Six crank laser musket

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Also, laser muskets can't be suppressed unlike gauss rifles. Edit: with 6 cranks, the laser musket does half of its base damage per crank for a maximum of 192 damage for me. Actually it does base damage per crank, I retested it again and a 6 crank laser musket can deal the exact same damage as a fully charged gauss rifle both inside and outside ...That is how they work. They can go as high as a six-crank but you have to press reload once per crank. Each crank adds more power into the shot. So you can fire with a single crank between shots and do just fine, but if you want to maximize your Sneak Attack damage keep cranking the weapon to the max and then fire.

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There's a laser musket in Concord that you can get early. But it is poorly configured {short barrel, 2-crank} So you need Int=6 to get a perk in science at low level. I'd expect using a laser musket to end up sneaking a lot whilst you reload. So you may find yourself slipping back to the stealth tactics you want to avoidEDIT: For the record, I'm RPing a little bit, so I don't see it practical to carry around every different type of weapon out there. I'm trying to limit it to a Medium-ranged weapon, a Close-ranged weapon, and a Long-ranged weapon. Currently, it's Short Laser Rifle for Medium and Scatter Laser Rifle for close. Musket and Laser sniper are competing for my long …If I six-crank my wounding laser musket will the plus 25 damage bonus apply to each of the 6 rounds or will it simply count once towards the single fired projectile? I'm aware that wounding/explosive (and apparently many other legendary effects) can proc once per individual projectile in a shotgun or scattered laser weapon, but what about the ...

Instigating is the best. Two Shot only adds a second projectile at base damage without mods and the Laser Musket's power comes from Six Crank. There is only one mod that increases Laser Musket damage, and that only increases it by 4 points. Instigating only does 8 points more damage than the two shot version with rank 5 rifleman.so if i understand this right, with every crank of the laser musket it will add a percentage of base damage. like say you do 50 damage with a laser musket, you crank it, now it does 100. right? so, if i understand this correctly, if you max out rifling, and get a six crank laser musket, doesnt that mean a laser musket, in theory, is one of the strongest guns in the …It has more to do with how the gun actually plays in combat. I've been playing as a minuteman laser musket junkie too, with companions, and love the instagating 6-crank laser musket. Realistically, the laser musket is going to fire too slowly to use throughout most battles- it's better to open the battle with, and then swap to faster weapons.About this mod. The Laser Musket doesn't require ammo, it charges using the hand crank. Inspired by Pokepunch's CrankToCharge and while trying to fix some bugs and things I didn't quite like, I ended up remaking the mod entirely. Pokepunch's mod works by giving you an invisible quest that adds a "fusion breeder" (which is an ammo …The number of cold cranking amps a car battery should have is different for every car. It depends on both the vehicle itself and the temperature where the driver lives. Cold cranki...

The laser musket is a weapon in Fallout 4. The laser musket is a homemade, nonstandard version of a laser rifle. It is the signature weapon of the Minutemen faction and several can be obtained from them. It appears to mesh together from various mechanical and electronic parts strapped to a wooden rifle stock. The "barrel" consists of a standard laser rifle housing with two metal-ringed lenses ... Every crank of the laser musket adds to the damage output. You can mod the laser musket up to six cranks. I don't know the exact numbers, but the damage is quite high on 6 cranks, especially if you have the rifleman perks. It is a bit finicky to handle, because you have to crank it up after every shot, so you better make sure you hit your targets.Yup, the count as extra shots, so while the damage itself is only like 64, at six crank that's 6*64, if my maths is right that's about 384 damage in total. I'm unsure as to whether this actually shots extra projectiles though, out whether the game treats it as one shot ….

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Laser muskets aren't exactly ideal for vats as vats will only crank them once if you line up multiple shots. It's workable but you need to bring in a bit of manual play by shooting one vats shot then manually cranking. For a luck build you're ideally looking for bolt action, revolver or semi automatic weapons.Laser musket capacity is 10x as much. Does 4 damage per crank. Use new voltaic pile ammo. 1 fusion cell makes 20 piles. Long Version. This is a simple attempt to make the laser musket a bit more useful and interesting than it is in the vanilla game. The base laser musket will now hold 20 cranks (gaining 10 more with each new receiver) …Im trying to find out whether a six crank laser musket or a sniper rifle configured Righteous Authority delivers the strongest critical sneak attack headshot, and right now it all comes down to whether the critical multiplier from the Boosted photon agitator is above or below 1.69375.

Each subsequent crank charges the capacitor even further with another fusion cell, to a maximum of two (mods can be added to increase energy capacity to a maximum of six cells worth). Once loaded, the Laser Musket can be fired, consuming all the cells stored in one powerful shot.EDIT: For the record, I'm RPing a little bit, so I don't see it practical to carry around every different type of weapon out there. I'm trying to limit it to a Medium-ranged weapon, a Close-ranged weapon, and a Long-ranged weapon. Currently, it's Short Laser Rifle for Medium and Scatter Laser Rifle for close. Musket and Laser sniper are competing for my long …

britestar tavern bar rescue Hobo Misanthropus May 2, 2016 @ 3:24am. Hunting Rifle until you can get a Four+ Crank on the Musket. Musket then becomes a better per-shot (But not per round) weapon. Instigating Six-Crank Laser Musket is one of the top10 weapons in the game. So if you can find one, ultimate sniper weapon. #3. dairy queen cupcakes caloriesspire of the watcher location Laser musket capacity is 10x as much. Does 4 damage per crank. Use new voltaic pile ammo. 1 fusion cell makes 20 piles. Long Version. This is a simple attempt to make the laser musket a bit more useful and interesting than it is in the vanilla game. The base laser musket will now hold 20 cranks (gaining 10 more with each new receiver) and crank ... shooting range in bay area ca The trade off of a laser musket having the 5 crank load and single shots translates to a very minimal trade off in actual gameplay. 5 cranks still has less of a reload time than the drum magazines and being able to take cover fairly regularly in combat negates the risks of that quite a bit. ... make it a six crank and with the fitting perks it ...Laser Musket Six Crank Capacitor in Fallout 4 is a Weapon Mod. Laser Musket Six Crank Capacitor Information Where to Find/Location. It can be crafted at a Weapons Workbench or found on Laser Musket, and used on other guns of … excuses are toolsaldi edison njtandy leather reno Nope, the settler will crank a little and fire right away. I recommend waiting for raids, then taking higher end weapon and armor from dead enemies and handing them to settlers. Saves on caps. You can test by waiting on raid, but I already did this for you, telling you they only crank a little and panic fire. 1. Acidosage. • 2 yr. ago. Laser Musket is fundamentally a better sniper rifle but tbh, in a game like Fallout 4 where you might be using one weapon for hours and hours, you want it to be a fun one, so I pick Hunting Rifle because the crank is annoying and the musket is less satisfying to fire, especially sound wise. 7. grocery stores in whitefish montana The Laser Musket is a unique, crank-powered energy weapon, combining the aesthetics of Revolutionary War-era muskets with futuristic laser technology. Users must manually crank the weapon to charge its shots, with the number of cranks determining the power of the ensuing blast. This mechanism allows for significant damage at the cost of a ... lima oh newsbathroom light fixtures menardslow income senior housing roseville ca Cranking the musket up to 6 seems to turn the weapon into some godly one-shot kill machine on par with the gauss rifle. So I wanted to know how much cranking it increased the damage. Obviously, the 162 damage my two-shot six-crank deals is not the power of a fully-charged shot, because it does as much as a gauss rifle to an enemy's face, I.E ...I have 350 cells in my inventory, I crank the musket twenty times, when I fire, it will spend all 350 cells in my inventory at once. Yes it does deal 350 cells of damage, but it uses ALL of them at once. And of course there's the automatic musket from the minuteman ending but that's more like constant single fire for 20 shots max, so idk.