Ol' Willy
Arcane
That's just a big load of bullshit and I have no interest to disprove all these lunatic ramblings. Though, I will remark, that burst firing from Small Guns ceases to instakill once you reach enemies with high DT/DR - Power Armor dudes, Deathclaws, Supermuties, Wanamingos, and such. Such enemies have very high DT/DR ratings, and without crits (that ignore DT/DR) you can't even scratch them.1) Small guns is relevant for 100% of both Fallout 1 and 2. You don't need energy or big guns at all. You have burst mode and aim mode for all your high damage needs. If you wear power armor, you just get point blank range and spam burst on enemies, they are insta-killed most of the time because they eat all the bullets. You alternate between sniper + aim and burst + point blank range and you are fine, the power armor means you just occasionally have to use a stimpack. That's all you do, that's how i completed the games multiple times, i only occasionally used big guns and energy guns for variaty, just for the lulz, i didn't need to for gameplay reasons. I suppose in Fallout 2 sometimes i liked using the Bozar point blank, but that was very late game. Big guns and energy guns were a big waste of time apart from some boss encounters. And most of the time you need to use big or energy guns, you can just use them point blank, and then your skill with the weapon barely matters for aim percentages.
Let's look at theoretical situation. PC has Assault Rifle and burstfires against Tough Wanamingo in Redding mines. Assault rifle deals 8-16 dmg, and burst has 8 rounds - potential 128 HP of damage? Well, tough Wanamingo has 600 HP, so it's 5 bursts, right? But Tough Wanamingo has DT of 12 and DR of 40% to normal weapons, so we subtract 12 from every bullet - leaving 4 - and remove 40% from remainder, rounding it - 2 HP from each bullet, leaving us with whopping 16 HP of damage per burst. And because our PC did listen to TemplarGreatRetard talking about useless stats, he has average AG and can burstfire only once per turn, leaving us with amazing 38 bursts to kill one Xeno. You can ask: but what about crits? Maybe he will crit once or twice with 5-7% chance? Well, he may crit, but in the calculations above I took the highest possible damage, and rolls don't work this way, so it's possible to burstfire where each bullet will deal less than 12 damage and Wanamingo wouldn't be damaged at all. And it's possible to miss, because skill barely matters, as Tempy said before.
All hail The Great Wanamingo, destroyer and raper of retards!
If you saw Aliens movie you can guess that Xenomorfs are not very fond of fire. True, Wanamingos have high DT/DR for everything except fire - 0 DT and 5% DR for regular ones and 2 DT 10% DR for Tough ones. Take a flamer and show them hell!
Last edited: