What the Fallout 4 weapons stats mean and how modifications change them.
Modifying weapons in Fallout 4 is an essential but complex part of the game, so to make it (hopefully) less complex we've explained how weapon stats work, how mods change those stats, and what you need to build them. We spent an unholy amount of time at the weapons bench getting this info.
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What weapon stats mean in Fallout 4
Fallout 4 Weapon Damage
No brainer. Damage refers to the damage per single shot/hit of your weapon. A subcategory of this is DPS, or how much damage the weapon can deal every second, which is affected by your fire rate as well as the base damage score. A slow, heavy sledgehammer might still have a higher DPS than a small pipe pistol because even though the pistol is faster the sledgehammer has a higher damage per hit. That's some nice RPG knowledge right there. You like that? Go play some World of Warcraft and get back to us.
Fallout 4 Weapon Fire Rate/Speed
This is how quickly you can get off shots or swing your weapon - melee weapons have a speed of Fast, Medium or Slow. Slower melee weapons tend to do more damage but you can leave yourself open while you're hefting it. Bosses that telegraph their attacks really obviously? Slow fire rate, mate.
Fallout 4 Weapon Range
If you're a bit of a pansy and you don't like getting in too close then go for range.This is how far your gun can effectively fire a bullet, so rifles, for example, will have a higher starting range than pistols. If you increase your gun's range then it will have better accuracy at distance both in and out of VATS.
Fallout 4 Weapon Accuracy
This, obviously, affects how likely you are to hit something you're aiming at, even if it's the side of a barn. Increasing your accuracy score can drastically improve your chance to hit in VATS, and will give you more focused aim when you're using your gun in the wild.
Fallout 4 Weapon Weight
We're not going to dignify this entry with an explanation of what 'weight' means.
Fallout 4's Guns
Gun weapon mods in Fallout 4
Almost all the guns you'll pick up will share the same mod slots, so we've broken down how these change a gun's stats when you're tinkering with them. The exceptions are energy weapons which have a couple of slightly different slots, although we've got your back and covered them with the other mods below.
Remember that although you'll instinctively want to stack high damage sometimes that's not always the best choice when you're choosing between mid-level modifications: a sniper might want to keep more range, for example.
Fallout 4 Gun Receiver
Upgrading the receiver affects a gun's damage and rate of fire, and, in some cases, accuracy and critical shot damage. For some weapons a new receiver can also modify the ammo caliber of a gun (a .50 caliber will do far superior damage to a .38, for example).
On laser and plasma weapons this slot is replaced with the capacitor, which changes damage, ammo capacity, and critical hit damage, as well as potentially adding additional burning damage to your shots.
Fallout 4 Gun Barrel
Fallout 4 Online Multiplayer
Different barrels will adjust the sighted and hip-fire accuracy on a gun, as well as recoil and range. Generally superior range and sighted accuracy means sacrificing some hip fire accuracy. Gamma guns have a dish instead of a barrel, which you can beef up for more range and damage.
Fallout 4 Gun Grip/Stock
These, as you might imagine, mostly improve your recoil and aim with sights and scopes. Larger stocks will sometimes give you a bigger wallop when you smack an enemy with your gun (or, as the game puts it, 'improved bash').
Fallout 4 Gun Magazine
These change your ammo capacity and reload speed. Some larger magazines have a slow reload, but the top tier Large Quick Eject Mag gives you both.
Fallout 4 Gun Sights/Scopes
Sights improve accuracy. Obviously. There are a few other things to take into account, though: some improve focus and sighted accuracy, while actual scopes can have different levels of magnification. Some add night vision, and a Recon Scope will add a tracking marker to an enemy you've targeted, so you always know where they are.
Fallout 4 Gun Muzzles
Muzzles reduce the range of your gun, but in return you get better recoil or, if you choose to add a bayonet, a gun you can stab people with. You can also affix a Suppressor as a muzzle, which is a silencer by another name. On a minigun you can add blades to the spinning barrels so you can blend while you shoot. Very convenient.
Perks you need for gun modifications in Fallout 4
Gun Nut (which goes up to rank four) will take care of your standard pistol, rifle, and heavy gun modifications. For the high-tech energy weapons (laser, plasma, and gamma guns) you'll need the Science! Perk. These are both predicated on Intelligence, but Gun Nut needs only a lowly three points of it, whereas Science! needs you to have at least six points of standardised smartness. If you're not investing that far into intelligence but still want to use guns then ditch high-tech weapons, because you're probably going to level past them quickly.
Components you need for gun modifications in Fallout 4
Gears, oil, and screws are your go to, as well as some aluminium or steel depending on the mod. Steel in particular is very common; it's basically a tripping hazard, but you can check out our more detailed guide to finding components for the others.. You'll also need adhesive for almost all of the mods, and you can farm your own supply, but if you're not the settlement building type then pick up loads of Wonderglue and duct tape.
Scopes will need a little bit of glass or crystal for the, you know, scope part, and glow sights need a bit of nuclear material - you can get that from the Blast Radius Board Game or biometric scanners. Killing the squisher, glowier ghouls is the more messy option.
Fallout 4 Melee Weapons
Fallout 4 Online Co Op Campaign
It turns out that melee weapons are some of the most creatively evil in the entire game. If we listed every single melee mod option it would be a really long list and you wouldn't be arsed reading it, so we've split them into blades and blunts. These mods all principally affect damage and weight, because when you're close enough to hit them who needs accuracy?
Bladed melee weapon mods in Fallout 4
On swords and other knife style weapons it's mostly just changing the stabby bit itself (for example, by adding a Serrated Blade), and in some cases you can even electrify the blade, although it seems like that would be a recipe for hurting oneself. Rippers, the horrible little hand-held chainsaw things, can have their blade modified to increase damage and add bleeding or disarming options.
Blunt melee weapon mods in Fallout 4
Modifying blunt weapons involves gluing stuff like steel and concrete on them to add more and different types of damage (crippling, bleeding, limb damage and so on). You can wedge bits of steel into a pipe wrench grip to make smacking someone upside the head even more horrible: a hook for disarming, a spike for armour piercing, a load of screws to cripple and deal extra limb damage. The same sort of thing applies to pool cues, pipes, and baseball bats, which come chain wrapped, bladed and barbed, amongst others.
Perks you need for melee weapon modifications in Fallout 4
All you really need from the Perk chart is Blacksmith, which eventually gives you access to all the melee weapon mods. This requires a strength stat of at least four, but since melee weapons are usually the favourite of characters on a strength build we'll assume you're alright there.
Components you need for melee weapon mods in Fallout 4
As we mentioned, a lot of melee mods are sticking even more sharp bits of metal on to whatever you've chosen to hit and/or stab people with, so you need adhesive and steel. Some of the more advanced melee mods require you to toss in some aluminium or oil, or, occasionally, fibreglass (which you can find pretty easily in boxes of Abraxo Cleaner).
The best places to visit in Fallout 4 and where to find them on the map
The Fallout 4 map has a lot of places to visit, and you may not get to them all. There are some places, though, that are too good to pass up. We've put together a spoiler-free collection of the best and most interesting places to check out whilst you're tooling about the wasteland (and a few of them are secret ones that won't show up on your map). Just remember to always be prepared
Covenant
Covenant is a small community with a distinctly Stepford vibe to it in the Northern area of the map, and just west of the Taffington Boathouse. When you first arrive you'll have to take a test to prove you're not a synth, which is a series of questions about baseball and your grandmother administered by a bargain-basement Rick Deckard, and it only gets weirder from there. Find Honest Dan to pick up the Human Error quest and uncover the dark secret behind Covenant's chintz curtains. You can eventually get access to Covenant as a settlement, and it comes with ready made concrete walls and pristine houses.
The USS Constitution
Shipwrecked atop the Weatherby Savings & Loan Bank (on the end of the peninsula north of Boston) is the impressive USS Constitution, a tall ship with three masts and four giant rocket engines. It's crewed by a group of confused and slightly piratical robots under the command of Captain Ironsides. Helping the Constitution set sail is a lot of fun, as well as materialistically rewarding: the Captain will give you a massive gun for your efforts.
Fiddler's Green Green Trailer Estates
Fiddler's green is home to nothing more than feral ghouls now, but there is an incomplete set of power armour kicking about. That's not why we enjoyed it though. Around Fiddler's Green are the three parts of the holotape bedtime story The New Squirrel read by Story Time Simon, who may or may not sound like the sort of man you'd never leave alone with your children. Whatever Simon's background check might turn up, The New Squirrel is a delightful tale with a twist at the end and a moral that you might not have been expecting.
The Salem Museum of Witchcraft
The Salem Museum of Witchcraft is in Salem, which is in the north east corner of the map. You'll find various dismembered bodies inside, and the building continually shakes and creaks as whatever killed them stalks the top floor... Be prepared for a big fight. Like, bring a rocket launcher or something.
It's also worth poking around Salem to have a look in the Sandy Coves Convalescent Home, and to talk to Barney, a loud gentleman who'll be taking potshots at mirelurks with his sniper rifle.
The Rocket Shed
This is really close to Relay Tower 0BB-915, just a little north, and has almost no practical value whatsoever. What it does have is a makeshift way to launch gas canisters out over the Commonwealth, and a large supply of canisters to keep the party going. Just place them in the launcher, shoot the ends, and watch the show. The shed is a secret location and won't appear on your map, but it's not too hard to spot.
Hubris Comics
Hubris Comics is part of what this guide writer considers to be one of the best quests in Fallout 4, The Silver Shroud (which you can get from Kent Connolly in Goodneighbour). Even if it weren't part of a quest, Hubris Comics is full of interesting things to scavenge, a decent bit of unique armour, and memorabilia for a classic comic book hero that doesn't exist in this world but definitely should. It's also full of ghouls, but you can't have everything.
Jamaica Plain
This small town had some big ideas, and hundreds of years on people are still spreading rumours about the treasure of Jamaica Plain. Head south, to the tip of the marshes, and see if you can be the one to finally get your hands on it. It's very heavily defended and it's a good idea to either be or take along an adept hacker like Nick Valentine, but the treasure may not be what you were expecting. You can also set Jamaica Plain up as a settlement once you've cleaned it out.
General Atomics Galleria
The Galleria is pretty well stocked with useful scavengable items, including chems, metals, and Nuka Colas. It's also staffed entirely by robots, one of whom barks orders from inside a large statue that looks like a rocket ship. The robots are all named according to which jobs they do. Some of them have accents. It's near the top of the map, just up from Dark Hollow Pond. Why aren't you already going there?
Hallucigen Inc.
This company manufactured experimental chemicals for crowd control and dispersal, but at some point there was a leak that filled the whole building up with some sort of green gas. Now all the raiders inside are, as the kids say, tripping balls. You can get through an area of demo rooms without disturbing them, and then reach the control platform overlooking them all. There you can press buttons and unleash clouds of toxic death on the raiders, room by room, like some sort of malignant god. If that sort of thing appeals to you then you can find Hallucigen Inc. west of Boston Common.
The Submarine Yangtzu
Yangtzu is a Chinese sub that's been stranded for 200 years, and her captain is pretty sane for someone who's been alone with his thoughts that long. Once you've swum out there the Captain Zao will ask you to help get the Yangtzu going again. You'll be rewarded with some tactical nuke support, and Zao might be persuaded to part with his sword as well.
To get a quest marker for the sub you have to have a chat with Donny, a boy that lives alone on a pier behind The Shamrock Taphouse and Harbormaster Hotel (east from the Boston Common). The nearby radscorpions and raiders don't appear to concern him, but may concern you.
Crashed Alien Spaceship
This is another secret location, and there are some reports that it doesn't always turn up in the same place, but it seems like you can reliably find a crashed alien spaceship in the woods near Oberland Station (which is where we saw it). Look for blackened trees and you'll eventually see some that are still flaming from the crash and - at the end of a deep furrow in the dirt - the spaceship itself.
Follow the splashes of green blood down the hill and into a cave to get your hands on a special weapon, although the current owner isn't too happy about giving it up.
Suffolk County Charter School
Suffolk County Charter school is in the south of map, amongst the marshland. You can pick up holotapes and read terminals which describe how the experimental food programme the school was suddenly signed up to started having a strange effect on the students. New England really couldn't catch a break in those days, could it? Suffolk County is, by the way, infested with odd, pink, ghouls, but there's a lot of cool loot and a magazine to find.
Old Gullet Sinkhole
Just to the west of the Greentop Nursery settlement is the Old Gullet, a whirlpool amidst the ruins of the houses it presumably destroyed when it formed. It's impressive to look at, but you can actually go into the sinkhole itself. Drop into the water and you'll reappear in a cave system underneath, which has the bodies of some of Old Gullet's victims floating around, as well as the skeleton of someone that made the caves their home and a collectible magazine to pick up.
Vault 75
Vault 75 is almost but not exactly a secret, in that it'll show up on your map but only after you've found it. It's hidden in the basement of Malden Middle School, southwest of the Greentop Nursery settlement, and was supposedly there for easy evacuation of the children and their families. This being a Vault-Tec Vault, and that company for some reason being particularly horrible to the people of the greater Boston area, the actual purpose of Vault 75 is Orwellian and creepy. It's fun finding your way through the vault and discovering it all, and there's a Bobblehead in it for you if you keep your eyes peeled.
Prost
Prost is an unmarked bar just off the Boston Common and Swan's Pond, marked by a blue door down some steps. Prost means 'cheers' in German. The interior is instantly recognisable to anyone who's a fan of 1980s American sitcoms. It's Cheers, is what we're saying. They built a bar into Fallout 4 that looks like Cheers. In Sam's back office there's some baseball grenades and a locked safe and trunk, but you're really there for the atmosphere. All the skeletons are sat where the Cheers regulars would be, although it's unlikely any of them actually knew your name even when they were alive.