gauss_rifle_(Fallout_4)
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