Talk:Fallout: New Vegas weapons

Burst weapons, V.A.T.S.
Burst weapons should have correct damage/AP ratios. for vats use. ie. avenger shoots a 12 round burst in v.a.t.s. say they all hit (14 DMG/Shot x 12 round burst = 168 DMG / 30 AP = 5.6 DMG/AP.) Not the claimed .4 --J.J.-Lopez 07:25, December 2, 2010 (UTC)

Do math dumbass

72.81.238.189

As useful as this comment is, do you have a way to calculate the number of rounds / burst in V.A.T.S. from the G.E.C.K?107.4.54.92 19:42, October 8, 2011 (UTC)

Non-Player Weapons
There's not as many as Fallout 3. Where's the Nellis Artillery weapon? And Liberty Prime laser? TheTrueBlue 19:22, November 1, 2010 (UTC)

Also the Highwater Trowsers satcomm nuclear strike's missile launcher asset is in the game, however in the pip boy instead of being called you just cat a blank spot at the top of the weapons list. Despite a larger cloud model it seems to have the same damage and blast characteristics as a normal, non-gra mini nuke, with greater radiation (40/s at ground zero mmediaely after impact, as before) 90.204.188.81 14:18, 26 May 2015 (UTC)

I see two things wrong with this.
(This is Fallout New Vegas...not Fallout 4........)What's with the 9mm Pistol and the M4? I thought Black Isle said that there wouldn't be any real-world weapons in Fallout 4, so why are there real-world weapons in the game they actually got to make? What ever happened to 10mm, 14mm, or 2mm EC? Nitty Tok. 15:57, February 7, 2010 (UTC)
 * The 9mm pistol doesn't have to be a real-world one. There were 9mm guns instead of 10mm ones in Van Buren too, as according to Sawyer that caliber was more popular in the Southwest, while 10mm was more popular in California. As for the M4, it might not even be called that - the R91 looks like a real-world gun too, but has a different name. Ausir(talk) 16:09, February 7, 2010 (UTC)
 * Well, I'll give them 9mm. Gizmo had one. But I will be mad without 14mm! Nitty Tok. 16:11, February 7, 2010 (UTC)
 * I second that Nitty, I really want to see the 14mm back. Ishotamaninnewreno 13:17, March 1, 2010 (UTC)
 * I'd rather see 4.7mm caseless and the vindicator return, I want to reach new highs of damage again. Aryeonos 13:15, March 5, 2010 (UTC)
 * I for one would prefer to see some realistic weapons, specifically in the line of pistols. In FO3 every. single. sidearm looked absolutely retarded. ESPECIALLY the 10 mm, that thing was a box with a handle strapped to it, not to mention the attacked sucked, I would LOVE to see a desert eagle type weapon in this game, but the 9 mm will have to do. August 7, 2010
 * This isn't Call of Duty. Nukey (talk) 15:37, August 7, 2010 (UTC)
 * This isn't Call of Duty. Nukey (talk) 15:37, August 7, 2010 (UTC)

Protection
Why has this been protected? I can't add Minigun onto there now.Tezzla Cannon 12:29, April 24, 2010 (UTC)

Should we remove the protection now? Vandals will most likely leave it alone now and forgotten about this article because it has been protected for a month, and now we can't add new weapons.that guy who likes to use the tesla cannon 19:20, May 12, 2010 (UTC)

Pump Action Grenade Launcher
T'was mentioned in one of the previews from the recent explosion of them, worth an article, no?
 * That was a mod for the grenade launcher. Deus 22:44, September 24, 2010 (UTC)

C4?
Ok, I don't know who else has gotten their June issue of Game Informer, but they mentioned C4 like explosives.. Worth an article, no?Exeter17 04:08, May 10, 2010 (UTC)

magazine scans of many new items
becuase i have no idea how to add things to wikis i thought i would tell some one that does go to no mutants allowed for scans of many of the new weapons and armour like the boxing gloves and legion armour http://www.nma-fallout.com/

Riot Shotgun
I created the Riot Shotgun article a few days ago after reading it in the june issue of game informer, but it's not in this section.

Shouldn't we open this again? There are a lot of weapons that need to be added. Deus Gladiorum 22:10, May 17, 2010 (UTC)


 * I happen to be an administrator, so I'll just lower the protection level down to resgistered users only. I will do that in a second. User -P.jpg Nukey - talk 22:12, May 17, 2010 (UTC)
 * Okay, now go and improve the page :D. User -P.jpg Nukey - talk 22:34, May 17, 2010 (UTC)

Thanks for lowering the level, I just put in the riot shotgun and I'm about to create a new page on an SMG (Not sure if its already been created as a page) but I also saw it in the new G.I. magazine. It doesn't resemble the vector like what it says in the Cowboy SMG, so I don't think they're the same. Deus Gladiorum 00:42, May 18, 2010 (UTC)
 * I created the SMG page as the Cowboy SMG, and the design looks vaguely like the TDI Vector. If you can find a closer match, be my guest. Nitty Tok. 00:51, May 18, 2010 (UTC)

Turns out someone else made another page on the 10mm SMG for Fallout New Vegas but didn't actually do anything to it. Whoever made it just mentioned the page. I'm not sure what the SMG looks like compared to any real world SMG, but I'm trying. The SMG I'm talking about sort of looks like this; just remember, this is a really crude image so just try and see if this looks like you SMG. I couldn't upload the real image, so heres a crap outline of it:



Deus Gladiorum 01:03, May 18, 2010 (UTC)
 * The 10mm SMG was mentioned in an interview, the one you're talking about is a green-ish colour and was used by a cowboy to kill a mutant. Different SMGs. Nitty Tok. 01:05, May 18, 2010 (UTC)

Thanks Nitty, I'll go ahead and finish up the page for this then. I'm going to try and find that image online, it's the same image I have. Deus Gladiorum 01:07, May 18, 2010 (UTC)

The weapons page needs to be opened up again, because there are many new notable weapons from the tribal, merc, and the other packs Deus Gladiorum 03:37, June 11, 2010 (UTC)

Throwing spear...an explosive!?
Throwing spear certainly isn't an explosive. Besides explosive thrown weapons, I think Thrown should have it's own sub-category in Melee weapons too because a throwing spear in explosives doesn't make sense at all. Insane! 06:35, June 11, 2010 (UTC)

Lol, this is getting bothersome but the page needs to be updated again to include new weapons from the trailer such as the plasma pistol (Which I tried to make a page for but I couldn't because it was apparently already created and I can't find it for some reason), the plasma rifle (Might just be the plasma caster?) and the laser Rifle (Which has an upgradable optical laser sight, awesome!) Deus Gladiorum 04:51, June 13, 2010 (UTC)

Trail Carbine/cowboy repeater
This sounds curiously like the same weapon, from the description of the trail carbine. 86.43.188.236 19:09, June 17, 2010 (UTC)
 * Carbine's .44 magnum, Repeater's .357. Different. Nitty Tok. 19:24, June 17, 2010 (UTC)

Energy Weapons sub categories
Shouldn't Multiplas Rifle and Tri-Beam laser have their own tab "Shotguns"? I mean, they both fire multiple projectiles against the target, like a shotgun. 90.224.93.138 16:17, July 24, 2010 (UTC)
 * Done. Nitty Tok. 16:22, July 24, 2010 (UTC)
 * And maybe this is just bugging me but shouldn't Detonator and Portable Laser Beacon be under "Other" or "Handheld Device" ? 90.224.93.138 17:24, July 24, 2010 (UTC)

Would someone mind editing in Plasma Rifle? It's been confirmed to be in New Vegas: http://www.nma-fallout.com/forum/album_page.php?pic_id=4227 Gabriel Cortez 21:12, July 26, 2010 (UTC)
 * That's the Multiplas Rifle. -- 16:11, September 8, 2010 (UTC)

No it's not the multiplas rifle, it doesn't have the protrusions on top and the receiver design is different from the multiplas rifle. That's a basic plasma rifle, and it's been seen multiple times firing 1! plasma toroid. Please add the plasma rifle, it's in game, I'd be willing to bet 1000 dollars on it right now, will you see my bet?--Resplendant Securitron 23:49, September 23, 2010 (UTC)
 * I posted that half amonth ago. You don't need to get all uptight about a fifteen-day-old comment. We find out new stuff every day, old comments shouldn't be considered current. -- 23:54, September 23, 2010 (UTC)

More weapons
Check out the latest video: http://www.youtube.com/watch?v=UF7Kpb-hSfc&feature=player_embedded It has a semi-automatic sniper, a new drum-magazine shotgun and heavy incinerator. Anyone mind creating articles for these? 90.224.93.138 14:17, September 8, 2010 (UTC)
 * I've already gone ahead and created the pages/edited the pages. The drum-magazine shotgun is the riot shotgun, and the heavy incinerator has it's own page now. As for the semi-automatic sniper, that's the camouflaged rifle. --Volundarkvioa 05:01, September 11, 2010 (UTC)

Melee categories
Yeah I was wondering, could we have "blades, blunt, throwing and machine" categories for the Melee list? Just for flavour. 90.224.93.138 14:41, September 8, 2010 (UTC)
 * Not unless there's some distinction between them ingame, such as different skills for each type. -- 16:08, September 8, 2010 (UTC)
 * I meant like how Guns, Energy Weapons and Explosives have sub-categories. 90.224.93.138 17:53, September 8, 2010 (UTC)
 * Point taken, change made. Technically thrown wouldn't be melee so that throwing spear went in with the bladed weapons. -- 18:10, September 8, 2010 (UTC)

Woah woah woah, wheres the plasma rifle at?
what happened to the plasma rifle? Shouldnt it be under rifles/energy weapons ? damn —Preceding comment was unsigned. Please sign your posts with ~ !

Multiplas rifle -- 04:28, September 11, 2010 (UTC)

I'm sorry, I can't abide by this. This is ridiculous. We've seen screens of the standard fallout 3 plasma rifle, the multiplas rifle has distinct features that make it different from this rifle. It needs to be in the wiki, it's definitely in the game.--Resplendant Securitron 23:31, September 26, 2010 (UTC)
 * It was brought up that the plasma tubes might be a mod for the multiplas rifle. Unless you've got a post somewhere that says that the EPR, the P94, and the MPR are entirely different things, it'll wait till the release date.
 * Ask Sawyer. He's helpful. :P Nitty Tok. 23:36, September 26, 2010 (UTC)

I'm not even talking about the tubes, there are something like six or so cylindrical protrusions on the multiplas rifle- the regular plasma rifle has 3. The tubes are definitely a mod for the multiplas rifle, there's circular sockets for them. But that's not what I'm even discussing. The multiplas rifle is visibly beefier than the plasma rifle too, and there are screens of the actual plasma rifle- with its 3 cylindrical protrusions and it's thinner frame, and somehow that's not enough evidence? File:FONV_PlasRifleBasic.jpg THIS] is definitely not a multiplas rifle.--Resplendant Securitron 23:52, September 26, 2010 (UTC)

Grease guns
"To go along with things like pistols, grease guns, and things that you would have used in World War 2, so you get a mix of those things."
 * -Pete Hines

Perhaps I'm reading too much into this, but doesn't this mean there will be an M3?

.44 Revolver
How come the .44 revolver isn't on this list? It's been mentioned many times by Sawyer in forum posts as being in the game, and logically it doesn't make sense for the .44 revolver to not be in the game, considering the round itself is in the game, and the .44 has been in most of the other fallout games.--Resplendant Securitron 03:36, September 26, 2010 (UTC)
 * Link? I thought he only mentioned .44 rounds when talking about the Cowboy repeater. Nitty Tok. 03:38, September 26, 2010 (UTC)

I know there is more but here's what I found so far: http://forums.bethsoft.com/index.php?/topic/1112926-weapons-mods-and-ammo-mega-thread/page__view__findpost__p__16344565 ".308 in our game's hunting rifle does the same damage as the .44 Magnum out of a trail carbine, but the .308 hunting rifle does more than .44 Magnum out of a revolver (duh)." But I specifically remember him mentioning .44 when talking about pistol caliber tier lists too.--Resplendant Securitron 20:38, September 26, 2010 (UTC)
 * Ding. Nitty Tok. 20:48, September 26, 2010 (UTC)
 * could ya add it to the overview?--Resplendant Securitron 01:19, September 28, 2010 (UTC)

Wattz 2000 Laser Rifle,

Whered it go?--Nathanite

It was never in the game in the first place- it was misidentified, we now know it is not a Wattz but is in fact the Recharger rifle. Sorry. Also, why is the .44 revolver still not on the overview page?--Resplendant Securitron 06:21, October 1, 2010 (UTC)

Ash and goo pile glitch
Do you think the ash and goo pile glitch has been addressed in NV? it really ruined the energy skill for me in fallout 3. tired of seeing endless piles everywhere because the game for some reason didn't remove them after 3 days. was funny to plant a live frag in a goo pile to see a raider explode in the distance--Silverfox6000 21:59, October 2, 2010 (UTC)

.44 revolver
So, the .44 revolver has been confirmed, why hasn't it been updated?--Resplendant Securitron 02:22, October 12, 2010 (UTC) There are also several new articles which need to be made, like the Poseidon Energy Pistol.--Resplendant Securitron 02:22, October 12, 2010 (UTC)

Pretty sure the Poseidon Energy Pistol is Euclid's C-Finder --70.72.172.87 03:22, October 12, 2010 (UTC)

But what about the .44?--Resplendant Securitron 23:01, October 12, 2010 (UTC)

Less Lethal Category?
New Vegas apparently has a lot of less lethal weapons like the Cattle Prod, Beanbag Rounds, and probably some poisons that are more specialized for knockout. Should there be a special category for less lethal weapons? --70.72.172.87 06:23, October 12, 2010 (UTC)

Sawn off Shotgun
Please add the sawn off shotgun to the shotgun list, you can see it here http://g4tv.com/videos/49211/Fallout-New-Vegas-Special---The-Weapons-of-Destruction/?quality=hd

At 1:35, sitting on a legion dude's hip.--Resplendant Securitron 23:03, October 12, 2010 (UTC)

Pew Pew/Protected
Was attempting to add some of the weapons not currently on the list, like the unique Pew Pew laser pistol. However the page is still listed as protected.

Entire Weapon List - Go Crazy
I uploaded it for you all, like I did the 'armor.png'. If anyone wants to manually type these, feel free.

Machete Gladius
It's held by that guy at Cottonwood Cove that leads you to the fort. Someone make an article because I don't know how and I'm not going to.

EMP Grenades
EMP Grenades are mentioned in a loading screen but I haven't seen any yet. Anyway.
 * Pulse Grenade GhostAvatar 23:53, October 24, 2010 (UTC)

Tables!
Should tables include the strength required for each weapon?
 * Yes! That would be a great addition. On the subject, I would remove the "Notes" column. We don't need commentary in this article, and it will just balloon the space requirements for the tables.--Gothemasticator 16:54, October 23, 2010 (UTC)

Unique Weapons?
So i've been playing the game on and off since release, and so far, I'm just lost. Are there Unique Weapons? The fact that i found a Plasma Rifle and Pistol at level 5? The game is different than Fallout 3 for obvious reasons, but are they trying to introduce familiar weapons and then try blow away the player with a plethora of new weapons? Nosferus 01:59, October 24, 2010 (UTC)
 * Yes, there are unique weapons. Ausir(talk) 23:25, October 24, 2010 (UTC)

I messed up, lol
Can a moderator please revert to the version just before my last edit where the links all worked for the first part of the modifications list or can someone even fix the links? I was trying to chang everything to be capitalized(should've been done in the first place) and it broke a lot of the links. J5689 04:00, October 24, 2010 (UTC)
 * Formatted into tables and fixed links as well.

Duplicate pages
Duplicate pages... this one is better, but there is a very similar page here:

Fallout%3A_New_Vegas_weapons

Whereas the address of this page is here:

Fallout:_New_Vegas_weapons
 * Er, it's the same page... Ausir(talk) 23:18, October 24, 2010 (UTC)

Weapon Mods
Moved to own category and page.

Fallout:_New_Vegas_Weapon_Mods

GhostAvatar 23:51, October 24, 2010 (UTC)

Energy Weapons Ignore DT?
I had read somewhere that in FO3, or maybe another FO game, one advantage of Energy Weapons was that they ignored DT. Is that true in NV? Servius 19:12, October 25, 2010 (UTC)

I don't think so, since I was fighting some Securitrons once,and while the shield indicating DT blockage flashed on my HUD while talking some heavy gatling laser fire. WanderingMerck 22:47, October 26, 2010 (UTC)

Ballistic weapons can compensate for DT with Armor-Piercing Bullets, but how do Energy Weapons compensate then? Servius 00:09, October 27, 2010 (UTC)

By being thorougly badass. No seriously, I'm not sure? higher base damage/critical hit possibility when compared to their "normal" gun variants? TNT Lordofthelargepants The Zipper and The Pockets 00:11, October 27, 2010 (UTC)


 * FYI, in the upcoming patch, all Energy Weapon ammo will have an AP (-DT) affect. So says J.E. Sawyer: http://forums.bethsoft.com/index.php?/topic/1141220-screenshot-evidence-that-overchargemaxcharge-means-nothing-to-dt/page__st__20__p__16708387__fromsearch__1&#entry16708387  Servius 17:53, November 24, 2010 (UTC)

In Fallout 3 you had Damage Resistance, not Damage Threshold. All Energy Weapons in FO3 had Energy Type Damage, so they weren't affected by Damage Resistance. But in NV you don't have Damage Resistance, but Damage Threshold. Damage Threshold affects all types of Damage, that's why Energy Weapons are affected by Damage Threshold, so they don't ignore armor. Also notice that in New Vegas all "normal" weapons have set Damage Type to NONE, what means that even if you use Morphine (Med-X) which gives you 25% Damage Resistance it won't protect you from ANY weapon, it will probably protect you only from creatures like Geckos, Deathclaws etc. Jodwig 21:11, May 1, 2011 (UTC +1)

Custom/Built Weapons?
I noticed that at the bottom of the page there was a section for the weapons you can construct at a workbench. The weapons, i.e. Railway Rifle and Dart Gun, are listed as using Small Guns, and the Rock-it Launcher is referenced as using Big Guns. This is odd, since it's been common knowledge for a while now that Fallout: New Vegas uses a Guns skills, with the "Big Guns" distributed across multiple weapon skills. I was wondering if someone could first confirm the existence of these weapons (the only buildable ones I've encountered are bottlecap mines and timebombs.), and the skills they use? WanderingMerck 22:42, October 26, 2010 (UTC)
 * fairly sure most of these weapons do not exist in this game, and that whoever edited them onto this page is just going off a bad source, now there rock-it launcher schematic is actually in the game, but I'm not even sure if it's functional or not..

Skill Requirements for Weapons
I was looking around and realized that the Super Sledge and Unique Super Sledge say they require a Melee skill of 100, however i have a character now with a melee of 44 and he can use the Unique super sledge right now. I also see the 100 Melee Weapons Icon next to the weapon in my inventory. Just wondering if this might be bugged, labeled incorrectly, or do any of the weapons ACTUALLY require that lvl skill to use? Drmuffinz 01:22, October 27, 2010 (UTC)

It's the amount of skill you need to use the weapon "effectively". Not use it at all. TNT Lordofthelargepants The Zipper and The Pockets 01:28, October 27, 2010 (UTC)

Thx much, really good to know...now the only question is...does 'use the weapon effectively' actually mean anything...but i guess that's getting a bit into it xD Drmuffinz 01:52, October 27, 2010 (UTC)
 * Melee Weapons
 * GhostAvatar 21:31, October 28, 2010 (UTC)

So what kind of penalty are you receiving if you don't have the skill/special stat required for the weapons? I've looked all over but all I'm seeing is a general description of; "Cannot use weapon optimally/effectively"


 * from the link I posted above "As this skill increases, so does the damage inflicted with all of these weapons, both in and out of V.A.T.S. mode. The melee weapons skill also allows you to use a melee weapon to block an attack; the higher the skill, the more damage is absorbed."
 * Basically if you only have half the skill level required for a weapon, you will loss half the damage inflicted by the weapon. GhostAvatar 18:33, November 14, 2010 (UTC)


 * In addition, the flavor text in the loading screens suggest that not having the appropriate melee weapons skill level will cause you to attack more slowly with them. --75.54.87.207 20:59, October 1, 2011 (UTC)

WRONG DATA, NOT IN GAME
Most of the listed custom weapons on this page are simply NOT IN THIS GAME.... they were left in the geck has holdovers for modders to use but they can't be obtained in game and as such aren't really part of the game... now i'm not 100% sure which are which because someone felt the need to just list ALL of them, without actually knowing anything about which ones may or may not be in this video game... Namad 05:19, October 27, 2010 (UTC)
 * "can't be obtained" might want to reword that since they can be obtained via the player.additem console command. Also they where not left in for the modders, this game uses the fallout 3 code and still contains its content. But as such they are still content of this game and are fully usable once added. GhostAvatar 21:25, October 28, 2010 (UTC)
 * yeah well i know my wording was bad, that's why i didn't edit the main page with it! the current wording is wrong though and someone clever needs to think up a solution... something you can only add to the game with console commands isn't really part of the game...
 * It is part of the game and playable just not through the normal standard game play, it would come under the heading of cut content which needs to be added. Along with a few other things that need to be moved like NPC only weapon. Honestly that whole table needs to be reworked in my view but I am leaving it for the moment. GhostAvatar 01:08, October 29, 2010 (UTC)
 * I've removed the section. Most of the weapons that were there do not exist in the games files and of those that do, only Bottlecap mine was not listed elsewhere. I put it where it belongs and nuked the rest of the section as unnecessary. -- 00:49, October 30, 2010 (UTC)
 * Hmmm so cut content now goes in with the rest of the items as normal then???
 * I think that's how it was handled in the Fallout 3 weapons page, so I would guess so. Mediocrity Goggles 00:56, October 30, 2010 (UTC) -EDIT: Ok, so I'm wrong on that, there's definitely an unused weapons section on that page. Well, either way, the original improper section has been dealt with.
 * Yes it was a incorrect section that I agree on, but it was dealt with by deleting it instead of correcting it, as I was going to do and weed out the other such items in the main lists like the debug pistol etc as cut content. Now you will have the issue of others complaining that they should not be in the lists as they are now, as they are not in the game but only in the game files, I will leave you guys sort that one out along with the weapons template. GhostAvatar 01:14, October 30, 2010 (UTC)
 * Feel free to recreate the section as a cut content section (rather than "unused"), and move all the cut items from their current locations to that one. The edits I made were based on the cut content items being integrated into the rest of the items but I see the value in having them separate. -- 04:03, October 30, 2010 (UTC)
 * Yes boss, I will title it that and have a complete disregard for consistency between wiki pages and not follow the same structure as in the Fallout 3 page. Yeah right, you think I am going to waste my time when you come in and make arbitrary choice like you run the place, instead of discussing it with everyone else in the talk pages.GhostAvatar 12:59, October 30, 2010 (UTC)
 * What makes you think I didn't review the talk page before making my edits? It was the talk page edits that brought the matter to my attention in the first place. Fine, call it "unused weapons" for consistency, that works just as well as "cut weapons". As far as discussing the matter, there was no need; there were items listed on the page which were not in the game files, so they needed to be removed. Anyone could and should have done so if they knew about it. The rest, well, yeah I should have removed the cut weapons from their listings above rather than remove the whole section. I never claimed to be perfect or infallible. -- 13:28, October 30, 2010 (UTC)

Attack speed calculation from GECK
The GECK lists two modifiers for attack speed, multiplier and attack multiplier. As in FO3, the former works while the latter doesn't. This means the actual attack speed is x rather than x x which is what GECK lists as the final attack speed. This makes most of the dps numbers useless. For example, the GECK lists Chance's Knife as a having a whopping ~4.1 attacks/sec because it has an attack multiplier of 1.8. But since this doesn't do anything, what you get in game is the base attack speed for a combat knife, a much lower ~2.3 attacks/sec. To find the correct attack/sec values in GECK, you need to set the attack multiplier to 1 first. Athenau 00:55, October 31, 2010 (UTC)
 * Anyone mind if I start updating dps/attack speeds with the correct values? Want to get a consensus before I start making mass changes.  Athenau 23:08, November 2, 2010 (UTC)
 * Looks like the above only holds for melee/unarmed weapons. Guns seem to obey the attack multiplier value.  Strange.  Athenau 03:54, November 4, 2010 (UTC)


 * Hey, can't you just divide damage/second by damage/attack? I assumed the DPS in the inventory display was just your current damage per attack multiplied by the weapon speed, but does it calculate it like GECK does? I just noticed this when comparing the hunting rifle to the cowboy repeater -- they are both listed with an attack speed of 1, but the HR has much less DPS despite doing more damage. 142.167.184.178 02:32, November 6, 2010 (UTC)


 * I think the DPS calculation is just GECK attacks/sec x dam. The cowboy repeater is listed as 2.14 attacks/sec while the hunting rifle is .79 attacks/sec, which explains your discrepancy.  This works for ranged weapons, but not for melee/unarmed, because of the non-functional attack-multiplier.  For example the ballistic fist/power fist are listed as slower than the displacer glove in GECK.  In reality, they all have the same attack speed because they share an animation and the only thing that differs is the attack multiplier. Athenau 22:37, November 12, 2010 (UTC)

firefox/chrome
in google chrome everything is fine, but in firefox long tables like the one for pistols or the one for rifles ends up having a display error where some of the horizontal lines that make up the table are missing, which makes for slightly harder reading, does anyone know what the deal is with this? or if anything can be done about this? (i've tried it with my plugins turned off..) Namad 17:46, November 1, 2010 (UTC)

Iron sights?
are you supposed to aim the iron sight just above your targeted body-part, or just aim directly with it?
 * most iron sights are such that you want to slightly obscure your target with the line, so you will aim ever so slightly too high in general Namad 18:56, November 2, 2010 (UTC)

Codac R9000
does it belong on this page?
 * Nope GhostAvatar 02:36, November 5, 2010 (UTC)

Clarification of uniques
Unless there are any objections, I'd like to see all of the unique weapons denoted with a different text font colour as per the "Fallout_3_weapons" page. Makes it a lot easier to tell them apart.

(Alternatively I saw a page somewhere that used a different cell background shading in a table, but I think text colour would be better. Orange, to keep in with the theme of F:NV would be nice.)

Also, italics for the preorder items would be a good idea too, instead of as well as footnotes.

I will get onto it when I get home from work, unless there is an overwhelming objection from the crowd.

Mctaff350 00:39, November 2, 2010 (UTC)

Ah, they used a "span class" command which I'm not familiar with. I think I'll leave it to one of the experts, because breaking tables is something I prefer to do with my forehead in real life prefer not to do at all.

Any volunteers to have a go at this please? Mctaff350 00:51, November 2, 2010 (UTC)

Holdout Weapons
BewareTheDrow over on GameFAQs checked the GECK for a list of holdout weapons you can sneak into casinos, as follows:

Normal Holdout Weapons: (Sneak <50)
 * Silenced .22 Pistol
 * Switchblade
 * Straight Razor
 * Brass Knuckles
 * Spiked Knuckles
 * Knife
 * Throwing Knife

Improved Holdout Weapons: (Sneak >50)
 * Police Baton
 * Detonator + C4
 * Dynamite
 * Long Fuse Dynamite
 * Lead Pipe
 * Cleaver
 * Laser Pistol
 * Combat Knife
 * Grenades (Pulse, Plasma, Frag, etc)
 * Tire Iron
 * Sawed Off Shotgun
 * Ripper
 * Power Fist
 * Plasma Pistol
 * Hatchet
 * 9mm Pistol
 * 44 Revolver
 * 357 Revolver
 * 10mm Pistol

We should probably incorporate that into the tables somehow, or add a second page. Hm. --DarkJeff 17:47, November 2, 2010 (UTC)


 * Can someone confirm for me whether or not the unique variants of these weapons (Maria, Weathered 10mm pistol, Lucky, etc. follow the same concealment rules as the base models? I have put them in the table as if they do, but again, this needs confirmation.


 * Also, what if the player's sneak is exactly 50? Normal or Improved holdout?
 * --FritzCat66 15:39, November 5, 2010 (UTC)


 * Testing with the Weathered 10mm, it does not seem to work as a holdout, while a regular 10mm does. Therefore, for now, I am unmarking all the Unique versions of holdout weapons. They should stay that way unless and until someone confirms each particular weapon.
 * --FritzCat66 16:16, November 6, 2010 (UTC)

I took Maria into the Fort as a holdout weapon. Not sure what my sneak was at the time but I would assume it performs similarly to it's basic model. --Carthiah 22:44, November 6, 2010 (UTC)

What does everyone think about adding whether a weapon is concealable and if so at what lvl as a piece of info inside the info box (the one with the picture and various stats of a weapon) thats located to the top right of a weapons page? NOt all weapon pages declare this and the ones that do are in various locations under notes, characteristics or even in the first sentence, standardization seems to be needed. --Zombarian 17:48, November 7, 2010 (UTC)

GRRRR at whoever has been vandalizing heavy weaponry
GRRRR at whoever has been vandalizing heavy weaponry I'm too much of a noob to fight back but I'm trying at least :-/

the energy heavy weapon specifically... looks like maybe it was this guy Special:Contributions/74.57.112.42 but a buncha other people too... in fo:nv flame weapons are energy weapons... i wish people wouldn't delete vast chunks of correct data, and i wish i knew how to restore it (first i tried doing undo commands but that didn't work so then i went to "diff" and tried copy/paste but I still seem to be missing some data and some formatting Namad 18:43, November 2, 2010 (UTC)

Preorder DLC weapons
While most DLC items would need to use the DLC ID template for the Base ID, for some reason the preorder DLC items have a Base ID that starts with 00 even though they're not actually present in the base game files. This seems to hold true for the Caravan Pack at least, which is the only one I have; the Sturdy Caravan Shotgun and the Lightweight Leather Armor are both added by this DLC but have Base IDs starting with 00 regardless of the load order of the DLC. -- 15:04, November 3, 2010 (UTC)

Full weapons list in Excel?
I'm about to start my 2nd playthrough. One of the major factors that will affect what SPECIAL I use is which weapons I want to use and what Strength and skills I'll need for them. I'm still unclear on how Energy Weapons are in any way better than Guns, so I want to compare like to like, but I need a spreadsheet of that. Before I spend lots of time making my own, I wanted to see if one already existed.

If not, and I end up making my own, I'll try to host it and post a link here for others.Servius 21:41, November 3, 2010 (UTC)

Combine Sniper Rifles with Rifles?
Unsure why the distinction or rationale for the separate Sniper Rifle table - like, why is the Anti-Materiel rifle in the Sniper category while the Ratslayer isn't? Sure the AMR does great raw damage, but to my mind sniping is all about criticals and sneak attack criticals, yet the Anti-Materiel rifle only has a plain 1x crit multiplier, and no silencer available. The Ratslayer, OTOH, has 5x crit, a great sniping scope, and a silencer.

Also, for example, Boone and the NCR 1st Recon snipers use Hunting Rifles (although I wouldn't, for the same reasons I just mentioned - i.e. 1x crit, no silencer), yet they aren't categorized as Sniper Rifles.

I suggest we simply combine the sniper rifles in with all the other rifles and let the players decide which ones they consider best for sniping.

FritzCat66 21:18, November 4, 2010 (UTC)


 * I have gone ahead and merged the Sniper Rifles table with the Rifles table. Makes it more consistent with the Small Guns table on the F3 weapons page this way as well.


 * --FritzCat66 20:28, November 5, 2010 (UTC)

Tables
I have gone and fixed the formatting issues. Things to keep in mind;
 * The tables are now formatted to there maximum width(680px), that will not overlap with the new wikia skin for none registered viewers.
 * So please no more columns of data, as they can not hold any more.
 * Please also insert spaces where possible in long data points, example use (35 x3) instead of (35x3) as this allows the table to then split it over 2 lines.
 * No more than 2 decimal places unless preceded by 0's, in the case of recurring decimals please use brackets as this denotes a recurring decimal example: 66.(6)
 * Please no HTML unless absolutely necessary, wikia uses its own language, supposedly so as the average user can edit and contribute.
 * No need to use span to color or format table rows, it is built in feature, style can be added to the table breaks (|-) to format that whole row. Much as I did when I added the tables and used valign to vertically align the header row instead of the default centering.

But honestly I think in my personal view that a few columns needs to be stripped out to not only make the table fit, but also remove irrelevant info. My personal view would be to strip out hold out column and create a separate list since there is so few that can be holdout. Also Remove crit dmg as all it is doing is reflecting already what is in the dmg column.

As for the colors and formatting for certain weapons, I have added a example of colors in the pistols section to show what is possible, personally I find it distracting if the color is to different from the main background.

GhostAvatar 03:42, November 5, 2010 (UTC)


 * OK, I have eliminated the Holdout column on the Pistols table and moved holdout status to a footnote attached to the Weight value (for lack of a better place to put it). Take a look and see if that works. If that looks good, I will mod the other tables.


 * I could not get the footnotes to single-space for some reason.


 * FritzCat66 15:35, November 5, 2010 (UTC)

Well it looks like someone went through it all and undid all the formatting to suit there needs, instead of those with the default view and has caused conflicting views again.

I have added it all back again in.

But yes I would say roll it out to the rest of the tables but add it to the weapon name, also I would make a separate table to highlight these weapons as well to make it more pronounced to readers.

But yes I would say roll it out to the rest of the tables but add it to the weapon name, also I would make a separate table to highlight these weapons as well to make it more pronounced to readers. GhostAvatar 18:33, November 5, 2010 (UTC)


 * Edit: started doing it myself and also found to be surprised there isn't a page about holdout weapons that I can find, might be worthwhile creating a article that is linked to from here GhostAvatar 19:49, November 5, 2010 (UTC)


 * Looking better. I would still vote to keep Crit Dmg in the tables for now unless we desperately need the column space. Yes, it looks like FNV weapons more consistently just do double damage on crit (i.e. Crit Dmg = Normal Dmg), but it's still sometimes dramatically different (Abilene BB, Flamers, etc.), and also keeps the tables consistent with the F3 tables.
 * FritzCat66 20:45, November 5, 2010 (UTC)

At the moment it fits within the new skin width, so yeah keep it GhostAvatar 21:25, November 5, 2010 (UTC)

Damage per Second vs Damage per Shot
i think it should be noted that while some weapons have very high damage per second ratings, they still have a low damage per shot and are worse against armored targets than weapons with higher damage per shot.

i was discussing this with someone on a specific weapon, where the person thought that because the weapon had the highest damage per second, it was automatically "the most powerful gun"

this is just not true. its only the most powerful gun when you fail to calculate armor and crit chance into the equation.

the DT system makes weapons with high damage per shot inherently more powerful, because more of their damage passes the DT.

crit modifiers also work on the same basis. since crit is almost guaranteed to be above and beyond a targets DT its like adding pure extra damage per shot.

so please, dont blindly call weapons "the most powerful gun" just because you see a high DPS number, its simply being ignorant of the game mechanics.

i mean if a weapon had 100 dps, but each shot only did 20 damage and you are facing a target with a DT of 25... its nearly useless even though it rates as having uber DPS. its really only good against soft targets.


 * I am going to blindly say that the Mysterious Stranger's .44 Magnum is the most powerful weapon in the game =P
 * GhostAvatar 23:55, November 6, 2010 (UTC)


 * It all depends on how each person defines "powerful". Because there is armor (DR and DT), then DPS is not the only important measure.  For the same reason, access to AP ammo is also important.  For example, there is no AP ammo for the 10mm pistol or SMG, so both will always stink against moderately armored targets.  Other weapons may have pretty paltry DAM stats, but they have access to AP ammo.  So, the Assault Carbine and Minigun have high DPS, but poor DAM, but have access to AP 5mm ammo, which drops DT by 15 at the cost of only a 5% reduction in DAM, which is a fantastic trade off for high DPS weapons like those.  Servius 18:49, December 23, 2010 (UTC)

Condition Bar Notch
What does that notch in the condition bar mean? Different weapons have the notch at different levels of repair. Is it the point at which the weapon will misfire/jam/jam on reload? The condition bars for armor also have this notch, always at the 50% mark so far as I can tell, but the condition of armor doesn't seem to affect it's DT. Servius 04:34, November 9, 2010 (UTC) it is also the point when a weapon will do 100% of its damage
 * One of the tips shown during loading screens explains this. For guns, the notch is always at the 75% condition point, and indicates the point at which a gun will never jam.  FYI, for all armors the notch is at the 50% point and indicates the point at which armor has its highest DT rating.  Servius 18:44, December 23, 2010 (UTC)

DAM & Spread calcs from GECK?
Has anyone posted the DAM and/or Spread calculations from the GECK? I have yet to find a specific, consistent answer on how Guns and Strength affect those two variables. Servius 00:37, November 19, 2010 (UTC)

Euclid's C-Finder Damage/Shot
The listed Dmg/Shot of 12000 seems impossibly high for Euclid's C-Finder. I shot it at a pack of legion guards with 100 Energy Weapons and failed to meaningfully damage them (they had ~25%-75% HP left), whereas the Gauss rifle was either killing them outright or leaving them with just a sliver of life. Gauss Rifle lists as 120 dmg per shot so I would expect this to instakill everything. 71.233.245.233 22:46, November 21, 2010 (UTC)
 * When it works properly it kills everything I have tried it on, in a single shot. The only thing I havent tried is baiting the legendary creatures out of their caves. Mictlantecuhtli 23:47, November 21, 2010 (UTC)
 * I just took a look at the Geck and have no idea where they got 12000 from, the weapon itself does 0 damage and the explosion does only 150 damage. The only figure I can find that is anywhere near that value is the blast radius of 1024, so unless I am missing something I have changed the table data. ☣Avatar☣ 01:27, December 3, 2010 (UTC)

Looks like someone deleted the Pistols section
... and where are the wiki nazi's when you actually need them lol

Hey, remember that head slaver in fallout 3? eulagy or something? anyway i found his hat in new vegas...ive only found it once and it was being worn by rotface, the ghoul in freeside. did i get this by mistake or something?

Vandalism
There has been some heavy vandalism to the energy weapons section. Could someone fix this? I'm still getting used to the weapons template. Blazingsand 19:29, December 20, 2010 (UTC)

Sniper Rifle Nerf in most recent patch
The most recent patch significantly nerfed the Sniper Rifle and Gobi Campaign Rifle by lowering their DAM by almost 1/3 (from low 62 to 42 I think) and cutting their crit hit multiplier from x5 to x1. Ausir posted a dev comment that said the nerf was intended to make the Anti-Materiel Rifle stand out more, as well as to return some purpose to the Hunting Rifle. Nerfing the sniper rifle makes the AMR more distinct, but unless there were unposted changes to the Hunting Rifle, the Sniper Rifle still superior, but only by a hair.

At least according to main page, the HR has 45 DAM, 35 DPS, .03 spread, and x1 crit multiplier. The current (nerfed) SR has 42 DAM, 67 DPS, .02 spread, and x1 crit multiplier. They also both use the same ammo, but the SR has a higher DPS, is more accurate, and through mods can get its weight down to ~3 lbs and can get a silencer. Am I missing something? How has the SR nerf made the HR any more useful? Servius 19:00, December 23, 2010 (UTC)


 * The HR takes a Guns skill of 50, while the SR takes a Guns skill of 75. The Vendortron of the Gun Runners may stock the HR one tier (or 5 levels) earlier.  Low-level Couriers could conceivably be more accurate with the HR and are more likely to obtain it (barring the SR's in McCarran and that ruined house NE of the Mole Rat Ranch).  Furthermore, making the HR have a higher DAM makes any .308 ammunition slightly more useful.  The effect is more pronounced against enemies with some DT.  If carrying a sufficient quantity of rounds, the extra rounds required by the SR would balance with its weight reduction.  (Granted, that would be a LOT of ammunition...)  Finally, the HR (before the scope modification) is a little more than half the cost of the SR (and still slightly cheaper after the HR uses the scope modification), yet can fire nearly 4 times the ammunition before needing repair.  Besides, it makes more sense for a bolt-action firearm to do more DAM than a semi-automatic firearm with the same ammunition and barrel length.  I know people will argue and disagree with me, and personally I'd still prefer the SR myself; but, with all due respect, you asked the question: no offense intended, just facts and speculation.  I like T0xiN's idea of just buffing the hunting rifle, though.  Anything to blow off that extra limb...  Geez, sorry about all the writing.  --75.54.87.207 02:21, October 27, 2011 (UTC)

could some one add the dead money weapons to the table, i would but ill mess it up User:zombieeater6000 8:44 december 24 210

This was a silly nerf. How can you tell me the AMR didn't stand out enough? 110 damage per hit always will be superior and it will always be king. There was no good reasoning for you to nerf these to make the best weapon even better, what kind of logic is that? How does this give the Hunting Rifle more merrit? With the HR at 45dmg the old snipers at 60 and the AMR at 110, they all had their place. Why are you nerfing the sniper rifle to make them the same gun statistically? Ya, so if you wanted the hunting rifle to be better why not just BUFF the hunting rifle??? T0xiN 22:08, January 22, 2011 (UTC)

What does DPS really mean?
Obviously it means damage per second but how does it work?
 * It's simple maths... damage/shot x shots/second will equal the weapon's DPS. 78.69.122.16 02:35, December 25, 2010 (UTC)


 * Not that simple, the GECK also takes into account single shot weapon (like the Fatman) and works the reload time into the formula to display the DPS. ☣Avatar☣ 23:14, February 19, 2011 (UTC)

Energy ammo
I noticed that the plasma rifle shows MF cell as it's ammo, while the holorifle shows Microfusion cell. Is there some difference in game, or is just an oversight? Blazingsand 04:21, December 25, 2010 (UTC)
 * Same thing, MF is just a abbreviation of Microfusion. ☣Avatar☣ 01:00, January 2, 2011 (UTC)

energy weapons
does anyone know what weapon has the most single shot damage and DPS of all weapons?[including dlc]

DAM
How is the DAM listed on this website?

Say there are 2 people. One has 100 unarmed, the other has 10. If both have brass knuckles the one with 100 unarmed will most likely do 10-20 more DAM a hit than the other. When I look at the stats for weapons on here is there a base skill level set (like maybe this is the DAM they'd do if they had skill level 50 of whatever)? Same for guns, lasers, so on. Thanks a lot.

Or maybe I'm understanding weapon skills wrong?


 * Damage per shot/hit is based of 2 things, weapon skill (e.g. guns, unarmed, melee etc.) requirement and strength requirement. If you do not meet both of these for that weapon, then you will not get the full damage from said weapon. If you match only one of the requires but not the other, again you will not get the full damage from the weapon, you most have both to get the damage list under the DMG column (this is the max damage a weapon can produce without the addition of perks). Both requirements for each weapon are listed in the last column under ATT REQ. ☣Avatar☣ 20:57, January 22, 2011 (UTC)


 * I'm fairly sure that is incorrect. A player with 100 guns skill will do more damage with the 9mm pistol than someone with 50 guns skill, even though both players meet the requirements for the weapon.

Weapon condition
When I used the console command "player.getweaponhealth" I noticed that all weapons (that I tested) seem to have their condition reduced by 0.2 points per shot. If this is correct, the formula for calculating the maximum number of shots before breakdown from full condition would be [condition / 0.2 = # of shots]. Maybe this would be interesting to add to each weapons statistics?

--Sciferr 19:36, January 29, 2011 (UTC)

Tesla Cannon V:W Error
The math for the Tesla cannon value to weight ratio is off. It is currently set to match the Tesla-Beaton prototype stats. It stood out as the prototype has a higher base value listed at the same weight. At a weight of 8 for 8700, the normal Tesla Cannon should have a V:W of 1087.5. I would have changed this but the page would allow for simple edits. 74.77.129.70 18:22, February 5, 2011 (UTC)

Silenced Weapons
Does anyone else think there should be more silenced weapons? Rifle-wise there is the v-rifle, sniper, and ratslayer. I feel like the hunting rifle, marksman rifle, and the All-American should alse be able to be silenced.

Area Of Effect
I think the description for AOE should be a bit clearer for anyone not familiar with the term. Something like "the amount of damage caused by a single shot around it's point of impact, such as the explosion of a grenade." Just something simple. Gamefreak1346 21:07, March 25, 2011 (UTC)
 * Well go ahead and add it =P User avatar tag.gif Avatar talk.png 22:06, March 25, 2011 (UTC)

Strength and Skill Requirements.
For guns, I know if your strength / skill isn't high enough, the gun will be more difficult to aim due to sway.

What about for melee weapons? What does the strength and skill requirement change?

I know if you go past the requirements for a weapons, you still get increases in damage. E.g. someone with 100 in guns will do more damage with the 9mm pistol than someone with 50 in guns, even though both satisfy the pistol's requirements. '''So where does one get the "dmg / shot" stat from? Are we just assuming 100 skill for that weapon?''' Nothing is clear...

Also, for melee weapons, the attack speed seems to be completely irrelevant of your melee skill. '''Using a melee weapon that requires 100 skill, I swung it just as fast when I had 1 melee skill and 1 strength as when I had 100 skill and 10 strength. The requirements seem to be completely irrelevant... because investing in points in melee weapons even after I have reached the requirement still increases the damage.''' So, what do the requirements really change? Pretty much nothing from what I've seen.

Non-weapon misc category
Two items were clearly implemented using weapon perimeters: Binoculars and the Codac R9000. Though they have either no attack and do no damage, they are worn and equipped as weapons. Camera film is implemented as ammo and the camera follows shooting physics. At the very least they are weapon like objects since they are listed in the weapon and ammo sections of the Pip-boy. I think they need a section here just to clarify that they are not static misc items like a wrench or paperweight.--Xclockwatcher 00:22, June 13, 2011 (UTC)

Silent weapons tab please?
I think there should be another tab that would inform if a weapon is silent, can be silenced or not. Not so much for the Guns as for the Energy Weapons since there is no "silenced" in their name or silencer modification for them. Comedian1988 01:02, June 19, 2011 (UTC)
 * No, the page size is limiting the amount of columns. To add another would mean the removal of one also. User avatar tag.gif Avatar talk.png 20:01, August 29, 2011 (UTC)

Organization
I've seen edits according to Alphabetization but I was wondering how these tables were supposed to be organized. Should they be arranged according to weapon tiers first and then alphabetized or just alphabetized throughout? 9mm pistol.png 08:50, July 17, 2011 (UTC)

Assault, Rifle, and Sniper
Proposal to split the "Rifles" section up to differentiate between assault rifles, rifles, and sniper rifles.

--Assault Rifles--
 * Assault Carbine
 * Automatic Rifle
 * Marksman Carbine
 * Service Rifle

--Rifles--
 * BB Gun
 * Brush Gun
 * Cowboy Repeater
 * Trail Carbine

--Sniper Rifles--
 * Anti-Material Rifle
 * Hunting Rifle
 * Sniper Rifle
 * Varmint Rifle

--Cyberweasel89 18:59, July 19, 2011 (UTC)

No No. 9mm pistol.png 19:03, July 19, 2011 (UTC)


 * I think that this's a good idea! Why not? It would be much easier to find snipers/rifles if it was organized this way. CrossFeast 14:20, July 20, 2011 (UTC)CrossFeast


 * But it doesn't allow people to compare such weapons. weapons are split by there game attributes (therefore game style). It is not don't by lore. User avatar tag.gif Avatar talk.png 16:30, August 28, 2011 (UTC)

Camera/Codac 9000 = Other?
I know that the Codac is made on a pistol base but, shouldn't it be classed as other? Because people not familiar with the game engine may be searching somewhere else rather then in the pistol section. CrossFeast 14:16, July 20, 2011 (UTC)CrossFeast

Should the Automatic Rifle be listed as a Heavy Weapon
Given the nature of the Automatic rifle, its Str requirement, its fully automatatic fire, its general similarity to the Light Machine gun shouldnt it be listed as a heavy weapon on the NV Weapons list? it would seem more accurate


 * update** oh i see you guys moved the Light Machine gun up to Rifles and out of Heavy Weapons. well i guess its consistent at least

Unarmed?
I think something is screwy with the unarmed section. I can view it if I click the pop out table, but normally it is appearing with the cut content. I tried fixing But it might just be my computer. If it isn't it's beyond my knowledge of fixing it...

Sonic Emmiter Pistol
Is anyone gonna add the sonic emitter and its variants anytime soon?

Heavy Weapons?
What exactly is the criteria for a weapon to be considered Heavy Weapons in this list? For example, the Light Machine Gun was considered Heavy Weapons before but now is moved into normal Rifles.

I was wondering that too, maybe we can get an admin's word on it, I personally think that the LMG and AR should be moved back because of their roles as heavyweight weapons, however, they are both fired at the shoulder as other rifles as the Cyberdog gun and Miniguns are both kind of dragged BFG style. This may turn into a Pluto style debate over the definition of heavy weapons (Troper of the Wastelands)

who moved LMG from heavy weapons I think theres ingame evidence for it being a heavy weapon. *its high strength requirement, *its use as a heavy support weapon by NCR heavy troopers, *the unused bipod at the front suggests a need to actually mount it on the ground or cover for effective use as it would be too heavy otherwise.

Auto rifle 19:26, August 8, 2011 (UTC)auto rifleAuto rifle 19:26, August 8, 2011 (UTC)


 * Heavy weapons are segregated, not by lore, but by actual game mechanics. AMR and light machine gun do not come under '2 hand handle' aka heavy weapons. User avatar tag.gif Avatar talk.png 16:27, August 28, 2011 (UTC)

Cattle prod
I don't know how it works when data about a weapon are modified so I just wanted to report that I found an error in the value of the cattle prod and I modified its value in the cattle prod page. Hope it will soon change as well in the general "New Vegas weapons page". Maybe I just had to wait for you to verify my edit.. if so let me know that and I'll never worry again about this site coherence between the single weapon page and the general weapons page. Hope being helpful! Thank you !

Spread / ATT REQ in V.A.T.S
Does weapon's spread / unmet ATT REQ affect accuracy in V.A.T.S.?

Add Crowbar to Melee Weapons List
I am currently using a Crowbar in New Vegas and would like to know the stats for it, but it seems I can't because SOMEONE or more than one person forgot to add it to the list...


 * the crowbar isn't in New Vegas, either you're using a tire iron or a mod Pat  :3  http://images1.wikia.nocookie.net/vaultarmory/images/2/23/Gif_dancinggir.gif 16:19, August 28, 2011 (UTC)

a crowbar isnt a weapon, there is the tire iron, but no crowbar The lone wanderer&#39;s bad-ass grandma 16:13, August 28, 2011 (UTC)


 * Thats what he said. User avatar tag.gif Avatar talk.png 16:19, August 28, 2011 (UTC)

The crowbar is from the Project: Nevada mod.WaterRabbit 19:39, October 5, 2011 (UTC)

Why was Bozar taken down?
I put the Bozar on the weapon list, someone took it down. It's a confirmed weapon so what's the issue? --Deus Gladiorum 01:07, September 2, 2011 (UTC)
 * Because they're waiting for more info on it. And you put it under the Heavy Weapons category when it's a rifle. Porbably better off letting someone who knows the proper page organization to do it anyway. UserGreatMara.png pistol.png 01:23, September 2, 2011 (UTC)

It's not a rifle, Sawyer said it was a unique variant of the LMG as in Fallout 2. As for page organization and such, isn't the point of a wiki to provide information? in other words even when we don't have all the statistics it's still good to at least inform people of the existence of this weapon if for example they wanted to check out what weapons were in the game but they weren't aware of the GRA. --Deus Gladiorum 20:02, September 2, 2011 (UTC)
 * Even then it still wouldn't be in the Heavy Weapons category. And it won't even exist in the game yet because the DLC hasn't bee released so that argument doesn't carry any weight at all. UserGreatMara.png pistol.png 10:46, September 4, 2011 (UTC)


 * If it is a unique version of the LMG then it is a rifle just like the LMG. Then again it's too soon to place it in the page, instead a good focus would be to correct the mistakes in the page (there are a lot especially in "DMG: AP") Comedian1988 23:27, September 4, 2011 (UTC)

Oh wow somehow I thought that the LMG was still in the heavy weapons category, my fault there for not recognizing it's removal to rifles. Anyway, still shouldn't the weapon itself at least be included somewhere in this just for the sake of information? For unknown statistics, "TBA" could take it's place and I've seen that before such as in the shotgun ammunition category for Dragon's Breath. --Deus Gladiorum 23:16, September 5, 2011 (UTC)

Will Gun Runners weapons be added to this page?
Am most likely doing this wrong. Just hoping this page will be updated to show all the "Gun Runners" weapons as well? I love this page for comparisons all in one place. Peter_C 17:54, September 28, 2011 (UTC)

Gas Bomb
The Gas Bomb is listed under the thrown explosives. Shouldn't there also be a note added to it explaining that while the weapon is thrown, it actually functions as a placed explosive such as the basic mine instead of exploding when thrown? Gary 42 14:37, October 1, 2011 (UTC)
 * Why should method of detonation be mentioned, it isn't for placed explosives (proximity fuse and remote detonation both exist in that section). User avatar tag.gif Avatar talk.png 17:28, October 1, 2011 (UTC)


 * It's relevant to the use of the weapon. It looks like there are notes explaining this which is good. --an0my(talk) 21:40, October 1, 2011 (UTC)


 * I could be wrong but the C4 is the only detonated explosive to my knowledge and the rest are proximity. With the thrown explosives, they are all impact detonated except for the Gas Bomb which functions as a mine. I just think that a note for those two could be added since they are the lone exceptions to how the typical explosive works in their respective categories. Gary 42 00:00, October 2, 2011 (UTC)

LMG is not a Rifle
Whether or not it's not a heavy weapon... --an0my(talk) 21:22, October 1, 2011 (UTC)


 * In fact what even makes a weapon considered "heavy" in New Vegas? There isn't even such a class of weapons as far as I know. --an0my(talk) 21:22, October 1, 2011 (UTC)


 * Game merchanics, i.e. 2handhandle. User avatar tag.gif Avatar talk.png 21:42, October 1, 2011 (UTC)


 * What does 2handed have to do with Heavy? Forgive my ignorance. Also where specifically in the GECK do you see this so I can better understand where to put weapons in the tables? --an0my(talk) 21:53, October 1, 2011 (UTC)


 * Oh I see. Light Machine Gun is a 2hand automatic. Grenade Rifle is a 2handrifle. From what I understand we don't really sort things by what make most sense around here, we just do what the admins say. Got chya. --an0my(talk) 21:57, October 1, 2011 (UTC)


 * It's held like a rifle. Makes sense to me. UserGreatMara.pngge 22:05, October 1, 2011 (UTC)

And what makes sense to you, it dont belong in either, so we stick it on its own. So it cant be compared by the readers? Then what use are the tables and having them be sortable. User Avatar talk.png 22:11, October 1, 2011 (UTC)

DON'T FORGET TO PUT THE 25 MM APW ON THE LIST!!!!!!!!!!!!!!

68.228.53.196 03:17, October 3, 2011 (UTC)

Melee Weapon Organization
It seems to me that melee weapons should be organized by one vs. two hands instead of bladed vs. blunt. The distinction of bladed vs. blunt is not made by the game, but how a weapon is used (one or two handed) is made. Frankly, I think they should just all be in the same table with a note indicating # of hands.WaterRabbit 19:37, October 5, 2011 (UTC)

Listed DAMage & Player Stats
This was alluded to above under "DAM" and "Strength and Skill Requirements" and I've been wondering about this myself. The listed base damage and all the derived stats for all weapons are based on what skill levels? Is there a baseline for comparison? I use the weapons page more than any other and, like most others, I use it to compare differing weapons. In order to compare weapons (or compare anything) the factors that influence the weapon's statistics need to be held constant. I always assumed this was the case. In other words, if I'm comparing damages of a Gun weapon and a Melee weapon, can I assume the damages pulled from the GECK are for a character who has equal Guns & Melee skills? To complicate the issue further, even if the damages for all weapons are for a PC who has, say, Strength = 5 and 50 in all 5 skills, then some weapon requirements will have been met while others will not. So, even if the same Strength & skill levels are applied to all weapons equally, there will still be some differences in their stats. The only way I can see to bypass this issue is to use the weapon stats for a PC who is maxed in all 5 offensive skill sets as well as Strength, so all weapon requirements are met and all factors are equal. Obviously, this isn't ideal as it gives maximal stats (sans perks) and most players don't have their skills and Strength maxed but it would allow for all weapons to be compared on an even playing field. --Postapocalypto 15:02, November 6, 2011 (UTC)
 * In the GECK, every weapon has a listed damage. That's the absolute maximum damage you'll get with 100 in the weapon's skill, same for spread and enough Strength to meet the ST requirement. Less than either will result in a scaling up of spread and a scaling down of damage. It's the opposite of Survival and Medicine, which list the absolute lowest value and scale up. We just list the max damage because it's easier; anybody that sees their gun doing more damage than the listed amount will change it. Nitty Tok. 15:52, November 6, 2011 (UTC)

Makes sense to me and good to know. Thanks for clarifying.--Postapocalypto 19:36, November 6, 2011 (UTC)

Pre reload animation
I have found that the animation of shooting an automatic weapon (I only tested Sleepytyme and Bozar) keeps going even if it has run out of ammo, as long as you hold down the trigger. The animation is sans bullets and sound, only the gun moves. Is this something which is commonly known? I haven't seen this bug listed anywhere. EarthboundD 20:50, November 9, 2011 (UTC)

There are places where these charts don't match the statistics listed on the individual weapon pages. I take it the pages aren't sharing a single set of numbers? At any rate, the chart lists the DAM/DPS of the Mantis Gauntlet as 30/73, but it's page lists it as 30/60.7. Note that in the chart, the Mantis Gauntlet actually has a higher DPS than the variant "Embrace of the Mantis King!", which is 42/65.
 * I can check the GECK for the gauntlet since it's base game, but I don't have any DLC, but what are the other two. And people like to change values without checking sometimes so that might be part of the problem. UserGreatMara.pngge 23:05, November 18, 2011 (UTC)

FIDO
Is FIDO a unique weapon and if so should be highlighted as such but I didn't want to change it becuse the page describes it as a built weapon not a found weapon. Can anyone tell me if it is unique--General Darkstar 03:33, 24 August 2012 (UTC)

There are two K9000s, one through the speech checks with the Think Tank the 1st meeting, and one in I think its X-12. Both can be crafted into Fidos, so technically they are both only semi-unique. 90.204.188.81 14:14, 26 May 2015 (UTC)

Reworking the page
Hi.

Made some edits the last days. Hope, that's okay and does accord to the guidelines. I think, the pistols section is done by now. I will see, if some columns should be further extended with more decimals (max. 4) if necessary for the following tables. I don't know how to edit classes (or, if I am even allowed to), but I would like to have the number columns right aligned rather than centered–without putting a "text-align" in each row. But that's purely cosmetic. Will continue tomorrow. -- CompleCCity (talk) 17:09, 8 November 2015 (UTC)


 * I have a question about the derived crit % mult for automatic weapons: In both the legend and the GECK wiki it's said that the given mult has to be divided through the weapon's fire rate. Tables for FO3 weapons consider this. But here at least for the assault carbines and the automatic rifle I get another value than listed here…
 * Also, does there exist sure information about what's said here: Attack speed calculation from GECK? -- CompleCCity (talk) 18:41, 9 November 2015 (UTC)