Fallout new vegas sniper rifle mod

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It was made to vaporize anything at longe range. My last character started with an int of 3 and has 10 str, luck, agi and end, and the 6 per you need for better criticals.Īnyway the AMR does a lot of crit damage, so critting (by sniping, for example) is a big part of the strategy. Strength on the other hand always lets you carry more per point. Intelligence offers very little reward outside of roleplaying because there are so many skill books in the game by now. But anyway, if you are a power gamer you can max every skill starting with an int of about 3. Points much better spent on Intelligence or even Luck.'Even luck'? It's the most important stat in the game. The high Strength requirement also makes it a bit terrible, 8 w/ W Handling. Otherwise, you're just missing out on one very fun way to instagib deathclaws and everything else the game has to offer.

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If you are having real issues with weight and you happen to be playing on hardcore, then yes, leave the AMR at home. 45-70 SWC has a HUGE maintenance multiplier of x3, making it rather impractical, and even so it's only 5% better than match rounds. The ammo weighs a lot, but match rounds are some of the best out there - increased damage by 15% and reduced spread with no downsides. Up close, some of the quick-firing weapons are indeed better. Only a crazy person would use that kind of weapon up close.