Talk:K9000 cyberdog gun

Well, obviously...
It's a big gun with a brain in it... obviously, it's a Smart Gun!

...oh, I wish. --83.79.166.235 15:55, June 20, 2011 (UTC)
 * HA ha ha! Zac hemker 23:51, July 9, 2011 (UTC)

Stimply Amazing
first, i did notice my typing error and i did it on purpose. but this gun looks unbelievably amazing. i dont think iv ever been more excited for any weapon in the fallout series other than possibly the tessla cannon in F3 but that thing was a monster in it's own right. I have a feeling the K9000 will compete easily.

It's over 9000.
Enough said.

Wow...
.357 rounds? Seriously? I sold ALL of mine because they are useless, there isn't a sinlge good weapon that uses them. And now you're telling me that the one weapon I looked forward to from this DLC uses the one ammo type I don't have? Way to go Bethesda. --Wiseman of the Wastes 11:48, July 19, 2011 (UTC)

^Um..... Obisdian are the guys who made New Vegas and the DLCs, which means that they are the ones that made this weapon. Bethesda just published the DLC.

^Besides, that's the idea, they knew that .357 ammo is useless, so they are giving you a new weapon... you aren't really smart aren't you?

^ You got me thinking don't you realise that the ammo for this weapon is seeming unlimited?????AKA Dead Money vending machines and Coin Operater perk (The Coin Operator perk enables the player to make 50 new chips at any workbench from 1 fission battery and two pieces of scrap metal.) So to the person who made this page don't beat yourself up to much. LOL--Eckrack 09:28, August 4, 2011 (UTC)

I disagree, if your a cowboy like me, you may have used the unique single-action .357 revolver "Lucky" with JFP rounds you'll be doing 37.5 damage before perks 1.5 damage more than a .44 revolver, with Cowboy you'll do 37.5 with standard rounds and with JFP you'll do 46.875 damage, more than a standard sniper rifle, with a mere pistol round. .357 magnum is extremely easy to come by, and powers a disc one nuke and a hand cannon. Also if you really hate .357, you can always just get the FIDO schematics out of the Kennel in X-8, the key is in X-13 once you get the EMP upgrade for your sonic emitters (return to testing after main quest line) to take out the shielding. .357 is hardly useless, it fuels both Lucky and La Lounge Carbine, but it now has yet another use in the K9000. Also it makes scense that they would chose an unappreciated round that seems useless, to give it use in a very up played weapon. (Troper of the Wastelands)

Don't forget the Police Pistol in Dead Money, I always love that. The K9000 is also a good way to waste those crapload of .357 rounds you find in Sierra Madre vault. Make sure you convert it to JFP. Flaktrooper, August 19, 2011.

Wrong sound effect?
What happened to the new meaty fire sound that we heard in the trailer?--MrBread 14:37, July 19, 2011 (UTC)

Locations
Are there any other locations for the K9000 besides getting it at the very beginning of the DLC? Also, is this weapon available for purchase at the store in The Sink? I haven't seen it there yet. Thanks for the help, I'm trying to get a few more copies of the weapon. --ZzirBooty 20:43, July 19, 2011 (UTC)

I found one of those space suited skeletons using it in the X-12 Research Centre--MrBread 21:30, July 19, 2011 (UTC)

How does this reload?
I'm curious, as I will be playing it tommorrow and am wondering how it is reloaded and how long it is.

Damage
Interesting enough, if the K9000 were to be fully upgraded and loaded with JFP rounds, it's damage per shot exceeds the base damage per shot from FIDO, the K9000's DPS can in fact reach well over 480. This with the accuracy bonus of the JFP rounds makes the K9000 virtually superior to FIDO. --Radnus 11:56, July 21, 2011 (UTC) According to computers in big mt it helps scout enemies but in game it growls when enemies are near. Fryingpan57 23:38, July 23, 2011 (UTC)

Weird Features
Why does this gun have a huge backpack? A gigantic battery backup for the gun? Life support systems for the doggie brain?

Also, other than looking neat, what does the brain do? Does it up your perception upon equipping the weapon?

YellowCat305 19:46, July 21, 2011 (UTC)

Not to mention the scope reticule when aiming. There's no scope on the gun. The weapon is practically dragged around, if not carried. The scope is probably a mistake, right? Should the scope be modded out with GECK?

The backpack's there for the same reason as the minigun, even though there is a clearly visible magazine already in the gun itself, it seems to act as some sort of hammerspace system allowing the gun to have both a ammo backpack and a need to reload "cassette" magazines into a sort of hanging feed system. you can't get a good look at what the hands are doing to reload the weapon, nor see where the ammo is materializing from, genius! As you may now know from playing the DLC, the scope is useable (Troper of the Wastelands)

sink bug
the bug about disappearing is a bug with the sink. not with this gun. it happens with all items (usually when moved to a different room and left the item will turn invisible). plz remove it from the bugs section as it it not caused by the gun but by the sink to all items.

Ammo
So far I haven't seen anyone mention the ammo type this gun takes can be unlimited which makes that a large advantage over the FIDO imo. The ammo for this gun and a few others can easily be obtained from a chip dispenser in Dead Money.

"The Coin Operator perk enables the player to make 50 new chips at any workbench from 1 fission battery and two pieces of scrap metal."--Eckrack 09:21, August 4, 2011 (UTC)

Comparison
I was trying to figure out which weapon is better, the K900 or FIDO. I included things that I chose for my character (i.e. Trigger Discipline trait) and all mods available for the K900 as well as using Hand Load ammunition (.44 SWC and .357 JHP). Here's what I got:



(Sorry, had to put it as an image because the formatting was screwing up the graph)

Anyway, hope this helps some of you. I personally think that the K900 is better because of its accuracy and RoF, which cancels out the damage inferiority to FIDO, but there's the chart for you. And yes, I was bored enough to actually make this lol. --Deus Gladiorum 01:43, September 4, 2011 (UTC)

Re: VATS bug
The bug is in the firing animation in VATS. It shows the weapon firing 12 rounds, with 12 cartridge cases ejected, but it does not actually fire 12 rounds. It only fired the 3 rounds per VATS unit of fire that it should, and correctly removes 3 rounds from your inventory. I tested this on PC using the get.av health command to verify that the damage inflicted was only that of three rounds, and it was correct. As I'm a new user here, it seems I can't edit this page yet, so if someone who can would kindly edit this in the bugs section, I'd be oblidged.--The Gunny 21:07, October 31, 2011 (UTC)