Fallout 4 shotgun with an explosion effect. Your favorite weapon

They proposed a very flexible weapon designer that allows turning any barrel chambered in any cartridge into a machine gun, carbine or rifle. However, what are the best options? We have reviewed all weapons in the game and expansions to answer this question. Be warned, this text contains spoilers.

Fallout 4 weapon theory

Let's start our guide with an analysis of the main properties that weapons in Fallout 4 have. Understanding them will come in handy when you pick up a gun for yourself or modify it - not all unique weapons in Fallout 4 can compare with properly modified regular ones.

According to the damage provided, it is appropriate to divide all weapons into four types, the farther, the less damage per second:

  • gunshot: Deals normal ballistic damage to the point where the crosshair is pointing, but bullets always have deflection. For the NPC and the player, passing damage is reduced by armor, and for the Survivor, his abilities can additionally reduce it.
  • Energy: applied by lasers, plasma and railgun. Laser weapons can set the target on fire, and plasma weapons can turn them into slime. Laser and railguns hit the point where the crosshairs are directed, much more often than plasma or firearms. The Survivor can increase resistance with several abilities.
  • Radiation: Deals significant damage to humans and normal animals, but does not affect robots and mutants. Also, the damage does not pass through the armor if it is pumped for protection from radiation. Since radiation is considered on a separate scale, radiation damage does not appear immediately - you need to stuff the enemy well with ammo, so that he will die more likely from direct exposure.
  • Poisonous: This type of damage is the hardest to predict, as it only deals significant damage after 2-3 minutes, which is a long time for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or full protection against this type of damage.

Types of weapons in Fallout 4:

  • Normal does not have any properties, has a maximum of opportunities for modifications.
  • legendary possesses so-called "legendary properties", such as fire damage or bleeding. Weapons have either several weak properties, or one strong one. The latter option is preferable, weak properties will be absorbed by armor, and strong ones will definitely break through it. Dropped randomly from legendary enemies (marked with an asterisk). Not always legendary weapons can be fully modified.
  • Unique- marked with a star and has a unique name that cannot be changed. Always has some sort of legendary property. Such weapons are issued for completing quests, they can be found while exploring the game world or bought from merchants at a high price. This weapon is only subject to cosmetic improvements, such as changing the handle.

Main legendary weapon properties, which will always be useful against any opponent, in descending order of impact strength:

  • hurting- Any target hit by at least one bullet gets 25 damage. additional damage from bleeding, and the effect affects robots and mechanisms. Ignores target's damage resistance and armor. Using this property, you can chop up the enemy with a dozen bullets and leave him to bleed, and take care of the next one yourself. This damage stacks especially well when using shotguns or miniguns.
  • Powerful- Damage to all types of enemies increased by 25%. It is not the first because it is extremely rare, and the effect itself depends on the base power of the weapon. For a weak cannon, a quarter damage increase won't help as much as an additional 15-25 damage from another property.
  • Incendiary Sets an enemy on fire, dealing 15 fire damage to them. Similar to the "damaging" modifier, but not as powerful.
  • explosive- The bullet explodes, dealing 15 area damage. Allows you to reach a target if it is hidden behind cover by shooting at the surface next to the target. It can be useful at the initial stage of the game, but then it’s more profitable to hit the enemy after all.
  • crippling- Deals 50% more damage to limbs. There is a chance to tear it off or damage it;
  • Irradiating- The target receives 50 radiation, so each shot reduces the Health bar. Does not work on robots.
  • Plasma- Deals 10 additional energy damage from plasma (does not require plasma ammo), any shot has a chance to turn the enemy into slime.
  • provocative Deals double damage to targets with full health, great for starting a fight.
  • Infinite- shooting does not require reloading the magazine, but the ammo is spent. Useful for sniper rifles or carbines, but becomes useless when the same weapon appears with a more advantageous legendary property.
  • sorcerer's Deals an additional 30 poison damage over 10 seconds.
This is far from full list, so don't forget the style you play. For example, for stealth kills, legendary mods related to VATS may come in handy.

The practice of using weapons in Fallout 4

And although the above options for classifying weapons are official, it is more efficient to divide weapons by the type of cartridges used and describe the limits of weapons that are built on their basis.

Consider the difference between cartridges. Let's start with firearms:

  • Cartridge caliber.38- the most common ammunition that is used in pistols and machine guns at the beginning of the game. Limited range, low damage. At high levels, the scope of weapons built on the basis of this cartridge will narrow down to combat at a direct distance with weak opponents.
  • Cartridge caliber.44- rare, powerful ammunition for revolvers and their modifications. Practically not used due to the high recoil and low rate of fire of revolver-type weapons.
  • Cartridge 10 mm- a powerful and medium-common ammunition used in only one weapon - 10 mm pistols. Because of this, at the end of the game, even the .38 caliber loses in efficiency, but at first such pistols (especially with legendary properties) will be the last argument in battle.
  • Cartridge caliber .308- a fairly common ammunition, a weapon based on it will be noticeably more powerful than the .38 caliber and will allow you to destroy armored targets in close combat. At medium range, it deals significant damage to unarmored targets, but as the range increases, the accuracy of fire decreases.
  • Cartridge caliber 5 mm used only in the Minigun. Cheap and relatively common ammunition, you can collect several thousand by simply collecting enemies from the corpses. It consumes very quickly, deals low damage even at close range. Since the Minigun itself is a weak weapon, it is of no practical value at the end of the game or at a high level of difficulty.
  • Cartridge caliber .45 widely distributed in the Commonwealth, it can be called the universal ammunition of carbines. Deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored tenacious targets or legendary mutants.
  • Cartridge caliber .50 is rare, few drop outs from enemies, if you use it often, you will have to constantly buy more. Allows you to shoot confidently at long range, weapons based on it can only be sniper rifles with different optical sights. It is possible to make a pistol or a carbine p.50, but due to the recoil they will be of little use in an intense battle.
  • shotgun shell used in all types smoothbore weapons and Combat Shotguns, especially good for intense close range combat. Widely distributed in the Commonwealth, but also consumed very quickly.
  • Cartridge caliber 5.56 mm used in only one weapon - Assault Rifle. Very rare, there are few enemies in the Commonwealth from which it can be collected, it is expensive from merchants. The carbine based on it has excellent damage and accuracy, which allows you to shoot even at a long distance.
Consider energy weapon ammo. Always remember that using an energy weapon completely unmasks the character:
  • nuclear battery is a widespread ammunition in the Commonwealth, you should have no problem acquiring or collecting it. It is required for the operation of the entire range of laser weapons: pistols, machine guns, carbines, sniper rifles, which is achieved through the use of various modifications. The damage also increases as you level up, but it requires skill points.

    Due to the peculiarities of the mechanics of the shot, shooting at long distances can be difficult, we recommend using laser weapons at direct or close combat distances. In addition, damage dealt decreases with distance or due to fog. It is also not recommended to limit the magazine capacity - it is better to shoot more shots with medium damage and medium accuracy than a few shots with high accuracy and high damage.

  • Plasma charge- a rather rare ammunition in the Commonwealth, it can be bought from many merchants, but it can only be picked up from the corpses of the Riflemen. Just like with a laser, due to modifications, you can make a pistol, machine gun, carbine or sniper rifle from one barrel. But the damage from them will almost always be the highest in their class. This is compensated by the fact that each released plasma clot has a low flight speed, and in a number of cases such a weapon may be useless.

    Plasma easily destroys robots, vehicles and opponents in power armor, especially at close range. Less damage to Commonwealth creatures and super mutants.

  • 2mm electromagnetic cartridge It is used only in one weapon - the Railgun. The ammunition is very rare, it is practically not sold in the Commonwealth, it is an elongated needle in shape, which affects the perception of shooting. The railgun is conceived as a powerful option sniper rifle for the end of the game, it is. Modifications only adjust the firing and recoil.

After carefully reviewing all the weapons in the game and add-ons, we have chosen only those that deal guaranteed damage regardless of the type of enemy, their armor and damage resistance. Few weapon options meet all these requirements:

  • Pistols - 4 options;
  • Assault rifles and submachine guns - 5 options;
  • Carabiners - 3 options;
  • Shotguns - 1 option;
  • Sniper rifles - 3 options;
  • Various exotics, including heavy and melee weapons.

Fallout 4 best weapons: Pistols

To get the most out of pistols, you need to upgrade the Duelist perk. At level 5, non-automatic pistols deal 100% more damage and are more likely to disarm the enemy and may even maim them. However, it is not always rational to upgrade this branch, since machine guns and carbines are more effective than pistols in an intense battle.

Pistol caliber 10mm

Therefore, in the list in the first position is an ordinary 10 mm automatic pistol, very common in the Commonwealth, with the installation of modifications for which a player of level 4-15 will cope. We advise you to download it as follows:

There are many modifications, if you make improvements constantly, then the weapon will not lag behind the growth in the complexity of the enemies at the beginning of the game.

The pistol will allow you to fight effectively at a dagger or direct range, has a low cost of a shot in VATS, and the presence of a legendary property (optimal: injuring, incendiary, explosive, crippling) will only be a plus.

Alien blaster

This weapon is unique, exists in a single copy, it does not have a legendary property. Fires blue plasma that travels faster than normal green plasma. To obtain a weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky over the Commonwealth. It remains only to complete the simplest quest to find it, then track the alien and pick up the gun:

Abbat76
We will dispel doubts with theorycraft (in my case, practice):
Let's see how it basically works. For the base we take weapon damage. I will say right away, in theory, it is most logical to take a weapon with maximum damage (it will also be with the maximum AP consumption per hit) - i.e. like the super hammer. In practice, it is more profitable to take a weapon with a lower AP consumption, because the damage is enough for the eyes, it becomes more important to be able to hit more targets until the AP scale runs out - i.e. My choice fell on knives. I went through the first half of the game with a switchblade knife with the Lightning affix (decrease in AP consumption by 25%). Next, we multiply the base damage of the weapon by the strength indicator (which determines the melee damage parameter), each unit of strength is + 10% melee damage (without whiskey, I have strength 14, it consists of: 10 base +1 bobblehead + 2 for the barbarian suit +1 from a piece of armor with an affix +1 to strength) from whiskey (and the build is called alkoninja), with the party-goer perk taken, the strength jumps up to 18. Further, the damage is multiplied by the coefficient of the ninja perk (this is where the main magic happens), at full swing , it is x10 (i.e. 10 times, ten! Carl!), then by the coefficient of the Major League perk, then by the legendary combat knife affix - double damage on a target with a full health indicator, you understand ... one hit ...
The Blitz perk solves two problems 1) the problem of moving towards the target 2) increasing damage - you can read in the description that with the full buildup of Blitz, the further the target is, the higher the damage will be - the coefficient is not personally known to me (in fact, this is a teleport to the target, by the way, the perk is buggy, it doesn’t work due to elevation changes and some obstacles, i.e. you can’t target a target in VATS if you are on the roof and the target is on the ground, there are also positive perk glitches, you can teleport to a closed room through a small hole in a wall where you can’t obviously climb through), rocked stealth and any one piece of armor with the Optical affix (free stealth fight, yeah) solve any remaining problems at all (if they still exist) ... No expenses for ammunition, combat chemistry is not needed, only alcohol of which is quite plentiful in the wastelands ... The build is quite flexible, you can take the perks Tree Man, Death at the End, Critical Banker to increase both the damage and the character’s stamina (stamina is not so necessary, because stealth), I would also ral Lone Wanderer, he increases the damage and the mass of carried cargo, in addition, the partners only interfere with stealth - they constantly climb where they don’t need to.
Z.Y. Maybe I exaggerated, of course, but the opponents are able to survive one blow from stealth (namely, a blow and not a series before the OD scale ends) can probably be counted on the fingers of one hand ...
Z.Z.Y. Finished the plot - at lvl 60 ... the game seems to be over, without the main storyline, there is simply no motivation to play ... During the game, cheats, trainers, console commands and other side software did not use. I used the Savant perk with an intelligence of 1, saved and turned in the quest until the perk procs, we can consider this an exploit, probably ...
Z.Z.Z.Y. The gameplay is not mine, but the mechanics of what is happening and the essence is absolutely the same.

They proposed a very flexible weapon designer that allows turning any barrel chambered in any cartridge into a machine gun, carbine or rifle. However, what are the best options? We have reviewed all weapons in the game and expansions to answer this question. Be warned, this text contains spoilers.

Fallout 4 weapon theory

Let's start our guide with an analysis of the main properties that weapons in Fallout 4 have. Understanding them will come in handy when you pick up a gun for yourself or modify it - not all unique weapons in Fallout 4 can compare with properly modified regular ones.

According to the damage provided, it is appropriate to divide all weapons into four types, the farther, the less damage per second:

  • gunshot: Deals normal ballistic damage to the point where the crosshair is pointing, but bullets always have deflection. For the NPC and the player, passing damage is reduced by armor, and for the Survivor, his abilities can additionally reduce it.
  • Energy: applied by lasers, plasma and railgun. Laser weapons can set the target on fire, and plasma weapons can turn them into slime. Laser and railguns hit the point where the crosshairs are directed, much more often than plasma or firearms. The Survivor can increase resistance with several abilities.
  • Radiation: Deals significant damage to humans and normal animals, but does not affect robots and mutants. Also, the damage does not pass through the armor if it is pumped for protection from radiation. Since radiation is considered on a separate scale, radiation damage does not appear immediately - you need to stuff the enemy well with ammo, so that he will die more likely from direct exposure.
  • Poisonous: This type of damage is the hardest to predict, as it only deals significant damage after 2-3 minutes, which is a long time for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or full protection against this type of damage.

Types of weapons in Fallout 4:

  • Normal does not have any properties, has a maximum of opportunities for modifications.
  • legendary possesses so-called "legendary properties", such as fire damage or bleeding. Weapons have either several weak properties, or one strong one. The latter option is preferable, weak properties will be absorbed by armor, and strong ones will definitely break through it. Dropped randomly from legendary enemies (marked with an asterisk). Not always legendary weapons can be fully modified.
  • Unique- marked with a star and has a unique name that cannot be changed. Always has some sort of legendary property. Such weapons are issued for completing quests, they can be found while exploring the game world or bought from merchants at a high price. This weapon is only subject to cosmetic improvements, such as changing the handle.

Main legendary weapon properties, which will always be useful against any opponent, in descending order of impact strength:

  • hurting- Any target hit by at least one bullet gets 25 damage. additional damage from bleeding, and the effect affects robots and mechanisms. Ignores target's damage resistance and armor. Using this property, you can chop up the enemy with a dozen bullets and leave him to bleed, and take care of the next one yourself. This damage stacks especially well when using shotguns or miniguns.
  • Powerful- Damage to all types of enemies increased by 25%. It is not the first because it is extremely rare, and the effect itself depends on the base power of the weapon. For a weak cannon, a quarter damage increase won't help as much as an additional 15-25 damage from another property.
  • Incendiary Sets an enemy on fire, dealing 15 fire damage to them. Similar to the "damaging" modifier, but not as powerful.
  • explosive- The bullet explodes, dealing 15 area damage. Allows you to reach a target if it is hidden behind cover by shooting at the surface next to the target. It can be useful at the initial stage of the game, but then it’s more profitable to hit the enemy after all.
  • crippling- Deals 50% more damage to limbs. There is a chance to tear it off or damage it;
  • Irradiating- The target receives 50 radiation, so each shot reduces the Health bar. Does not work on robots.
  • Plasma- Deals 10 additional energy damage from plasma (does not require plasma ammo), any shot has a chance to turn the enemy into slime.
  • provocative Deals double damage to targets with full health, great for starting a fight.
  • Infinite- shooting does not require reloading the magazine, but the ammo is spent. Useful for sniper rifles or carbines, but becomes useless when the same weapon appears with a more advantageous legendary property.
  • sorcerer's Deals an additional 30 poison damage over 10 seconds.
This is not a complete list, so do not forget about the style you play. For example, for stealth kills, legendary mods related to VATS may come in handy.

The practice of using weapons in Fallout 4

And although the above options for classifying weapons are official, it is more efficient to divide weapons by the type of cartridges used and describe the limits of weapons that are built on their basis.

Consider the difference between cartridges. Let's start with firearms:

  • Cartridge caliber.38- the most common ammunition that is used in pistols and machine guns at the beginning of the game. Limited range, low damage. At high levels, the scope of weapons built on the basis of this cartridge will narrow down to combat at a direct distance with weak opponents.
  • Cartridge caliber.44- rare, powerful ammunition for revolvers and their modifications. Practically not used due to the high recoil and low rate of fire of revolver-type weapons.
  • Cartridge 10 mm- a powerful and medium-common ammunition used in only one weapon - 10 mm pistols. Because of this, at the end of the game, even the .38 caliber loses in efficiency, but at first such pistols (especially with legendary properties) will be the last argument in battle.
  • Cartridge caliber .308- a fairly common ammunition, a weapon based on it will be noticeably more powerful than the .38 caliber and will allow you to destroy armored targets in close combat. At medium range, it deals significant damage to unarmored targets, but as the range increases, the accuracy of fire decreases.
  • Cartridge caliber 5 mm used only in the Minigun. Cheap and relatively common ammunition, you can collect several thousand by simply collecting enemies from the corpses. It consumes very quickly, deals low damage even at close range. Since the Minigun itself is a weak weapon, it is of no practical value at the end of the game or at a high level of difficulty.
  • Cartridge caliber .45 widely distributed in the Commonwealth, it can be called the universal ammunition of carbines. Deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored tenacious targets or legendary mutants.
  • Cartridge caliber .50 is rare, few drop outs from enemies, if you use it often, you will have to constantly buy more. Allows you to shoot confidently at long range, weapons based on it can only be sniper rifles with different optical sights. It is possible to make a pistol or a carbine p.50, but due to the recoil they will be of little use in an intense battle.
  • shotgun shell used in all types of smoothbore weapons and Combat Shotguns, especially good for intense close-range combat. Widely distributed in the Commonwealth, but also consumed very quickly.
  • Cartridge caliber 5.56 mm only used in one weapon - the Assault Rifle. Very rare, there are few enemies in the Commonwealth from which it can be collected, it is expensive from merchants. The carbine based on it has excellent damage and accuracy, which allows you to shoot even at a long distance.
Consider energy weapon ammo. Always remember that using an energy weapon completely unmasks the character:
  • nuclear battery is a widespread ammunition in the Commonwealth, you should have no problem acquiring or collecting it. It is required for the operation of the entire range of laser weapons: pistols, machine guns, carbines, sniper rifles, which is achieved through the use of various modifications. The damage also increases as you level up, but it requires skill points.

    Due to the peculiarities of the mechanics of the shot, shooting at long distances can be difficult, we recommend using laser weapons at direct or close combat distances. In addition, damage dealt decreases with distance or due to fog. It is also not recommended to limit the magazine capacity - it is better to shoot more shots with medium damage and medium accuracy than a few shots with high accuracy and high damage.

  • Plasma charge- a rather rare ammunition in the Commonwealth, it can be bought from many merchants, but it can only be picked up from the corpses of the Riflemen. Just like with a laser, due to modifications, you can make a pistol, machine gun, carbine or sniper rifle from one barrel. But the damage from them will almost always be the highest in their class. This is compensated by the fact that each released plasma clot has a low flight speed, and in a number of cases such a weapon may be useless.

    Plasma easily destroys robots, vehicles and opponents in power armor, especially at close range. Less damage to Commonwealth creatures and super mutants.

  • 2mm electromagnetic cartridge It is used only in one weapon - the Railgun. The ammunition is very rare, it is practically not sold in the Commonwealth, it is an elongated needle in shape, which affects the perception of shooting. The railgun is meant to be a powerful end-game sniper rifle option, and it is. Modifications only adjust the firing and recoil.

After carefully reviewing all the weapons in the game and add-ons, we have chosen only those that deal guaranteed damage regardless of the type of enemy, their armor and damage resistance. Few weapon options meet all these requirements:

  • Pistols - 4 options;
  • Assault rifles and submachine guns - 5 options;
  • Carabiners - 3 options;
  • Shotguns - 1 option;
  • Sniper rifles - 3 options;
  • Various exotics, including heavy and melee weapons.

Fallout 4 best weapons: Pistols

To get the most out of pistols, you need to upgrade the Duelist perk. At level 5, non-automatic pistols deal 100% more damage and are more likely to disarm the enemy and may even maim them. However, it is not always rational to upgrade this branch, since machine guns and carbines are more effective than pistols in an intense battle.

Pistol caliber 10mm

Therefore, in the list in the first position is an ordinary 10 mm automatic pistol, very common in the Commonwealth, with the installation of modifications for which a player of level 4-15 will cope. We advise you to download it as follows:

There are many modifications, if you make improvements constantly, then the weapon will not lag behind the growth in the complexity of the enemies at the beginning of the game.

The pistol will allow you to fight effectively at a dagger or direct range, has a low cost of a shot in VATS, and the presence of a legendary property (optimal: injuring, incendiary, explosive, crippling) will only be a plus.

Alien blaster

This weapon is unique, exists in a single copy, it does not have a legendary property. Fires blue plasma that travels faster than normal green plasma. To obtain a weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky over the Commonwealth. It remains only to complete the simplest quest to find it, then track the alien and pick up the gun:

Combat shotgun - fallout weapon 4. Self-loading assault shotgun for police and special operations. Due to the huge damage and the prevalence of ammunition, it is an excellent argument in carrying out...

en.fallout.wikia.com

  • Fallout 4 codes and item IDs | inFallout.ru

    • In Fallout 4, each item has its own ID number, which uniquely identifies it.
    • Short combat shotgun. 0015B044. Submachine gun.
    • Explosive. 001e73bd. The projectile explodes on impact and deals 15 damage in an area.
    • Fallout 4 item codes and IDs. All Tesla Science magazines in Fallout 4. How to get great armor in Fallout 4.
  • Double-barreled shotgun (Fallout 4) | Shelter | FANDOM powered by Wikia

    The Double-barrel shotgun is a weapon in Fallout 4. A classic hunting double-barreled shotgun, in standard version made in the form of a cut. It is widely distributed throughout the Commonwealth and is found among many of its inhabitants.

    en.fallout.wikia.com

  • Fallout 4 Secrets - Where to find the legendary shotgun - Explosive Combat Shotgun. - Youtube

    • Fallout 4 | FAST FARMING LEGENDS - how to revive legendary enemies and get the BEST items!
    • Powerful shotgun at the beginning of the game Fallout 4 secrets Where to find?

    www.youtube.com

  • Fallout 4 how to craft a legendary weapon

    • you take a combat shotgun with auto-fire and pumped to the maximum for accuracy, you give it
    • um... drop the barrel on the ground so that there are no objects nearby. expand branch 0.
    • Well, carefully enter the perk ID. IMHO - the best option is a shotgun with an explosive effect ..
  • Steam Community:: Guide:: Fallout 4 Guide: Codes for all items in the game (really all of them)

    • I tried to collect all the codes, absolutely all items in the game.
    • Introduction. This guide contains a complete list of things available in Fallout 4 that can be called by entering the command: player.additem [amount].

    steamcommunity.com

  • List of Fallout 4 main item IDs - clothes, armor, ammo, medicines and drugs

    • On this page you will find the IDs of the most useful items from Fallout 4 - armor, clothes, ammo, medicines and drugs.
    • 00069088 Superhammer 0001f669 Minigun 000E27BC Gatling Laser 000D1EB0 Gauss Optical Carbine 0014831C Short Combat Shotgun 0015B044...

    www.worldofmods.ru

  • List of ID Items, Weapons, Materials and Armor in Fallout 4 Guide | VirtualGameInfo.ru

    • A table with lists of item IDs in Fallout 4. The list we are looking for: Essentials. Construction Materials.
    • Gauss optical carbine. 0014831C. Short combat shotgun. 0015B044. Submachine gun.

    Despite the rich world and atmosphere, Fallout 4 attracts with its original set of weapons. And the first thing you should pay attention to are powerful and interesting shotguns.

    Shotgun in Fallout 4

    The shotgun in Fallout 4 is an interesting and fun melee weapon. Of course, close range is a significant increase in perception, since, to be more precise, it means middle distance fight. In the vastness of this game, there are a lot of varieties of this type of weapon, which are definitely worth trying out. Yes, there are simple examples, among which it is worth noting the explosive shotgun in Fallout 4, which is capable of using special cartridges with ignition. But do not forget about the legendary types of weapons, among which there is the Judgment shotgun in Fallout 4. This type has increased damage and, with the maximum modification of its constituent components, is capable of delivering tremendous damage to enemies. And this is just one copy among dozens of different varieties. But do not rush to rejoice at this state of affairs, since some copies of these weapons can only be found in certain places, and the best copies fall out by chance and you need to be extremely careful not to miss them.

    Where can you find some powerful weapons?

    And to find some varieties, you will have to visit the most dangerous places in the Commonwealth. For example, the LeFusilTerribles shotgun in Fallout 4 is at the disposal of the Wire, the head of the raiders who occupied the territory called Libertalia. In addition, the representatives of the Brotherhood of Steel also have an interesting copy that does not have a name. But in most cases, they still fall out randomly from the legendary monsters and are stored in the most secret corners of the Commonwealth.

    The prevalence of modifications

    And now it is worth recalling that this game project has its own tools, so we should expect an influx of modifications with new types of weapons. For example, there are already mods for a double-barreled shotgun that fires rockets in Fallout 4. Plus, a mod for an explosive shotgun has just been released. True, in order to understand where to find the explosive shotgun in Fallout 4, you will need to complete the quest. And there are plenty of such mods, some even add new shotgun shells to Fallout 4. But, despite all this abundance and possibilities, the Judgment model is still recognized as the best shotgun in Fallout 4. It is compact, comfortable, quick-firing and looks great on the outside. Therefore, do not miss the opportunity to get this copy and set the heat on any opponent in the Commonwealth.