The design choice with removing holstered weapons and heavy weapon "Backpacks" of the back of characters is one of the single dumbest choices Bethesda made with Fallout 4/76
lack of holstered weapons is the most puzzling thing ever because even though modders have fully implemented it in Fallout 4 proving once and for all that it was indeed possible for such feature to work in bethesdas upgraded engine they still chose not to include it in 76 because reasons.
@@peckneck2439 it does have clipping issue with clothing specially with bulker armors and large guns look absolutely ridiculous, so it more a creative choices as they stated in book art of fallout 4.
I haven't played the other fallout games so I don't know how it worked then, but I think the "backpacks" for heavy weapons were avoided because the manner in which power armor is designed. The entrance and exit mechanism would be in the way, the fusion cores couldn't be ejected, and maybe they thought that players wouldn't expect being able to simply exit the power armor when having a pack on the back. At least from this perspective, I can see why they went with all-in-one designs for weapons. It's still flawed though
@@srt7248 It's for the most part fine: By and large, Fallout 4's fashion is garbage anyway, so a little clipping is hardly noticeable. As per the large guns, did we forget how 3 and Vegas did it? Big weapons (Chainguns and flamers, for example) simply disappear, but keep the backpack. Besides, that book simply shows they had better ideas than what they actually made.
Or rather,handmade weapon.The flamer clearly have part ripped off from industrial grade machinery and then taped together by the pyromaniacs at Sausage Ironwork.
Wait, at that point why not just let em all keep their health, up the minigun's power, and then keep the ammo rare so you cant spam it? that way it stays powerful even late-game but balanced early with less compromises. Hell, you can even upgrade the death claw if you have to so it has enough health to make the fight with it be about as long as it is normally.
There is a bunch of lore in game explaining the development of the Fat Man. It WAS basically developed by a single guy, tested (with many casualties) hastily, and rushed into production right before the big bombs fell and kicked off the story. He even mentions the rush for him to make the ammunition (I'm guessing he had help, but it sounds like he had a very personal rile in every stage of the weapon.) The weapon is obviously supposed to be absurd based on the design, and the lore regarding it.
Plus, the nukes are crazy small yield. They’re still big enough that getting smacked by your own Nuke is a huge problem, but it’s at least the sort of “this is stupidly dangerous” that fits in with the 2070s US military
While I think that the weapon is stupid, FO3 treats it somewhat seriously unlike FO4. I believe there are 3 times that Fatman is used in FO3. Every time its carried by people using Power Armor and every time its used as a strategic weapon. Its used twice to breach enemy fortifications during final moments of a long fight(Anchorage and broken Steel DLCs) and once to defeat an overpowering enemy. Even when player gets to use a Fatman, they have to get it from the corpse of a Brotherhood of Steel knight. Meaning it was still supposed to be used by someone in PA.
The old fat man tried to fire them normaly, but just could not get the thrust needed, so they swapped to the launcher, snd that worked a lot better. Edit:, fort strong has all the lore on the M82 fat man. Or, I THINK it was M82.
and its based of a actual historical real life US military development. problem was that even thought the nuke was a lot smaller then a regular nuke the launcher could not send the payload far enough to not radiate the crew. like the only way to semi realible not get yourself killed by firing it was to drive somewhere turn the car around. fire the mortal (or what it was mini nuke) quickly jump in the car and floor as fast as possible the other way for a chance to not get radiated.
Reminds me of its real life counterpart, the Davy Crocket, a Recoilless rifle/mortar hybrid made to fire small scale nuclear warheads, for obvious reasons it was never actually accepted into service
Actually the fat man is that way for lore reasons. If you look through the terminals at Fort strong (?I think) it is even mentioned how dangerous it is without power armor
I belive it is also a late-war last-ditch weapon, made when they were pretty starved for resources and were getting cheap with things. That and 200 years have not been kind to them.
@@Verbose_Mode prototype that never got mass produced. The unique Variant Esther from Fallout New Vegas would likely have been the actual production model.
@@Verbose_Mode i always got that vibe, it reminds me of the Sten Gun and how its a glorified mash of pipes just so the Br*tish military could be armed in the early stages of WWII
@@OPGrace2199 lore wise, the fat man is far from the sten gun in terms of last ditch. The fat man is a prototype weapon that never got approved because who could've guessed slinging Nuclear bombs mere yards from the operator's feet would be somewhat unsafe.
One of the biggest problems with the flamer is that for some reason fire damage over time doesn't stack like you would think. Instead of stacking damage like you would think the game stacks duration for some reason. There are mods that flip it so the damage stacks instead of the duration and it becomes a much more fun weapon to use. Such a little issue for such a massive gameplay effect.
There's a explosive charge on the mini nuke as explained in Fort strong. Scientists had lots of problems with the lack of missile technology at the time so this was it's best bet, these were last ditch weapons for the battle of Anchorage to destroy massive amounts of troops using power armor but again these weren't finished there were heavily flawed but needed to be shipped out as quick as possible. Also the launcher is over 300 years, so the age shows.
@@plantainsame2049 correction, 210 years old. My point was that its extremely old for a modern based arnament Still older than any military based weapon in service, and it still functioning with all those parts is amazing, it look like it was built with a ricketer set, it should have rusted or have had malfunctions by now if not already in the wasteland. I wasn't trying to be exact just trying to say a prototype of this age will have trouble.
Another issue with the flamer: canonically in fallout, any kind of fossil fuel products were nearly impossible to find since the world had depleted its supply of crude oil. That’s why cars migrated from utilizing internal combustion engines to using fusion power. So shouldn’t flamer fuel be nearly impossible to find?
There are a few ways flamethrower fuel can be made without crude oil, like ethanol produced from crops such as corn through a distilling process. I don't know how well it would work as flamer fuel, but it's not impossible.
Petroleum fuel was still plentiful before the great war... just not enough for cars, planes, and other transport mediums. The cost ratio for fuel was higher for cars but it wasnt prohibitively expensive for weaponry. That's why in the wasteland at least in fallout 4+ homemade generators and turrets used obviously diesel or gasoline. Even lore wise this works out even if you considered the experation date for fuel (yes fuel can expire). Plastic can be broken down back into the hydrocarbons of diesel and gasoline by heating it in a zero oxygen environment. Which can easily be done if you have access to any sizable metal container, pipes and blowtorch. That's how wastelanders can make fuel after it expired 180 years ago.
@@thecosm7152 dont forget plastic. Plastic is just a solid form of petroleum (not really but hang on with me for a sec) with extra steps. You can break down said plastic back into diesel and gasoline by using pyrolysis. Which is simple enough relatively speaking if you dont care about your own health.
The unique Laser Gatling “Aeternus” has the Unlimited Ammo Capacity effect. The way it interacts with Fusion Cores breaks the gun and gives it unlimited ammo. I think Aeternus should get 2 caps for that
@@thesupersonicstig For Aeternus, they actually using logic this time. (Judging how fusion core still working after 200 year+) It turn your loaded fusion core to unlimited, so its not draining all your fusion core like any other legendary effect.
@@MA_690 If you have multiple fusion cores, and you switch weapons and then back to Aeternus, it drains another one upon firing. Do it too many times and all your fusion cores will be drained. So if you want to use it all the time, especially with power armour, don't ever switch to another weapon. The core is unlimited for Aeternus, sure, but for anything else the core that was used won't last very long.
When it comes to the fat man I always thought it was made cheaply because of the chance of blowing itself up and both losing the expensive complex launcher and payload
I would agree with you, it was in prototype phase and not developed which is weird. The fat man looks like a kids toy not something from the army. I wonder why it wasn't rocket mounted, doesn't take a rocket scientist to use basic logic. Or at least a mortar so it doesn't make sense that this is a prototype of anything legit
@@ravinraven6913 the weapon it's based on was actually mounted. Kinda weird the only thing they really only took from it was the air propulsion and the mini nukes.
@Nightmarejester A terminal in Fort Strong actually details the development of the M42 Fatman, it goes into on how it works. Even includes a nice entry on the MIRV module having a malfunction and evaporaizes two soldiers. They sent a can full of sand to their next of kin.
I feel like the minigun problem could have very easily been handled by it being a 'damaged' minigun, since you find it in a crashed vertibird anyway. Perhaps the same for the raider in satellite array olivia, I think? Both are early game versions of the minigun. One found from hundreds of years of rust and weathering, the other one is used by a raider that can only barely keep it functioning? Then the ones you'd find much later on in the game from the BoS would be proper, powerful ones. Think of it as the 'pipe' minigun.
What boggles my mind is that they had a solution already built into the game. With the upgrade system requiring certain perks/levels, you just should have had "refurbished chambers" that would jack the stats up to where they should be, with the materials/level requirement serving to keep the gun from being OP at the start.
Fun fact, when using the flame thrower on jet the dps stays the same, meaning it kills people faster in in game time. Give it a shot, it also looks super cool
Judging the Farman’s design it seems VERY similar to the WW2 Piat which also used a similar spring system to the Fatman along with rocket propelled missile. I would say the Fatmans design would make perfect sense given the WW2 inspiration IF it was a rocket but had the same short range as it does in game since the Piat’s range was also limited.
That "Loud mechanical sound" when using the harpoon gun is literally because it is mechanically fired. That's why it's so big and unwieldy...you're essentially walking around with a shielded ballista, not really a harpoon gun.
My first thought was maybe it was pneumatic but the more I think about it the way you reload it after every shot does kind of remind me of like a ballista-related weapon
@@QTZALCTAL No. Ballistas had a giant bow in the front so they could generate enough force to propel the bolt. This design wouldn't throw the bolt further than a couple meters.
The minigun firerate, while probably a little off because it's hard to get an exact number, is about 20-25 rounds a second. Translated, that's 1200-1500 RPM. If we assume the fire rate of 3,000 is the standard fire rate of the M134 (which it is), then we can assume that the fire rate had to be cut down because of the batteries, and the fact that there aren't 4 car batteries powering it. I know, late response to a year old video, but I had to fix that little bit.
@@groomschild1617 an RTG would be insanely impractical. fuel cells less so but still, not very good. it would be better if it came with a backpack for power and ammunition.
Miniguns and other Gatling guns have no spin up. The round is fired once the barrel reaches a set position. Unfortunately many video games get this wrong. (No Affront to you)
If you get a Gatlin laser with the Never Ending effect, it actually has infinite ammo. This is since fusion cores don’t work like normal ammo because fusion cores aren’t traditionally ammo. Oh and speak of gatlin guns. There is actually a crank powered weapon, though it’s incredibly rare to come by. The Laser Musket has an automatic legendary effect it can get which turns it into a crank gun.
That never ending effect with the Gatling laser was actually a bug Bethesda never bothered to patch. You can also get an automatic laser musket at the end of the minutemen questline. I believe Preston gives you it. You can get one almost immediately tho if you have the gunners vs minutemen creation club mod. The mod just gives you one if you follow the quest which you get immediately after leaving the vault. It's shit btw. Only thing worse is sub machine gun
Yeah, I mentioned this in his small arms video. Also THANK YOU! Everyone thinks the crank gun is a mod weapon but it's vanilla and it's pretty powerful. The major downside with it is how quickly it burns ammo.
@@thedarkspawnshooter3717 Idk man, the submachine gun is pretty horrible in terms of firepower. I remember the crank gun being pretty powerful when I used it, it was just incredibly wasteful.
@h8thebritish522 Yes, I have and that is why I'm asking you, because if you did then you would know that they are at such low durability when you get them that the explode when hit
@@TheTundraTerrorisn’t there a lot of trench warfare right now in Ukraine? It seems like a simple yet effective way to defend your troops in a locked down front.
@@YSleepish It's also a complete meme gun designed to mock the societal obsession with nuclear weapons during the cold war, I think the video author sailed past that point. Bethesda has a lot of dumb, poorly thought out weapon design but with this one they'd just be like... yeah that's the point.
That’s true of a lot of the weapons. My first NV build was a gunslinger, so what they did to the revolver and ESPECIALLY the lever action broke my heart. I’m now on a new Vegas game with a melee build, and that’s also way more fun than 4. If they wanted a new mechanic for melee, why didn’t they just use the Skyrim system?
@@stingerjohnny9951 Far harbor eas so disaappointing for how they handled weapons. why not bring in a muzzle loader, or a Schofield revolver? they add in rabbits and chickens but no way to use traps to catch them or anything it’s so stupid
You must be very easily impressed cuz they're in fallout 4 is crap even fallout 76 is crap. Fallout New Vegas heavy weapons at least felt like heavy weapons
@@66bloodmoon idk about you but 50 cal machinguns, 40mm grenade machinegun, gatling plasma, plasma caster, gauss minigun, hellstorm and light machine guns sound awesome and decent selection of heavy weapons even compare to new vegas.
@@srt7248 every single one of those weapons you named off are in fallout New Vegas. I think the most enjoyable one to use in fallout New Vegas would be red Glory
For the Flamer tanks, My idea is that the tanks at the bottom hold all of your fuel in your inventory, and the tank you replace is just to reload the igniter, similar to how you would replace the igniters in the M2.
Which M2? The M2 Bradly IFV, the M2 half track, the M2 light tank, the M2 medium tank, the M2 heavy machine gun, the M2 carbine, the M2 flamethrower, the M2 mine, the M2 mortar, the M2 tripod, the M2 compass, or the M2 target rocket? I assume you mean the flamethrower, simply by context, but the US military really has a bad track with using that deisgnation.
To me the fatman always looked like a large shouldermounted slingshot for footballsized nukes and i kinda always liked that about it. Also the weapon makes sense lorewise and is satisfying in game by literally being just what i described: a slingnuke. Something about the pure escalation of a simple throwing tool to this just slaps and evokes that special fallout feeling.
fun fact: there actually was a 5.56 squad minigun in development at one point. It was called the XM214 Microgun and it was intended to be a man portable, scaled down version of the M134 minigun. It never left the prototype stage for obvious reasons. There is also a 5mm cartridge IRL, so 5mm isn't a fantasy round. There's a heavy weapon mod on the Fallout 4 nexus that adds in three different miniguns that actually act like miniguns. the XM214-like 5mm version that is a raider shredding bullet hose that will eat through that initial reserve of 5mm like a fatman through donuts on free donut day. Then there's the more traditional fallout/m134-style minigun chambered in 5.56 and is more accurate and lethal than its smaller cousin Its fire rate is also just as insane. Finally there's the big daddy avenger-cannon looking minigun chambered in 308 that will eat deathclaws for breakfast lunch and dinner, while also depleting the entire wasteland's supply of 308 rounds. Bethesda could have gone and done this for the minigun, but no, instead the modders have to fix everything.
Yeah but i feel the 5mm/ 5.56mm minigun should be scaled down a hair add the power pack back from Fallout 3/NV for a player out of Power armor to use but you been to be in power armor to use a .308/7.62x51mm version of the minigun and higher.
@@bendynamic2150 the 5mm gun from that modpack feels plenty scaled down imo, its roughly the size a minigun of that smaller caliber should be to ensure its man-portable the 5.56 model however, I do have to agree with you on that thing's scaling being a bit janky, though its trying to follow the Fo3 and NV design for the minigun and I super appreciate that thought. I hate-hate-HATE how the fallout universe keeps treating the tiny 5mm cartridge like its this super military cartridge and put that into the vanilla minigun when the minigun's design looks like it was uilt to fire 20mm cannon rounds. Fallout 4 is full of so many bad decisions.
@@apollo1462 Miniguns Standalone (Legacy) Mod author: Skibadaa they also have a modpack with multiple heavy weapons (miniguns included) but that's the standalone mod for just the miniguns
The junk jet has previously been in the fallout series when it was a craftable weapon in fallout 3. It was a bit more useful in 3 since most junk items had limited if any uses and being able to lob things like teddy bears, chess boards, and money wads at your enemies was fun during the late game.
I loved the Junk Jet (and it's FO3 counterpart, the Rock-It Launcher). My only beef with it is the items are launched however they are modelled to 'stand up' in the game world, not as useful projectiles. That said, loaded full of hubcaps from the car factory near the start makes for some sweet visuals.
By far one the best/funniest guns in series! I did mainly use spoon, forks and butter knives as ammo for Rock-It Launcher in FO3... XD Or sometimes me huge collection of teddy bears. Killing deathclaws or Super Mutant Abominations with teddy bears was epic!
@@deminumenera1758 If I remember correctly the Rock-it ammo did different dmg based on it's purpose. Like launching kitchen knives was more damaging than launching teddy bears
22:24 so, to note: the Gatling laser is in fact a Gatling based design. “Gatling” weaponry used a crank/motor system to rotate the barrels/actuate the firing system. The minigun is a Gatling gun by definition. Now the other idea is a chain gun, but that’s incredibly different, and has to be much bigger.
Actually, the Fatman does make sense in fallout lore. It's come from a place that has no regard for human life and where health and safety doesn't exist. It definitely fits.
You can argue it could've been used to breech large gates or destroy buildings like in Operation Anchorage or be used as some sort of short range high power highly portable motar. It makes more sense as it's only used by people with power armor in Operation Anchorage.
If you read through the terminals at Fort Strong you'll find that the Fat Man launcher was still very much in the prototyping stage and they were well aware that the fallout radius is significantly larger than it's effective range.
To be fair, in a world where you have drugs that heal all radiation in seconds, and another that heals all damage: a shoulder fired nuke isn't that much of a liability.
And it looks like it belong to Fallout universe. I don’t really like how some modders bring ultra sleek guns/ guns that are awfully slim and real worldly. In fallout universe they never invented that that thing I could not remember at time of writing this but without that computer part computers are clunky and primitive but yet so sophisticated that pre-war world created AIs and portable computer systems, power armors, etc.
@@lilmancc35 transistors, which were only invented in something like 2075 and despite that they massively proliferated through the entire USA within the span of two years I believe integrated circuits were prototyped just before the nukes fell so that means if the war didn't go nuclear, Fallout lore would've very much turned into a more modern society and quickly at that, at least tech wise.
The moment you realize that the minigun could be infinitely better with a 308 conversion.You can keep that epic deathclaw battle and still got a good dps machine late game,and got balanced with expensive ammunitions and the requirements of modding the gun
Honestly the skill reqirements to mod the minigun alone balance it imo. The ammo is ridiculously rare without high levels of scrounger, and the very few bosses with miniguns drop a paltry amount of ammo. It could easily do triple the damage and only have had 200rds when you first get it and it would have been just as effective
Honestly, it also wouldn't have been hard to make that one scripted scene unique. You get the Damaged Minigun, which has the lower damage, and enemies in later parts of the game have normal miniguns with normal damage. Face it, it comes down to sheer laziness on someone's part at Bethesda.
One detail you didn't mention about the heavy weapons that always bothered me.....SIGHTS you mean to tell me the player is holding these huge hip fired weapons up to their eyeballs and aiming? 😂
Yes. They're meant to be used with Power Armor, which would make it easy for you to do so. Wouldn't make sense without it though, and that's the real issue.
also..reloading i just noticed that as u basically hold them at hip height in fps view u use your offhand to reload and your main hand holds the back of the gun, strongarming it with biceps and lower arm for that time....
@joshbarton9513 I'm gonna rant here because it upsets me about how ignorant people are about the Cryolator and I have free time. The danage actually is nutty if modifyed and get not only big guns but also the explosive perk as it values from both. This due to the AOE increase can lead to a single shot hitting multiple limbs at once. This leads to you having a ranged rapid fire gun with multiple damage types that's able to get several times the damage than listed per shot if you know where to shoot with the benefits of high stagger, slow, freeze on crit (for most things), and surprisingly solid VATS accuracy. For example, my Lv. 38 character with the perks maxed out and no other damage bonus still nearly one taps themselves with it if you shoot right underneath yourself. This is while having 10 endurance + high end power armor and no other damage modifier. It can burn most enemies down constantly in a small amount of shots if you hit that sweet spot and as a bonus needs no gunnut to upgrade as well ammo is abundant & efficient early on if you can afford it (200+ every 3~ days / low weight + high damage per shot). As a bonus it breaks power armor / shells / limbs very well in the process. The downsides however are: 1. If you don't hit that sweet spot the damage is much lower and can struggle against higher level enemies if that happens. (Ex highest ranking gunners) 2. Arc is awkward to get used to (unless you use VATS). 3. VATS is sometimes less effective because a large amount of enemies can die in a couple of shot and VATS forces a 3 shot burst so depending on the enemy it can be wasted ammo and if it misses then that's maybe 36+ caps wasted per burst. 4. Ammo is uncommon outside of certain vendors and can be very expensive (12+ caps depending) 5. Unmodified it actually does suck dookie as damage can't stack / is ammo unefficient with short range. (Though can freeze a lot of enemies without crit if I'm not mistaken) With this said it's overall a very strong gun if used properly. Even more so if you have any other damage boosters. This makes it really shine in survival for example. It's just most people give it a bad rap because despite all the pros it's not the best in the game, as I said before it can struggle against really high level enemies if you don't get that damage stacking effect. Combine this with people overlooking it due to its weak starting state and hard to supply ammo early game it gets judged super harshly. Despite all of this It can very easily act as a main weapon for the majority of the game and can be satisfying to use. I would highly recommend giving more of a shot if you still play the game / like heavy guns.
@@leewiz8092 honestly ive never struggled with the cryolator. Ive never even considered the "sweet spot" that you mentioned, so apparently its not that hard to hit. I usually aim just below the head so I dont over aim and miss. Maybe thats the sweet spot? Idk though, i frankly LOVE the cryolator. The only issue I have is ammo. Like you said its not the be all, end all gun. Gauss rifles, the CC antimaterial rifle, and frankly even a good plasma rifle can surpass it pretty easily do to their increased range and accuracy. By the time I have enough ammo to consistently use the cryolator, I have 1 or more of the above mentioned weapons ready to roll.
That would explain why it was used in so little numbers in Operation Anchorage. You only see guys in power armor using it to destroy a large gate near the end of the dlc. I guess you could argue it could've been in field testing, it also explains why the gun and ammo is so rare
yep i mean he doesn't seem to understand they were shipping out prototypes. just so infantry could have a devastating weapon. not like generals cared about their troops, as long as the job got done.
I wouldn't call it test phase, it seems like the guys had the time and were bored so made it themselves. Though it doesn't make sense why there are so many fatman around the world, let alone the ammo that only goes with the fat man and at the fort its not mini nukes, they are about the size Liberty Prime uses
crossbows don't use springs they use a rope, but I think I know what you mean. It's not really clear how the harpoon gun even fires, because no matter what's inside it, if it stores energy to release later, it would need to be muzzle loaded. Like the OG harpoon guns.
What I mean by the hypothetical spring or rope or whatever it uses in the Harpoon gun, is primed when you close it after you place a round in. Like how you prime a crossbow before you place an arrow/bold on the track.
@@Nerobyrne If this was made in real life as it looks there is most likely a spring kinda under the barrel which sends it flying. You could also set it up so that the when you pull the lever back it will push the notch that send the harpoon flying go down with a notch on the chamber door and pull it back. Once the chamber is closed the notch on the chamber door gets pushed up with allows the firing notch to rise into position waiting for the trigger to be pulled allowing it release. It for sure would be a mounted weapon for instance on the walls of the towns in far harbor to defend against the huge crustaceans that live there. Other wise it shouldn't be usable for unless you in power armor or ripped as hell. Just thought of another way it could would make use of a pulley type system that would make it so can even be primed with the opening of the chamber but my mind is too sleep deprived to be up for typing that out. Main reason real harpoon guns are muzzle loaded is cause of the arrow head shape, the ones we use in fallout are just sharpened bars of metal so most likely they changed the harpoon guns for convenience of use and making ammo.
Recoiless rifles and rocket launchers are two different things. The former has a rifled barrel, and the ammunition loaded into it looks like a conventional artillery shell, albeit with frangible burst disks on the casing. Like a conventional firearm all the thrust is produced in the moment of the initial shot. Exhaust vents direct the gas to create thrust which offsets the recoil. Its inefficient with the propellant, and needs careful maintence of the venturi or else you will get over pressure and in turn recoil or a burst tube. Rocket launchers ended up being cheaper, because the weapon itself needs little care and no expensive cutting of the rifling - the pojectile's fins take care of that.
For the minigun i think it also caught some hard balancing from the legendary system, my first play through I ran into a Super mutant with an explosive minigun and while it took like 9 deaths and a whole bunch Med-x, Psycho, and Jet, it was the most overpowered thing I've seen in game other than maybe an explosive combat shotgun but I killed myself with it as much as I did enemies.
I always thought the weapon design kinda sucked overall in FO4. Like the serrated machete having teeth on the wrong side, rockets on melee weapons, etc. Hell, even the regular armor starts looking stupid once it's upgraded to medium.
Yeah I hear you and completely agree with about everything you said however there's one bit of lore around the fatman and mininukes you either forgot or didn't know and that was that tere is a list of terminal entries at Fort strong (I believe) about how there's a small explosive charge on the back of the mininukes and that the Fatman has a way of detonating them, assisting in launching the MiniNukes
The Fat Man is also clearly said to be an experimental weapon in the same terminal entries. Fort Strong was developing the Mini Nukes and their Fat Man launchers for use in Alaska by Power Armor units. It's honestly my biggest problem with this video, since it's pretty explicitly, in the lore, experimental.
With the broadsider, in addition he just leaves the cannonball at the very front of the barrel, meaning it would pick up no velocity or stability. For the missile launcher, I hate that the upgraded ammo systems don’t line up with the tube. It’s like they gave negative thought to how these would work.
I think the "Fat Man" could get a few caps for the name. There was an obscure SF short story from the 50's (or maybe 60's or 70's) called "Ersatz" that featured a soldier in a post-nuclear battleground and world. The soldier was the surviving member of a nuclear-armed heavy weapons team, maybe a loader. But it sounded like the launcher was man-portable and he was wearing some kind of armour that allowed him to survive in a contaminated environment. There is a break-open projectile launcher (technically a recoilless rifle), the Carl Gustav. But the "Carlie Gee" breaks open near the exhaust nozzle (venturi) to allow the shell to engage the rifled barrel before leaving the launcher. The 5mm round dates back to Fallout and Fallout 2, where it was used in an outdated assault rifle and, of course, the minigun. The minigun could also be related to the real-world GE XM-124 "Six-Pack", an M134 chambered in 5.56x45mm that failed to see any sales. I dislike the minigun's sound, which should be a "BWAAAAAAAA!" and not "Chk-chk-chk-chk-chk!"
The minigun becomes useful once you find the right legendary variant. Burning (e.g., the ashmaker) doesn't stack so it's not good. Freezing and plasma stack. Wounding simply ignores armor entirely and will melt through everything you could imagine, and explosive is great for the more agile enemies.
yeah and bethesda wasn't the first one to do the all in one package of a minigun before fallout 4. Tf2 actually beat them to it with all of Heavy's miniguns
You're better off getting the Minigun Overhaul mod that enables you to give it some serious upgrades and even change the type of ammo it uses. Having a fully upgraded receiver chambered to fire .50 cals turns Deathclaws into paste.
The Fat Man also uses a rocket thruster or something of the sort on the Mini nuke for that extra range, you can find terminals in Fort Strong during the construction and testing of ot, they complained about how it wasn't firing far enough so they lightened the war head as well as later modification added a small thruster to give it more range. Edit: the Rocket Launcher would in theory work since Rockets use an Electric charge to set off the Propellant but as you said, you'd get a Darwin Award for firing it with the Backblast
The gatling laser is one of my favorite weapons once you swap it out for charging barrels instead of the stock barrels. It lowers the rate of fire so it still shoots reasonably fast but you aren't wasting 80 shots on a single mirelurk because it also bumps up the damage considerably. It overall makes for a hard hitting weapon with a huge ammo capacity and decent accuracy. But until I can swap out the default barrel, I stay well away from it because the stock gatling laser chews through fusion cores like nothing else
Agreed, the Charging Barrels makes it what it should have been imo. And looked more like imo, given we don't have FO1 or 2 style laser weapons anyways. And oh God does it sound and feel nice to fire
I remember once when I was fighting through a ruined tenement building in fallout 4 being an absolute demon on the breach and clear when I turned a corner to see a raider in power armour close enough to kiss the bayonet on my shotgun pointing a fat man at my face. There was the briefest of an instant that seemed to stretch out into forever when I wondered "he cannot be that stupid..." Yes. Yes he was
Enemy AI is literally too stupid with any weapon with an AOE. Missile Launchers have that same issue, just less damage. But the AI is still too dumb to comprehend that point blank explosions are dumb. Fortunately, they can also be tricked into nuking themselves if they walk in front of something first, blocking LOS. Sometimes, I see Raiders shooting at me from behind a wall, but the bullet impacts the wall they are hiding behind.
I love how the Fat Man is basically just a nucellar PIAT. The PIAT, for those who don't know, is a British WWII anti-tank weapon. It literally was just a spring loaded bomb thrower. The bomb was really good at killing tanks at least... just as long as your Projector Infantry Anti-Tank was deciding to cooperate. Edit: I made a mistake here. I'm leaving it as is since William has kindly included a correction. I must have been tired or something since I usually double check things if I'm going to attempt a fun fact. Also, don't know what was up with my tone. It sounds kinda condescending in retrospect, but that was unintended.
I love how people use the word “literally” to describe how a thing functional while they themselves are “literally” completely incorrect. The PIAT consisted of a steel tube, a trigger mechanism and firing spring. It was based on the spigot mortar system; instead of using a propellant to directly fire the round or missile the spring was cocked and tightened, when the trigger was pulled it released the spring which pushed the spigot forward into the rear of the bomb, detonating the propellant and launching the projectile TLDR: The PIAT used a spring that hit a charge on the back of the munitions that when detonated expelled the munitions. You are “literally” incorrect.
Fun fact, supposedly the coloquial meaning of PIAT for soldiers was "Point It At Tanks" Source: Idk lol, just remember it from somewhere, maybe forgotten weapons
If you are trying to get range with mini nukes on a battlefield, you don’t even use the launcher. You drop them from aircraft. The launcher isn’t meant for range, it’s meant for arching over obstacles and trenches without having to call in air support.
I do believe the Junkjet works by a in-built compressor pumping high psi into a chamber and then the hopper up top mechanically dropping items in one by one into the "receiver" which fires the item by flash opening a valve and releasing a large amount of pressure all at once to propel the item out. The shaking and gas leak indicates either a generator or engine inside of it which does compressing or the thing can barely stay together.
@@EdyAlbertoMSGT3 not exactly, no. Notably, in this context, a compressor is being connected to an engine to rapidly create pressure in a chamber. Likewise, A Generator is a machine that generates electricity through kinetic motion, while an Engine is a machine that makes kinetic motion through typically the use of combustion. Hopefully that made sense, I just woke up. lol
honestly... with new power armor mechanics for fallout 4 they should've made some heavy weapons used only when using power armor. like the minigun or gatling laser. it would be better. And again. The 5mm cartridge in fallout is supposed to be the 5.7x28mm FN And in the same way in New Vegas where the 12.7mm cartridge is supposed to be the .50AE (12.7x33mm), not to be confused with .50 Beowulf (12.7x42mm)
The better locational damage mod actually implements this somewhat. Along with "shotgun stagger" to buff shotguns, the mod has an option where you cannot run or sprint with heavy weapons outside power armor.
YES dude! Im glad i'm not the only one who thinks this. In my opinion, it almost seems like they were planning on doing this but then decided against it at some point. When I look at the Fallout 4 Minigun and Gatling Laser, it looks like they were originally supposed to be weapons that you could only use in PA and would be stronger while the original models of these weapons (FO3/NV) would be the standard versions we're used to but they could be used outside of PA.
Is that it! Why the hell would use the 5.7mm in a heavy weapon?! What a waste! 5.7mm was designed to be a smaller armor piercing round for pdw type P90. Heavy weapons are SUPPOSE to be large calibers
The 5mm in Fallout 1 and 2 was a stand-in for the 5.56. In Fallout 1 and 2 the game distinguished between "5mm" and .223, but Bethesda decided to replace .223 with 5.56 in Fallout 3, leaving the 5mm to become something else.
5mm was not a stand-in for 5.56 as the OG games had .223 (5.56 basically). In Fallout-Verse the standard issue firearms of the US army used 5mm for rapid fire weapons and .308 for their rifles (original sniper was chambered in .308 but rechambered to .223 due to the rarity of .308 in the midwest)
I think it would have made more sense for the portable gatling to use 5.56x45mm ammunition than the M134 Minigun's 7.62x51mm. It is most likely based on the General Electric XM214 Microgun, a prototype scaled-down M134 made to be man-portable. IRL "man-portable" meant "carried by a team of two and placed on a tripod before firing", but in the Falloutverse the same weapon would probably have been made with power armours in mind.
In my opinion heavy weapons are severely underpowered in FO4. Ideally a rocket launcher should level a small building and a minigun should shred even the beefiest creature in a matter of seconds. The drawbacks would be several to balance this out, namely the scarcity of ammo, the encumbrance and the impossibility to use some of these weapons without super strength or power armor. Hip fired weapons would be impossible to aim beyond a general direction without some kind of tech that allows your power armor to give you an aiming overlay in your helmet visor, for example. The Broadsider should be more of a blueprint than a unique weapon. If the character is intelligent enough, it makes sense you'd be able to reverse engineer an 18th century naval cannon and build some crude pieces of (fixed, not carriable) short range artillery to defend your settlements from supermutants and raiders. Rockets are difficult to manufacture, so having big balls of metal or improvised grapeshot as heavy duty projectiles makes more sense in a post-apocalyptic environment.
The only heavy weapon that's worthwhile is the Explosive minigun, for acting like an actual minigun. Only good for bosses. Any other day, just give me the alien plasma pistol and a coilgun.
to be fair, the Junk Jet has an ironically good usage with the proper ammunition. That ammunition being Pre-War Money: which weighs exactly 0 and is only worth 1 Cloth at a crafting bench. You can *_literally_* shoot your money away with it and face no repercussions.
@@gamerguy6990 it really weird consider ballistic weave is in the game allow standard clothing to have really high damage resistances yet only few clothing able to use it.
@@srt7248 most of Bethesda’s decisions and their reasonings for them can be used against them as they make no sense and examples can be found in game that disprove their reasoning
The pneumatics on the fat man would actually work. It’s the same sort of thing that is used on aircraft carriers to help jets launch from the deck, except it’s using compressed air and not water.
If you read the back story in Fallout in the fort near the Boston Airport where the mini nukes are stored, you can read that the mini nuke also has a small rocket propelled projection system due to the short distance a catapult can do. So they included the small rocket projection to the mini nukes to solve that offset
4:09 I could imagine the Army doing this, as some kind of "destined to fail to make the path to a better weapon" type of deal. It could also have been a stop gap when the war was about to start, however I don't know the lore as to when the nuke launcher was made (in fallout).
The only real decent amount of lore we get about the Fatman is during the Fort Strong mission during the Brotherhood of Steel Campaign in Fallout 4. It's revealed to be a prototype weapon that even scared its designers let alone it's testers. And much fuss was made about its only safe usage being by users of Power Armour. ....Basically all the points he brought up. Though it does make me wonder how a prototype weapon that was never mass produced found it's why out into the wasteland. And that's not even counting its ammunition.
The Harpoon gun's mechanism is a springloader. When the door is slid back, the harpoon slides back into the mechanism in the back of the gun which is also why it is loaded this way instead of muzzle loaded, hence the metallic clang sound when it's fired. Whether that's better or worse than the original design is anyone's guess. There's also the physics concern of whether a human would actually have the strength needed in order to set a spring powerful enough to propel a heavy metal harpoon a hundred yards or more (with one hand no less! You ever seen someone operate a heavy duty crossbow? They need both hands to operate it and that weapon is only propelling a light material bolt). Of course that wouldn't be an issue if all heavy weapons were power armor only, as it seems the design of all of them implies.
In defense of the Fatman: it *was* developed in the pre-war years but was largely a prototype weapon still in the trial period, hence the cobbled-together appearance and the relative scarcity of both the weapon and its ammo in most of the Fallout games, and why the only ones placed as set pieces are in military installations like Fort Hagen. Im pretty sure the only example of a civilian owning one before the war is the Unique "Striker" variant in Far Harbor, and I'm pretty sure that guy cobbled his together from spare parts after seeing it in military propaganda.
The missile launcher would most definitly be able to work.. that is, shoot its rockets, if you look at the early american bazooka it uses a small electrical wire to set of the rocket. Which could definitly be hidden inside the missile chamber. What this means is that your face would get incredibly scorched due to the lack of piping to redirect/shield the backblast. Another issue is the fixed rate of fire. Since the missile launcher has multiple barrels, it should be able to have fore intervals from infinite to zero miliseconds since there is nothing preventing a rocket from being fired whilst another rocket is being launched. (Look up rocketpods used on helicopters and planes as a reference)
The issue for the quad launcher is it basically takes the design of the M202 Flash and shoves it onto a M20/RPG7 tube launcher. The lack of 4 tubes or even a rotating design just breaks the model.
The only real difference I can see is sealing. The space between the magazine (not often I get to talk about missile launchers and say magazine lol) and the actual barrel would cause so much hot gas to come out, like a revolver where gas escapes between the barrel and cylinder. Sealing it would probably make inserting a new magazine really hard, and not sealing it would cause damage to the user. I see the rest as feasible tho.
Gotta love how bethesda didn't included visible holstered weapons because they would've created clipping issues but at the same time had no problem with your character clipping through equipped weapons because...just because.
bro they had no problem with your character clipping through goddamn power armor as if it wasn't an obviously noticeable problem within the first hour of gameplay. its clear they just didn't implement it out of laziness because youre either fine with clipping or youre not
The main thing I hate about heavy weapons is that I've been playing survival mode and the additional carry weight mixed with higher health pools and less overall damage makes them actively detrimental to use
The saving grace for the gatling laser is the unique version Aeternus (or really any gatling laser with the never ending legendary effect, though without console commands or mods, Aeternus is the only one you can get). Unlike other weapons, the gatling laser has a unique script where the never ending effect is actually never ending. 1 fusion core is all it needs to fire forever meaning it actually gets unlimited ammo. Combine it with mods like ECO to add the rapid legendary effect or increase the fire rate along with the gatling laser ammo fix mod (which also lets you remove the spin up delay and fixes the bugs a never ending gatling laser has) you can potentially have the most powerful heavy weapon in the game: a high damaging (with the charging barrel), high dps (offset the charging barrel's low dps with ECO), truly unlimited ammo gatling laser with no spin up needed.
ehh i prefer final judgement/rapid gatling laser, the charged barrels are good against single large opponents but are annoying against smaller, fidgety enemies, so applying them to a rapid gl and still getting 25% bonus of the base fire rate is amazing..also with perks in late game u can swim in power cores even with jetpack+power armor
@@exoblade7620 I remember ending a survival run where I actively used both the Gatling laser and power armor with over 100 spare fusion cores, I've really never had any issues obtaining them (and yes Final Judgement is great)
My thoughts were always that the Fatman could have been more PIAT inspired and still feel very similar without actually changing how it functioned in game at all.
with the fusion cores you can make 1000 shots, the counter only shows 500 but if you reload you have another 500 the problem is that it always gives priority to the core with the most charge so if you have two whole cores and you spend half the core will reload the core with the highest capacity
To be fair the Fallout series has always kinda skirted the laws of physics. That’s part of the fun. And if I recall, the Fat Man was still more or less in the prototype stage just before the war. So it’s reasonable that there could’ve been improvements over time. I personally like the new design of the Gatling laser. It makes sense that a different mode wouldn’t need a battery backpack and the power source in the weapon itself since lasers aren’t physical objects. I would like it if miniguns can get upgraded to have a ammo backpack connected to a belt feeder. And in future games, wearing Power Armor should give heavy weapons special stat boosts and modifications like expanded ammo or damage boosts just to name a few examples.
Regardless, Fallout 1 and 2 were far more plausible. There was no Fat Man launcher, at all, the weapons were far more ergonomic, and pre-war designs actually looked like they were made in factories with laser-precision. Just look at something like the Rockwell BigBazooka (basically Fallout 1's Fat Man) and compare it to the Fat Man, or the Wattz 1000 and compare it against the Fallout 4 "laser pistol".
@@Idazmi7 actually I wasn’t agreeing with you cause the design of the p90 is kinda after the time where the fallout timeline differs than our own but I forgot that the bombs dropped in 2077 so it could technically be possible but fallout 2 does have the pancor jackhammer so yeah,but overall I just hate the people who play fallout for immersion and being like real life
Todd Howard: "It just works" Fans: "Well, yeah, but actually no" Todd Howard: "But it just..." Fans: "NO" Lots of potential could be applied to Fallout 4's weapons, but Bugthesda's laziness is top notch when it comes to game design. That statement may not be true to 2022 when Starfield will come out, and yet I don't have my hopes up.
My prediction with Starfield is that it's gonna be just as bad as all their other recent games, but the fans are going to completely ignore that for at least 2 years, and praise it as the greatest thing since sliced bread.
Bethesda's weapon design choices are bizarre at best. They're either hideous made up weapons that don't even look like they should work or antiques. Bethesda has an annoying aversion to include real modern looking weapons. Which is made more annoying since the first two games had a lot of real, albeit sometimes obscure weapons.
@@brettalexander220A few things my dude. No such launcher exists, unless you're using some video game's name for a real world weapon. You don't need to say "system" at the MRLS. That's what the S stands for. The launcher you're probably thinking of is the M202 FLASH, which is incorrectly depicted in a large number of video games and movies as a normal rocket launcher with four barrels because it looks cool. Notably for example, Resident Evil 2 Remake features it as an "Anti-tank rocket launcher." (The original RE2 used a Stinger, which was even more wildly wrong.) The M202 FLASH is a replacement for the M2 flamethrower, as weird as that sounds. It only has incendiary rockets filled with TPA, a chemical mixture that makes Napalm look like baby formula. It's such a fantastically hot substance that just being in relative proximity after ignition can cause skin burns and melt anything plastic or polyester based on your person. In terms of battlefield roles, it fills the same one the flame thrower did in decades past. Putting lots of flames into a confined space like a cave, bunker or building filled with enemy combatants. It just delivers this flame from a much safer distance for the operator though use of rockets instead of compressed air-fuel mixture.
i really like the break action aesthetic for the missile launcher, especially over the awkward magical quad barrel. i never bothered with the extra barrels on my explosives build
Should've taken notes from Halo 5's Pilum rocket launcher. Where instead of a quad barrel with the other 3 barrels being extremely short and burning the wielder's head off via backblast, the 4 rockets are stored in a large box magazine that feeds from the top and down into the tube.
@@qwormuli77 6:38 if you mean this, nah. It looks like magic nonsense where the missiles get teleported into the long tube. If they aren't going to bother animating it like a revolver's cylinder, they should've just made it an opaque flat rectangular box magazine, or an opaque cylindrical magazine.
for me I always found the magazine of the 3 "Barrel" Upgrade to be aesthetically pleasing while also giving me more shots per reload. but the 4 barrel is just awful to look at.
4:00 THIS. 100% THIS. I feel like Bethesda/Fallout in general intentionally handicaps the technology of the world despite the fact that, even with all of differences in our timelines, they have the technology to make many of the conventional weapons that we would probably consider to be lore breaking. Take the FN MAG for example. I feel like if you were to ask a diehard Fallout fan whether or not it was lore friendly, they would say no... But the FN MAG is a gun from 1958, so doesn't that make it lore friendly? I also distinctly remember seeing someone claim that the G3 and FN FAL are also lore breaking, yet those guns are both from the 50's as well. Fallout's gun lore is kind of stupid when you think about it.
I think what makes a weapon lore breaking is taking it out of that alternative Cold War style, it’s fine seeing a p90 but seeing a tacticool m4 with a bunch of rails feels weird
I have a mod that lets you choose ammo types (and also get realistic fire rates) for the minigun. My favorite is .50 cal receiver, it does a hilarious amount of damage whilst also dumping your entire stock of rare and expensive .50 rounds in a few seconds. Also it is incredibly loud and recoils like mad
@@viysnjor4811 If you set up a manufacturing line, you can literally just print .50 cal rounds. Put the right junk into the hopper, and let it run. You just need Copper, Fertilizer, and Lead, and you can find those pretty easily in most places. There's even a bunker in the Glowing Seat that has an entire gym's worth of weights that even with an enhanced backpack, I still became overencumbered by all of hte lead weights, had to put them back, leave, drop them off, and go back for the rest of the weights. They even respawn after a few days, so that's reliable lead farming, along with an unmarked gym in downtown Boston. Fertilizer, check the farms, and if you have a brahmin at a settlement, you'll automatically produce it in the settlement's workshop inventory. As for copper, just kill Raiders and collect their pipe guns. Pipe guns can be scrapped for copper.
The mini-nuke disappearing in the distance isn't actually an engine limitation but a intentional feature, there's a mod I use called Weapons Of Fate that both removes the despawning and gives bullets actual trajectories and travel time instead of being hit-scan.
With the broadsider, I theorize the firing system was made similar to a slingshot design. You look at the design and you see not only a trigger but no actual fuse. The fuse used on old cannons to fire. A slingshot design for sure
The “Gatling” in “Gatling Laser” actually refers to the barrels. “Gatling gun” is sometimes colloquially used to refer to any rotary cannon (such as the M61 Vulcan and the GAU-8/A Avenger) or rotary machine gun (like the M134 Minigun). A small part of me dies every time I see that term used in a video game, but, eh. It fazes me much less since finding a game that refers to an M2HB Browning (which only has one barrel) as a “Gatling gun”, which killed enough of me that there isn’t much left to die.
Another thing about the broadsider is: Look at the cradle that's used to carry it. It includes a bunch of shock absorbers, but the front ones are welded at an angle to a completely solid piece of steel. How do they absorb anything? Also there is no actual way for the barrel to swing down like in the animation.
I would have liked to see the minigun's Vertibird usage covered, especially since you covered it in 2 videos. Although its function in a Vertibird is probably the same except you get unlimited ammo.
at 20:55 you said "Bethesda's motto is if it ain't broke, than i'm gonna break it" it so true seeing they updated the game to break mods, add a stretched ultra wide support, and overall break the game more. thanks Bethesda 👍
I honestly think the old fall out engine wasn’t even that bad. Just needed a bunch of work. Making fallout in the Skyrim engine wasn’t a great decision in my opinion but I get why they did it
The rocket launcher that shoots three missiles is like a bullet clip, it pushes the rocket into the barrel and then you pull the trigger and fires, after the first one goes the next one is pushed in, after that the last one goes and then you reload.
I wanna add some of my own two cents to this list. Fatman: I have to agree that the makeshift looking design is what really turns me off to this weapon. Military contractors came up with this? Seriously? At least the Esther, a unique variant of the Fatman from Fallout NV, seems a little less crude and more competently constructed, even if its mechanism of fire is still pretty silly. Missile Launcher: The barrel upgrades definitely make no sense at all. However, to be fair, I think the default design is fairly plausible. It's just the modifications you can add to it that really make the weapon so cursed. As for the velocity of the rocket... Sure, it might be more fun for the person using it if it was faster, but for when you are on the receiving end, maybe not so much. The player should have a chance at dodging the rockets. It could have been worse. The missile launcher projectile was even slower in Fallout 3. Broadsider: Yeah, this gun is just not feasible at all. Harpoon Gun: Your critique of this weapon is pretty spot on. Another flaw that could also be pointed out is the weapon's sight attachment. The sight would be useless, as it's just a rear sight. It would need a front sight to line it up. Flamer: Actually the maximum range of most military flamethrowers tends to be much greater than 50 ft (15 m). The M2 for instance has a range of 132 ft (40 m), and some flamethrowers can reach 300 ft (90 m). Fallout 4's 15 ft (5 m) range really is just that abysmal. As for the weird method of fuel storage, I have to blame the lack of backpacks for that. In Fallout 3 and NV, the flamethrower had its fuel tank on the player's back. Minigun: The minigun being nerfed for balancing reasons is such a stupid idea on Bethesda's part. The gun would have already been balanced by the fact that ammunition for it is incredibly scarce in the early game. I think another reason why the minigun is so lousy in late game, is because of the lack of receiver modifications, so you cannot actually do much to upgrade the minigun's firepower. The barrel upgrades do slightly affect damage, but they are more sidegrades than upgrades, as they compromise other aspects of the gun, such as reduced range or ROF. The minigun also has the same flaw as the Harpoon Gun, in that it's sight attachment is useless. Gatling Laser: I think the name is fine. The term "Gatling-style Weapon" is often used as an all encompassing term for rotary machine guns anyway. I actually kind of like Fallout 4's rendition of the Gatling Laser. It looks better than the toy gun looking Gatling Laser from previous games, and the fact it uses laser rifle barrels is to be expected, as they use the same technology. I just kind of wish they used microfusion cells like most of the other laser weapons. Fusion cores are too valuable to waste on this. If they really needed a fusion core powered weapon, they should have made some really cool superweapon instead of just another laser gun, but with a higher rate of fire. I think another flaw that could be pointed (and this is an issue with all laser weapons in Fallout 4) is that these aren't accurate representations of actual lasers. Lasers weapons, would not produce significant noise or recoil. I also always wonder why games are so insistent on making lasers weapons fire in pulses rather than a continuous beam. I wanna hold down the trigger and slice people to pieces, not fire another machine gun, but with fancier tracers this time.
Uh yea about that prototype guns come in all shapes and sizes, and just because it's military doesn't mean it's going to look refined Ever seen a sten, Owen, or M3smg none of them were very refined yet all of them were an official service rifle for their respective militaries even after full production they still look scrapy The AK looks cheap The Thompson production version looks worse Theres no standard As for the launch system that's lore accurate The thing about the fat man is its a fucking joke weapon sure you can use it but it's just for fun It landing short, lore accurate Using pneumatics, people have made real ones that can launch a 12lb bowling ball (weight of the heaviest iteration of mini Nuke) so it's possible Is it stupid, yes, it's it supposed to be, also yes As for Ester the Unique one of a kind varient My guess is that that is the very first version the version they sold the contract on like the Thompson submachine gun, no need to make all that fancy stuff if this prototype is is about to get replaced or it's the first production model being what they settled on, a handmade production model for design reasons
@@Sip_Dhit The Sten and Owen aren't giant slingshots, nor were they designed to fire a nuclear payload. Being cheap is not the problem I have with the Fatman. It's the fact that it is laughably impractical, which the aforementioned stamped steel machine guns are not. As for it being intentionally silly. That doesn't make me like the weapon design any more than I previously did, but hey, if you are fine with silly weapon designs, more power to you. I think a Davy Crocket inspired recoilless rifle would have been a better design, and more fitting for Fallout's retrofuturistic cold war inspired universe.
About lasers being recoilless and mute, recoilless I'll give you. However the laser weapons seem to use pulse laser technology, which are lasers that only turn on for a split second at a time because they're so powerful they'll literally melt otherwise. Actually, pulse lasers can be quite loud.
Well to be fair the broadsider and the harpoon gun are pretty much gimmick weapons because if you were to bring them in a real life situation no way in fuck would either of them work without some major modifications to their design (and I think people are being too picky about the reload animation of the broadsider like seriously do you people want to sit through maybe like 15-20 seconds of real animation that's 15 to 20 seconds that an enemy has to pummel your ass into the dirt. I also found the harpoon guns reload interesting considering the noise when firing it, my initial thought was the harpoon gun was pneumatic which would explain the clanking)
@@xxfalconarasxx5659 that's not the point he was trying to make he wasn't comparing those firearms too the fat man he was using them as examples that's not all military grade firearms look professional nor did they look nice at all they were designed to get the job done although I will say this I still find it comparing apples to oranges considering those are production firearms and the fat man was still in its prototype stages (explained in fort strong lore I think)
i absolutely hate the flamer in 4/76. miss the one from 3/nv. one from 4 looks to industrial, bulky, and horrible. thankfully people added an M2 flamethrower to 4.
17:41 while you're right about the set piece beginning of the game, the minigun is still the worst for having next to no upgrades. Three barrels, a cross-hair & a cheese grater. No upgradable firing mechanism or alternate ammunitions
I'm surprised you didn't go on a rant about the "Big Boy" fatman launcher firing 2 mini-nukes for the price of one or the Experimental MIRV mod attachment which has worse range than the default launcher.
A flamer with the crippling, poisoning, or bleeding legendary effect however is horrifyingly powerful. You spritz an enemy for half a second and they're rendered immobile or liquified because of how many damage tics they get hit with
so, from what ive read of it, the fatman was originally pneumatic, but then they started using a small explosive charge behind the nuke carriage mechanism as well to propel it farther.
I’m pretty sure the “Fat Man” was meant to be a prototype pre war weapon that you learned about in a building in game, but it was later scrapped and whatever remained of that old content was blocked off. So it is pretty poorly designed I do agree, but I’m uncertain if that content is still canon or not…
@@rayres1074 well besides shops how many spawns does the fat man have, I know of two raiders and the store room at fort Hagen and the mini nukes don’t have many spawns in the world either
@@rayres1074 More locations in the Commonwealth makes sense, they were being prototyped out of Fort Strong. And yes, the terminal entries are still there in vanilla Fallout 4.
What I think is the tank that gets used to “reload” the flamer is the propellant that sends the fuel down range. Because the fuel needs something to shoot it out the nozzle.
The gatling laser, especially one with the rapid legendary effect, is actually one of the best and most efficient weapons in the game, if you upgrade it with overcharged capacitor and charging barrels for the amount of ammo it uses. It is good enough to be used as a late game weapon just like the gauss rifle.
I don't know why they got rid of the partial reload/full reload. It's always bothered me, why would they get rid of it? Because it would look janky? I don't care about jank, it feels really weird to load 7 shells into my shotgun that fired off 3
Comparing to your review of the Gatling Laser, I'd of given it at least a 3 of 5. It actually has one advantage over the ballistic minigun in that if you get a legendary Gatling Laser with the Infinity prefix, unlike every other weapon for vanilla FO4, the Gatling Laser actually has infinite ammo. Meaning you'd only need the initial fusion core for it, then all others could be used in your PA suits. So despite the low DPS values, it's still much more viable than the minigun because of the legendary infinity affect.
So much potential with Fallout 4 and Bethesda didn't follow through. You could have extended this rant to include so much more. Thankfully the mod community has come to the rescue.
The one thing I’m pissed about with the Broadsider is the complete lack of grapeshot. I want my damn mega shotgun man!
the closest thing to shotgun in heavy weapon is flechette modification in harpoon gun.
There's actually a mod that does this and it's nice someone thought of it.
I never even thought of that but now I need it
brilliant!
if it's any compensation, I'll grape your shot if you want! /s
The design choice with removing holstered weapons and heavy weapon "Backpacks" of the back of characters is one of the single dumbest choices Bethesda made with Fallout 4/76
lack of holstered weapons is the most puzzling thing ever because even though modders have fully implemented it in Fallout 4 proving once and for all that it was indeed possible for such feature to work in bethesdas upgraded engine they still chose not to include it in 76 because reasons.
@@peckneck2439 it does have clipping issue with clothing specially with bulker armors and large guns look absolutely ridiculous, so it more a creative choices as they stated in book art of fallout 4.
I haven't played the other fallout games so I don't know how it worked then, but I think the "backpacks" for heavy weapons were avoided because the manner in which power armor is designed. The entrance and exit mechanism would be in the way, the fusion cores couldn't be ejected, and maybe they thought that players wouldn't expect being able to simply exit the power armor when having a pack on the back. At least from this perspective, I can see why they went with all-in-one designs for weapons. It's still flawed though
They wanna sell cosmetic bullsht so they can't have that obstruct your 3rd person view of the PC.
@@srt7248 It's for the most part fine: By and large, Fallout 4's fashion is garbage anyway, so a little clipping is hardly noticeable. As per the large guns, did we forget how 3 and Vegas did it? Big weapons (Chainguns and flamers, for example) simply disappear, but keep the backpack. Besides, that book simply shows they had better ideas than what they actually made.
In the older games, the flamer was a military weapon, but in 4/76 it has the ascetic of an industrial tool
It's also clearly gas powered rather than the liquid fuels military grade flamethrowers use, hence the short range and low damage.
Handmade just like everything else in 4
@@professional1298and crap
Or rather,handmade weapon.The flamer clearly have part ripped off from industrial grade machinery and then taped together by the pyromaniacs at Sausage Ironwork.
Isn’t that a war crime?
Putting a bayonet on a 4-tube rocket launcher is weirdly Japanese for a game based on 1950s Americana.
IIRC in _Apocalypse World_ the Gunlugger playbook has an option to have a _suppressed_ rocket launcher. Just imagine it.
FFFIUWWW... (pop)
@@SuscriptorJusticiero It's simple to explain really. They just put some sound dampening foam on the rockets. Next time, think before you comment. /s
in borderlands there are also rocket launchers with bayonetts... but it's borderlands so it's ok
18:05 Fun fact, the enemies in that deathclaw fight have about 1/3 of their normal health, to make the minigun feel insanely powerful.
fucking bethesda
Wait, at that point why not just let em all keep their health, up the minigun's power, and then keep the ammo rare so you cant spam it? that way it stays powerful even late-game but balanced early with less compromises. Hell, you can even upgrade the death claw if you have to so it has enough health to make the fight with it be about as long as it is normally.
@@dooplon5083 don't talk logic
Ooooooh
I had no clue what people were talking about, cause the minigun just shredded the normal dudes
That would explain why survival playthroughs with higher outgoing player damage feels so anticlimactic.
There is a bunch of lore in game explaining the development of the Fat Man. It WAS basically developed by a single guy, tested (with many casualties) hastily, and rushed into production right before the big bombs fell and kicked off the story.
He even mentions the rush for him to make the ammunition (I'm guessing he had help, but it sounds like he had a very personal rile in every stage of the weapon.)
The weapon is obviously supposed to be absurd based on the design, and the lore regarding it.
Plus, the nukes are crazy small yield. They’re still big enough that getting smacked by your own Nuke is a huge problem, but it’s at least the sort of “this is stupidly dangerous” that fits in with the 2070s US military
While I think that the weapon is stupid, FO3 treats it somewhat seriously unlike FO4.
I believe there are 3 times that Fatman is used in FO3. Every time its carried by people using Power Armor and every time its used as a strategic weapon. Its used twice to breach enemy fortifications during final moments of a long fight(Anchorage and broken Steel DLCs) and once to defeat an overpowering enemy. Even when player gets to use a Fatman, they have to get it from the corpse of a Brotherhood of Steel knight. Meaning it was still supposed to be used by someone in PA.
The old fat man tried to fire them normaly, but just could not get the thrust needed, so they swapped to the launcher, snd that worked a lot better.
Edit:, fort strong has all the lore on the M82 fat man. Or, I THINK it was M82.
and its based of a actual historical real life US military development.
problem was that even thought the nuke was a lot smaller then a regular nuke the launcher could not send the payload far enough to not radiate the crew.
like the only way to semi realible not get yourself killed by firing it was to drive somewhere turn the car around.
fire the mortal (or what it was mini nuke) quickly jump in the car and floor as fast as possible the other way for a chance to not get radiated.
Reminds me of its real life counterpart, the Davy Crocket, a Recoilless rifle/mortar hybrid made to fire small scale nuclear warheads, for obvious reasons it was never actually accepted into service
Actually the fat man is that way for lore reasons.
If you look through the terminals at Fort strong (?I think) it is even mentioned how dangerous it is without power armor
I belive it is also a late-war last-ditch weapon, made when they were pretty starved for resources and were getting cheap with things. That and 200 years have not been kind to them.
@@Verbose_Mode prototype that never got mass produced. The unique Variant Esther from Fallout New Vegas would likely have been the actual production model.
@@Verbose_Mode i always got that vibe, it reminds me of the Sten Gun and how its a glorified mash of pipes just so the Br*tish military could be armed in the early stages of WWII
@@OPGrace2199 lore wise, the fat man is far from the sten gun in terms of last ditch. The fat man is a prototype weapon that never got approved because who could've guessed slinging Nuclear bombs mere yards from the operator's feet would be somewhat unsafe.
@@OPGrace2199 did you just censored word British?
One of the biggest problems with the flamer is that for some reason fire damage over time doesn't stack like you would think. Instead of stacking damage like you would think the game stacks duration for some reason. There are mods that flip it so the damage stacks instead of the duration and it becomes a much more fun weapon to use. Such a little issue for such a massive gameplay effect.
There's a explosive charge on the mini nuke as explained in Fort strong. Scientists had lots of problems with the lack of missile technology at the time so this was it's best bet, these were last ditch weapons for the battle of Anchorage to destroy massive amounts of troops using power armor but again these weren't finished there were heavily flawed but needed to be shipped out as quick as possible. Also the launcher is over 300 years, so the age shows.
i thought it used either a catapult or air pressure to launch?
@@brettalexander220 it uses compressed air to detonate the charge which then propelles the catapult to propel the nuke so all three lmao
How is the launcher 300 years old They didn't have many nukes in the 1900s The great war happens In 2077 fallout 4 takes place 210 after that
@@plantainsame2049 correction, 210 years old. My point was that its extremely old for a modern based arnament Still older than any military based weapon in service, and it still functioning with all those parts is amazing, it look like it was built with a ricketer set, it should have rusted or have had malfunctions by now if not already in the wasteland. I wasn't trying to be exact just trying to say a prototype of this age will have trouble.
The fella making the video doesn't Really care since he pinned the design errors on fallout 4
Another issue with the flamer: canonically in fallout, any kind of fossil fuel products were nearly impossible to find since the world had depleted its supply of crude oil. That’s why cars migrated from utilizing internal combustion engines to using fusion power. So shouldn’t flamer fuel be nearly impossible to find?
There are a few ways flamethrower fuel can be made without crude oil, like ethanol produced from crops such as corn through a distilling process. I don't know how well it would work as flamer fuel, but it's not impossible.
I thiiiink if you separate Kerosine and Gasoline from crude, you're still left with some combustibles before hitting Plastic ooze.
Petroleum fuel was still plentiful before the great war... just not enough for cars, planes, and other transport mediums. The cost ratio for fuel was higher for cars but it wasnt prohibitively expensive for weaponry. That's why in the wasteland at least in fallout 4+ homemade generators and turrets used obviously diesel or gasoline. Even lore wise this works out even if you considered the experation date for fuel (yes fuel can expire). Plastic can be broken down back into the hydrocarbons of diesel and gasoline by heating it in a zero oxygen environment.
Which can easily be done if you have access to any sizable metal container, pipes and blowtorch. That's how wastelanders can make fuel after it expired 180 years ago.
@@thecosm7152 dont forget plastic. Plastic is just a solid form of petroleum (not really but hang on with me for a sec) with extra steps. You can break down said plastic back into diesel and gasoline by using pyrolysis. Which is simple enough relatively speaking if you dont care about your own health.
Alcohol.
The unique Laser Gatling “Aeternus” has the Unlimited Ammo Capacity effect. The way it interacts with Fusion Cores breaks the gun and gives it unlimited ammo. I think Aeternus should get 2 caps for that
It also fucks all of your fusion cores if you fire it too many times.
@@thesupersonicstig
For Aeternus, they actually using logic this time. (Judging how fusion core still working after 200 year+)
It turn your loaded fusion core to unlimited, so its not draining all your fusion core like any other legendary effect.
There's also the Wazer Wifle
@@MA_690 If you have multiple fusion cores, and you switch weapons and then back to Aeternus, it drains another one upon firing. Do it too many times and all your fusion cores will be drained. So if you want to use it all the time, especially with power armour, don't ever switch to another weapon. The core is unlimited for Aeternus, sure, but for anything else the core that was used won't last very long.
@@thesupersonicstig just carry one core?
So, we're not gonna talk about that sumptious piece of ham he's carrying around behind him?
It's equality. 🙏
It's a heavy weapon
When it comes to the fat man I always thought it was made cheaply because of the chance of blowing itself up and both losing the expensive complex launcher and payload
It never left prototype stage. It was a last ditch weapon for soldiers in power armor
I would agree with you, it was in prototype phase and not developed which is weird. The fat man looks like a kids toy not something from the army. I wonder why it wasn't rocket mounted, doesn't take a rocket scientist to use basic logic. Or at least a mortar so it doesn't make sense that this is a prototype of anything legit
@@ravinraven6913 the weapon it's based on was actually mounted. Kinda weird the only thing they really only took from it was the air propulsion and the mini nukes.
Pre war corruption. Easy.
@Nightmarejester A terminal in Fort Strong actually details the development of the M42 Fatman, it goes into on how it works. Even includes a nice entry on the MIRV module having a malfunction and evaporaizes two soldiers. They sent a can full of sand to their next of kin.
I feel like the minigun problem could have very easily been handled by it being a 'damaged' minigun, since you find it in a crashed vertibird anyway. Perhaps the same for the raider in satellite array olivia, I think? Both are early game versions of the minigun. One found from hundreds of years of rust and weathering, the other one is used by a raider that can only barely keep it functioning? Then the ones you'd find much later on in the game from the BoS would be proper, powerful ones. Think of it as the 'pipe' minigun.
Or just don't give the raider one. Maybe a flamethrower, easier to build and the ammo can probably be made from scratch
What boggles my mind is that they had a solution already built into the game. With the upgrade system requiring certain perks/levels, you just should have had "refurbished chambers" that would jack the stats up to where they should be, with the materials/level requirement serving to keep the gun from being OP at the start.
@LunoeShadow yep, instead you can barely upgrade the minigun
@@mattmark94I wouldn't say barely, you can make it one of the best melee weapons
@@Vateirthat's funny and sad.
Fun fact, when using the flame thrower on jet the dps stays the same, meaning it kills people faster in in game time. Give it a shot, it also looks super cool
That sounds more reasonable than the pathetic rate in real time 😂
Or tap the trigger. Your dmg will be x times more and save alot of fuel
Thankfully they upgraded it somewhat with that kneecapper variant in far harbour
so that's why the forged, a group of maniac raiders, used it. They got high, like all raiders do, and went out to raiding
Judging the Farman’s design it seems VERY similar to the WW2 Piat which also used a similar spring system to the Fatman along with rocket propelled missile. I would say the Fatmans design would make perfect sense given the WW2 inspiration IF it was a rocket but had the same short range as it does in game since the Piat’s range was also limited.
Honestly the piat would be such a great fallout weapon. It's goofy, it's retro, and it's a pretty close in weapon compared to other launchers
Same, I was like "so basically an angry version of the Piat"
That "Loud mechanical sound" when using the harpoon gun is literally because it is mechanically fired. That's why it's so big and unwieldy...you're essentially walking around with a shielded ballista, not really a harpoon gun.
My first thought was maybe it was pneumatic but the more I think about it the way you reload it after every shot does kind of remind me of like a ballista-related weapon
Is it weird that I find that kinda rad...?
@@WretchedRedoran Nope.
Sooo...the weapon design does actually make sense?
@@QTZALCTAL No. Ballistas had a giant bow in the front so they could generate enough force to propel the bolt. This design wouldn't throw the bolt further than a couple meters.
The minigun firerate, while probably a little off because it's hard to get an exact number, is about 20-25 rounds a second. Translated, that's 1200-1500 RPM. If we assume the fire rate of 3,000 is the standard fire rate of the M134 (which it is), then we can assume that the fire rate had to be cut down because of the batteries, and the fact that there aren't 4 car batteries powering it. I know, late response to a year old video, but I had to fix that little bit.
The 6000 rpm really bugs me off. That's only when the gun operates in (I'm fairly sure this is the actual term) "turbo" mode, doubling the firerate.
In the original Fallout games the minigun item description said it should have a fire rate of 60,000-90,000 RPM. But who tf cares
minigun probably has a small RTG nuclear power core to give it infinite power but at the cost of low power output
@@groomschild1617 an RTG would be insanely impractical. fuel cells less so but still, not very good. it would be better if it came with a backpack for power and ammunition.
Miniguns and other Gatling guns have no spin up. The round is fired once the barrel reaches a set position. Unfortunately many video games get this wrong. (No Affront to you)
If you get a Gatlin laser with the Never Ending effect, it actually has infinite ammo. This is since fusion cores don’t work like normal ammo because fusion cores aren’t traditionally ammo. Oh and speak of gatlin guns. There is actually a crank powered weapon, though it’s incredibly rare to come by. The Laser Musket has an automatic legendary effect it can get which turns it into a crank gun.
That never ending effect with the Gatling laser was actually a bug Bethesda never bothered to patch. You can also get an automatic laser musket at the end of the minutemen questline. I believe Preston gives you it. You can get one almost immediately tho if you have the gunners vs minutemen creation club mod. The mod just gives you one if you follow the quest which you get immediately after leaving the vault. It's shit btw. Only thing worse is sub machine gun
Yeah, I mentioned this in his small arms video. Also THANK YOU! Everyone thinks the crank gun is a mod weapon but it's vanilla and it's pretty powerful. The major downside with it is how quickly it burns ammo.
@@thedarkspawnshooter3717 Idk man, the submachine gun is pretty horrible in terms of firepower. I remember the crank gun being pretty powerful when I used it, it was just incredibly wasteful.
@@thedarkspawnshooter3717 🤔
When I was doing Nuka-World and I learned about Aeturnus I knew I had to get it, and now that I know it has literal infinite ammo, I need it more.
Literally all Bethesda needed to do for the minigun and power armour was make them broken types that explode the moment the event ends
Or bring back the condition feature and your have to repair them to use it again
@douggaudiosi14 Genuine question, have you ever played fallout 4?
@@eeeeee7766Have you?
@h8thebritish522 Yes, I have and that is why I'm asking you, because if you did then you would know that they are at such low durability when you get them that the explode when hit
@@eeeeee7766 Dude hes literally talking about bringing the WEAPON CONDITION back. No one is speaking about power armor.
fat man’s arc also makes it great for clearing trenches and firing over obstacles, something you’d have to do a lot in a battle like anchorage.
I could imagine the fat man to be used as a nuclear mortar launcher, designed to wipe out bunkers and trenches full of enemies.
Still dumb, would be poorly designed for that purpose
Okay, but you say that as if trench warframe post WWI made any god damn sense.
@@TheTundraTerrorisn’t there a lot of trench warfare right now in Ukraine? It seems like a simple yet effective way to defend your troops in a locked down front.
@@YSleepish It's also a complete meme gun designed to mock the societal obsession with nuclear weapons during the cold war, I think the video author sailed past that point. Bethesda has a lot of dumb, poorly thought out weapon design but with this one they'd just be like... yeah that's the point.
It’s impressive how they had pretty good designs for the heavy guns then they just said “yeah just ruin them”
That’s true of a lot of the weapons. My first NV build was a gunslinger, so what they did to the revolver and ESPECIALLY the lever action broke my heart.
I’m now on a new Vegas game with a melee build, and that’s also way more fun than 4.
If they wanted a new mechanic for melee, why didn’t they just use the Skyrim system?
@@stingerjohnny9951 Far harbor eas so disaappointing for how they handled weapons. why not bring in a muzzle loader, or a Schofield revolver? they add in rabbits and chickens but no way to use traps to catch them or anything it’s so stupid
You must be very easily impressed cuz they're in fallout 4 is crap even fallout 76 is crap. Fallout New Vegas heavy weapons at least felt like heavy weapons
@@66bloodmoon idk about you but 50 cal machinguns, 40mm grenade machinegun, gatling plasma, plasma caster, gauss minigun, hellstorm and light machine guns sound awesome and decent selection of heavy weapons even compare to new vegas.
@@srt7248 every single one of those weapons you named off are in fallout New Vegas. I think the most enjoyable one to use in fallout New Vegas would be red Glory
For the Flamer tanks, My idea is that the tanks at the bottom hold all of your fuel in your inventory, and the tank you replace is just to reload the igniter, similar to how you would replace the igniters in the M2.
That's actually really clever. I like this this
I think that it is compressed air because you hear a hissing sound when your character reloads it.
Got the M2 modded into my game currently, it even has back tanks that even work with power armor.
Ngl makes a bit more sense than disconnecting/reconnecting gas tanks constantly
Which M2?
The M2 Bradly IFV, the M2 half track, the M2 light tank, the M2 medium tank, the M2 heavy machine gun, the M2 carbine, the M2 flamethrower, the M2 mine, the M2 mortar, the M2 tripod, the M2 compass, or the M2 target rocket?
I assume you mean the flamethrower, simply by context, but the US military really has a bad track with using that deisgnation.
To me the fatman always looked like a large shouldermounted slingshot for footballsized nukes and i kinda always liked that about it. Also the weapon makes sense lorewise and is satisfying in game by literally being just what i described: a slingnuke. Something about the pure escalation of a simple throwing tool to this just slaps and evokes that special fallout feeling.
fun fact: there actually was a 5.56 squad minigun in development at one point. It was called the XM214 Microgun and it was intended to be a man portable, scaled down version of the M134 minigun. It never left the prototype stage for obvious reasons.
There is also a 5mm cartridge IRL, so 5mm isn't a fantasy round.
There's a heavy weapon mod on the Fallout 4 nexus that adds in three different miniguns that actually act like miniguns.
the XM214-like 5mm version that is a raider shredding bullet hose that will eat through that initial reserve of 5mm like a fatman through donuts on free donut day.
Then there's the more traditional fallout/m134-style minigun chambered in 5.56 and is more accurate and lethal than its smaller cousin Its fire rate is also just as insane.
Finally there's the big daddy avenger-cannon looking minigun chambered in 308 that will eat deathclaws for breakfast lunch and dinner, while also depleting the entire wasteland's supply of 308 rounds.
Bethesda could have gone and done this for the minigun, but no, instead the modders have to fix everything.
Yup!
Yeah but i feel the 5mm/ 5.56mm minigun should be scaled down a hair add the power pack back from Fallout 3/NV for a player out of Power armor to use but you been to be in power armor to use a .308/7.62x51mm version of the minigun and higher.
@@bendynamic2150 the 5mm gun from that modpack feels plenty scaled down imo, its roughly the size a minigun of that smaller caliber should be to ensure its man-portable
the 5.56 model however, I do have to agree with you on that thing's scaling being a bit janky, though its trying to follow the Fo3 and NV design for the minigun and I super appreciate that thought.
I hate-hate-HATE how the fallout universe keeps treating the tiny 5mm cartridge like its this super military cartridge and put that into the vanilla minigun when the minigun's design looks like it was uilt to fire 20mm cannon rounds. Fallout 4 is full of so many bad decisions.
What’s the mods name
@@apollo1462 Miniguns Standalone (Legacy)
Mod author: Skibadaa
they also have a modpack with multiple heavy weapons (miniguns included) but that's the standalone mod for just the miniguns
The junk jet has previously been in the fallout series when it was a craftable weapon in fallout 3. It was a bit more useful in 3 since most junk items had limited if any uses and being able to lob things like teddy bears, chess boards, and money wads at your enemies was fun during the late game.
I loved the Junk Jet (and it's FO3 counterpart, the Rock-It Launcher).
My only beef with it is the items are launched however they are modelled to 'stand up' in the game world, not as useful projectiles.
That said, loaded full of hubcaps from the car factory near the start makes for some sweet visuals.
my favourite thing was looting super mutant strongholds in FO3 and then using my Rock-It launcher to shoot raiders with *bloody human body parts* 💀
@@Nerobyrne I did that on occasion too though the best ammo was the crystals from the mothership zeta add on
By far one the best/funniest guns in series! I did mainly use spoon, forks and butter knives as ammo for Rock-It Launcher in FO3... XD Or sometimes me huge collection of teddy bears. Killing deathclaws or Super Mutant Abominations with teddy bears was epic!
@@deminumenera1758 If I remember correctly the Rock-it ammo did different dmg based on it's purpose. Like launching kitchen knives was more damaging than launching teddy bears
I'm surprised none of those projectiles made their way back to the gravitational pull of your massive dump truck.
Literally. No one else has mentioned it also
I read your comment the second after I noticed 😂
3:25
22:24 so, to note: the Gatling laser is in fact a Gatling based design. “Gatling” weaponry used a crank/motor system to rotate the barrels/actuate the firing system. The minigun is a Gatling gun by definition. Now the other idea is a chain gun, but that’s incredibly different, and has to be much bigger.
Actually, the Fatman does make sense in fallout lore.
It's come from a place that has no regard for human life and where health and safety doesn't exist.
It definitely fits.
I think it's also inspired by the PIAT, a spring-powered antitank weapon from WWII with a vaguely similar design to the Fat Man catapult.
@@ChrisSmith-mi2zo it was inspired by the Davy Crockett
@@dannav_17 Its kind of a mix between the PIAT and the Davy Crockett.
You can argue it could've been used to breech large gates or destroy buildings like in Operation Anchorage or be used as some sort of short range high power highly portable motar. It makes more sense as it's only used by people with power armor in Operation Anchorage.
If you read through the terminals at Fort Strong you'll find that the Fat Man launcher was still very much in the prototyping stage and they were well aware that the fallout radius is significantly larger than it's effective range.
To be fair, in a world where you have drugs that heal all radiation in seconds, and another that heals all damage: a shoulder fired nuke isn't that much of a liability.
And it looks like it belong to Fallout universe. I don’t really like how some modders bring ultra sleek guns/ guns that are awfully slim and real worldly.
In fallout universe they never invented that that thing I could not remember at time of writing this but without that computer part computers are clunky and primitive but yet so sophisticated that pre-war world created AIs and portable computer systems, power armors, etc.
Also, the PIAT existed (British WW2 anti tank launcher), a spring powered anti tank gun, so a pneumatically powered nuke launcher seems legit imo
@@normaaliihminen722 your talking about circuit boards? Or microelectronics?
@@lilmancc35 transistors, which were only invented in something like 2075 and despite that they massively proliferated through the entire USA within the span of two years I believe integrated circuits were prototyped just before the nukes fell so that means if the war didn't go nuclear, Fallout lore would've very much turned into a more modern society and quickly at that, at least tech wise.
Well, the Davy Crocket also couldn't fire it's own warhead outside it's own blast Radius, so units firing it were committing self-die too.
I believe the harpoon gun is spring powered. The clank is a massive spring being released
The moment you realize that the minigun could be infinitely better with a 308 conversion.You can keep that epic deathclaw battle and still got a good dps machine late game,and got balanced with expensive ammunitions and the requirements of modding the gun
Honestly the skill reqirements to mod the minigun alone balance it imo. The ammo is ridiculously rare without high levels of scrounger, and the very few bosses with miniguns drop a paltry amount of ammo. It could easily do triple the damage and only have had 200rds when you first get it and it would have been just as effective
i use craft framework to convert a rifle to 5mm to use the ammo that comes with the minigun. Google stop removing my comments!
Honestly, it also wouldn't have been hard to make that one scripted scene unique. You get the Damaged Minigun, which has the lower damage, and enemies in later parts of the game have normal miniguns with normal damage. Face it, it comes down to sheer laziness on someone's part at Bethesda.
Explosive legendary effect put the minigun right with the shotgun as best weapons in the game
There’s a mod for that. A few actually, because heaven forbid Bethesda gives players choices.
One detail you didn't mention about the heavy weapons that always bothered me.....SIGHTS
you mean to tell me the player is holding these huge hip fired weapons up to their eyeballs and aiming? 😂
*Yes*
Meh consistency
Yes. They're meant to be used with Power Armor, which would make it easy for you to do so. Wouldn't make sense without it though, and that's the real issue.
I mean honestly dude the Standard Assault rifle is a Maxim gun bolted to the pistol grip and stock of an FG42.
also..reloading i just noticed that as u basically hold them at hip height in fps view u use your offhand to reload and your main hand holds the back of the gun, strongarming it with biceps and lower arm for that time....
You forgot the Cryolater. I'm fairly certain it's classified as a Heavy since it gets buffed by the skill.
I'll add in a score for you. 0 bottlecaps. The cryolater sucks
It’s fun for two seconds until you run out of ammo lol
@joshbarton9513
I'm gonna rant here because it upsets me about how ignorant people are about the Cryolator and I have free time.
The danage actually is nutty if modifyed and get not only big guns but also the explosive perk as it values from both. This due to the AOE increase can lead to a single shot hitting multiple limbs at once.
This leads to you having a ranged rapid fire gun with multiple damage types that's able to get several times the damage than listed per shot if you know where to shoot with the benefits of high stagger, slow, freeze on crit (for most things), and surprisingly solid VATS accuracy.
For example, my Lv. 38 character with the perks maxed out and no other damage bonus still nearly one taps themselves with it if you shoot right underneath yourself. This is while having 10 endurance + high end power armor and no other damage modifier.
It can burn most enemies down constantly in a small amount of shots if you hit that sweet spot and as a bonus needs no gunnut to upgrade as well ammo is abundant & efficient early on if you can afford it (200+ every 3~ days / low weight + high damage per shot).
As a bonus it breaks power armor / shells / limbs very well in the process.
The downsides however are:
1. If you don't hit that sweet spot the damage is much lower and can struggle against higher level enemies if that happens. (Ex highest ranking gunners)
2. Arc is awkward to get used to (unless you use VATS).
3. VATS is sometimes less effective because a large amount of enemies can die in a couple of shot and VATS forces a 3 shot burst so depending on the enemy it can be wasted ammo and if it misses then that's maybe 36+ caps wasted per burst.
4. Ammo is uncommon outside of certain vendors and can be very expensive (12+ caps depending)
5. Unmodified it actually does suck dookie as damage can't stack / is ammo unefficient with short range. (Though can freeze a lot of enemies without crit if I'm not mistaken)
With this said it's overall a very strong gun if used properly. Even more so if you have any other damage boosters. This makes it really shine in survival for example.
It's just most people give it a bad rap because despite all the pros it's not the best in the game, as I said before it can struggle against really high level enemies if you don't get that damage stacking effect.
Combine this with people overlooking it due to its weak starting state and hard to supply ammo early game it gets judged super harshly.
Despite all of this It can very easily act as a main weapon for the majority of the game and can be satisfying to use. I would highly recommend giving more of a shot if you still play the game / like heavy guns.
@leewiz8092 I'm taking a bit of a break at the moment but my usual playstyle tends to be heavy weapons guy.
@@leewiz8092 honestly ive never struggled with the cryolator. Ive never even considered the "sweet spot" that you mentioned, so apparently its not that hard to hit. I usually aim just below the head so I dont over aim and miss. Maybe thats the sweet spot? Idk though, i frankly LOVE the cryolator. The only issue I have is ammo. Like you said its not the be all, end all gun. Gauss rifles, the CC antimaterial rifle, and frankly even a good plasma rifle can surpass it pretty easily do to their increased range and accuracy. By the time I have enough ammo to consistently use the cryolator, I have 1 or more of the above mentioned weapons ready to roll.
“Uh these weapons aren’t immersive uuugg” _shakes leviathan ass_
Well in the logs at that fort you find mini nukes stash for the brotherhood, the fatman was still in the testing phase before the bombs were dropped.
Also quite literally they were trying to find a way to get rid of the stockpile.
So brandy kind of described exactly what happened
That would explain why it was used in so little numbers in Operation Anchorage. You only see guys in power armor using it to destroy a large gate near the end of the dlc. I guess you could argue it could've been in field testing, it also explains why the gun and ammo is so rare
yep i mean he doesn't seem to understand they were shipping out prototypes. just so infantry could have a devastating weapon. not like generals cared about their troops, as long as the job got done.
I wouldn't call it test phase, it seems like the guys had the time and were bored so made it themselves. Though it doesn't make sense why there are so many fatman around the world, let alone the ammo that only goes with the fat man
and at the fort its not mini nukes, they are about the size Liberty Prime uses
@@ravinraven6913 wrong fort. You're thinking of the one in the glowing sea for liberty prime.
I always figured the Harpoon Gun had a spring mechanism, like a crossbow.
Same and except for the fudged up loading animation I love this gun so much...
crossbows don't use springs they use a rope, but I think I know what you mean.
It's not really clear how the harpoon gun even fires, because no matter what's inside it, if it stores energy to release later, it would need to be muzzle loaded. Like the OG harpoon guns.
What I mean by the hypothetical spring or rope or whatever it uses in the Harpoon gun, is primed when you close it after you place a round in. Like how you prime a crossbow before you place an arrow/bold on the track.
@@Nerobyrne If this was made in real life as it looks there is most likely a spring kinda under the barrel which sends it flying. You could also set it up so that the when you pull the lever back it will push the notch that send the harpoon flying go down with a notch on the chamber door and pull it back. Once the chamber is closed the notch on the chamber door gets pushed up with allows the firing notch to rise into position waiting for the trigger to be pulled allowing it release. It for sure would be a mounted weapon for instance on the walls of the towns in far harbor to defend against the huge crustaceans that live there. Other wise it shouldn't be usable for unless you in power armor or ripped as hell. Just thought of another way it could would make use of a pulley type system that would make it so can even be primed with the opening of the chamber but my mind is too sleep deprived to be up for typing that out. Main reason real harpoon guns are muzzle loaded is cause of the arrow head shape, the ones we use in fallout are just sharpened bars of metal so most likely they changed the harpoon guns for convenience of use and making ammo.
Recoiless rifles and rocket launchers are two different things. The former has a rifled barrel, and the ammunition loaded into it looks like a conventional artillery shell, albeit with frangible burst disks on the casing. Like a conventional firearm all the thrust is produced in the moment of the initial shot. Exhaust vents direct the gas to create thrust which offsets the recoil. Its inefficient with the propellant, and needs careful maintence of the venturi or else you will get over pressure and in turn recoil or a burst tube.
Rocket launchers ended up being cheaper, because the weapon itself needs little care and no expensive cutting of the rifling - the pojectile's fins take care of that.
For the minigun i think it also caught some hard balancing from the legendary system, my first play through I ran into a Super mutant with an explosive minigun and while it took like 9 deaths and a whole bunch Med-x, Psycho, and Jet, it was the most overpowered thing I've seen in game other than maybe an explosive combat shotgun but I killed myself with it as much as I did enemies.
Explosive automatic 10mm with a luck build works nicely too
Yea incendiary is pretty strong too but got to get those legendary drops I honestly prefer unique good weapons instead of legendaries
I always thought the weapon design kinda sucked overall in FO4. Like the serrated machete having teeth on the wrong side, rockets on melee weapons, etc. Hell, even the regular armor starts looking stupid once it's upgraded to medium.
Yeah I hear you and completely agree with about everything you said however there's one bit of lore around the fatman and mininukes you either forgot or didn't know and that was that tere is a list of terminal entries at Fort strong (I believe) about how there's a small explosive charge on the back of the mininukes and that the Fatman has a way of detonating them, assisting in launching the MiniNukes
i thought it was C02?
The Fat Man is also clearly said to be an experimental weapon in the same terminal entries. Fort Strong was developing the Mini Nukes and their Fat Man launchers for use in Alaska by Power Armor units. It's honestly my biggest problem with this video, since it's pretty explicitly, in the lore, experimental.
@@twudotJam
Since when do experimental weapons look like they were cobbled out of garbage at a random landfill?
@@Idazmi7 Since they've existed...
@@twudotJam
No.
With the broadsider, in addition he just leaves the cannonball at the very front of the barrel, meaning it would pick up no velocity or stability. For the missile launcher, I hate that the upgraded ammo systems don’t line up with the tube. It’s like they gave negative thought to how these would work.
I think the "Fat Man" could get a few caps for the name. There was an obscure SF short story from the 50's (or maybe 60's or 70's) called "Ersatz" that featured a soldier in a post-nuclear battleground and world. The soldier was the surviving member of a nuclear-armed heavy weapons team, maybe a loader. But it sounded like the launcher was man-portable and he was wearing some kind of armour that allowed him to survive in a contaminated environment. There is a break-open projectile launcher (technically a recoilless rifle), the Carl Gustav. But the "Carlie Gee" breaks open near the exhaust nozzle (venturi) to allow the shell to engage the rifled barrel before leaving the launcher.
The 5mm round dates back to Fallout and Fallout 2, where it was used in an outdated assault rifle and, of course, the minigun. The minigun could also be related to the real-world GE XM-124 "Six-Pack", an M134 chambered in 5.56x45mm that failed to see any sales. I dislike the minigun's sound, which should be a "BWAAAAAAAA!" and not "Chk-chk-chk-chk-chk!"
I couldn’t agree more with that last bit, a mini gone should have a scary as hell sounding BRRRRRT at the least!not sound like it’s shooting tin cans
The minigun becomes useful once you find the right legendary variant. Burning (e.g., the ashmaker) doesn't stack so it's not good. Freezing and plasma stack. Wounding simply ignores armor entirely and will melt through everything you could imagine, and explosive is great for the more agile enemies.
yeah and bethesda wasn't the first one to do the all in one package of a minigun before fallout 4. Tf2 actually beat them to it with all of Heavy's miniguns
Kneecapper minigun is so OP against many Strong enemies perfect when you get thrown in a dangerous Situation With deathclaws mirelurk Queens etc
You're better off getting the Minigun Overhaul mod that enables you to give it some serious upgrades and even change the type of ammo it uses. Having a fully upgraded receiver chambered to fire .50 cals turns Deathclaws into paste.
😂 trying to defend Bethesda and rationalise boot licker
@@Newie69MK I used Minigun Rebirth to add in 3 new Miniguns, got one that fires 5.56 with the Explosive legendary perk. The Brrrt is so sweet!
The Fat Man also uses a rocket thruster or something of the sort on the Mini nuke for that extra range, you can find terminals in Fort Strong during the construction and testing of ot, they complained about how it wasn't firing far enough so they lightened the war head as well as later modification added a small thruster to give it more range.
Edit: the Rocket Launcher would in theory work since Rockets use an Electric charge to set off the Propellant but as you said, you'd get a Darwin Award for firing it with the Backblast
2:00 Nate not have cake and bakery, but whole baking industry
Deformed bakery...
The gatling laser is one of my favorite weapons once you swap it out for charging barrels instead of the stock barrels. It lowers the rate of fire so it still shoots reasonably fast but you aren't wasting 80 shots on a single mirelurk because it also bumps up the damage considerably. It overall makes for a hard hitting weapon with a huge ammo capacity and decent accuracy.
But until I can swap out the default barrel, I stay well away from it because the stock gatling laser chews through fusion cores like nothing else
Agreed, the Charging Barrels makes it what it should have been imo. And looked more like imo, given we don't have FO1 or 2 style laser weapons anyways. And oh God does it sound and feel nice to fire
I remember once when I was fighting through a ruined tenement building in fallout 4 being an absolute demon on the breach and clear when I turned a corner to see a raider in power armour close enough to kiss the bayonet on my shotgun pointing a fat man at my face.
There was the briefest of an instant that seemed to stretch out into forever when I wondered "he cannot be that stupid..."
Yes. Yes he was
Enemy AI is literally too stupid with any weapon with an AOE. Missile Launchers have that same issue, just less damage. But the AI is still too dumb to comprehend that point blank explosions are dumb.
Fortunately, they can also be tricked into nuking themselves if they walk in front of something first, blocking LOS. Sometimes, I see Raiders shooting at me from behind a wall, but the bullet impacts the wall they are hiding behind.
I love how the Fat Man is basically just a nucellar PIAT. The PIAT, for those who don't know, is a British WWII anti-tank weapon. It literally was just a spring loaded bomb thrower. The bomb was really good at killing tanks at least... just as long as your Projector Infantry Anti-Tank was deciding to cooperate.
Edit: I made a mistake here. I'm leaving it as is since William has kindly included a correction. I must have been tired or something since I usually double check things if I'm going to attempt a fun fact. Also, don't know what was up with my tone. It sounds kinda condescending in retrospect, but that was unintended.
I love how people use the word “literally” to describe how a thing functional while they themselves are “literally” completely incorrect.
The PIAT consisted of a steel tube, a trigger mechanism and firing spring. It was based on the spigot mortar system; instead of using a propellant to directly fire the round or missile the spring was cocked and tightened, when the trigger was pulled it released the spring which pushed the spigot forward into the rear of the bomb, detonating the propellant and launching the projectile
TLDR: The PIAT used a spring that hit a charge on the back of the munitions that when detonated expelled the munitions.
You are “literally” incorrect.
Thank you for informing “those who don’t know” hopefully i was able to actually inform them.
@@williamwinstrop3918 Thanks for catching my mistake there.
Fun fact, supposedly the coloquial meaning of PIAT for soldiers was "Point It At Tanks"
Source: Idk lol, just remember it from somewhere, maybe forgotten weapons
@@Oliver-ku1tf You would have to point it at tanks anyway for it to serve it's purpose
If you are trying to get range with mini nukes on a battlefield, you don’t even use the launcher. You drop them from aircraft. The launcher isn’t meant for range, it’s meant for arching over obstacles and trenches without having to call in air support.
I do believe the Junkjet works by a in-built compressor pumping high psi into a chamber and then the hopper up top mechanically dropping items in one by one into the "receiver" which fires the item by flash opening a valve and releasing a large amount of pressure all at once to propel the item out. The shaking and gas leak indicates either a generator or engine inside of it which does compressing or the thing can barely stay together.
Aren't a generator and an engine the same thing though?
@@EdyAlbertoMSGT3 not exactly, no.
Notably, in this context, a compressor is being connected to an engine to rapidly create pressure in a chamber.
Likewise, A Generator is a machine that generates electricity through kinetic motion, while an Engine is a machine that makes kinetic motion through typically the use of combustion.
Hopefully that made sense, I just woke up. lol
honestly... with new power armor mechanics for fallout 4 they should've made some heavy weapons used only when using power armor. like the minigun or gatling laser. it would be better.
And again. The 5mm cartridge in fallout is supposed to be the 5.7x28mm FN
And in the same way in New Vegas where the 12.7mm cartridge is supposed to be the .50AE (12.7x33mm), not to be confused with .50 Beowulf (12.7x42mm)
The better locational damage mod actually implements this somewhat. Along with "shotgun stagger" to buff shotguns, the mod has an option where you cannot run or sprint with heavy weapons outside power armor.
YES dude! Im glad i'm not the only one who thinks this.
In my opinion, it almost seems like they were planning on doing this but then decided against it at some point. When I look at the Fallout 4 Minigun and Gatling Laser, it looks like they were originally supposed to be weapons that you could only use in PA and would be stronger while the original models of these weapons (FO3/NV) would be the standard versions we're used to but they could be used outside of PA.
Is that it! Why the hell would use the 5.7mm in a heavy weapon?! What a waste! 5.7mm was designed to be a smaller armor piercing round for pdw type P90. Heavy weapons are SUPPOSE to be large calibers
@@bhart3321 tell that to bethesda
it's bizarre to have a bulky weapon like that firing such small cartridge and being underpowered in all senses.
WHO TF LOOKED AT A 5ive 7even and P90 and thought it would be a good idea to turn it into a bloody mini gun?
The 5mm in Fallout 1 and 2 was a stand-in for the 5.56. In Fallout 1 and 2 the game distinguished between "5mm" and .223, but Bethesda decided to replace .223 with 5.56 in Fallout 3, leaving the 5mm to become something else.
I interpreted it as being a standin for FN 5.7mm ammo in 3 and NV
5mm was not a stand-in for 5.56 as the OG games had .223 (5.56 basically).
In Fallout-Verse the standard issue firearms of the US army used 5mm for rapid fire weapons and .308 for their rifles (original sniper was chambered in .308 but rechambered to .223 due to the rarity of .308 in the midwest)
5.56 and .223 are the same thing
@@mr.bobcyndaquil4214 why would a minigun fire pistol rounds?
@@koroplays3200
They aren't. They have very minor differences.
I think it would have made more sense for the portable gatling to use 5.56x45mm ammunition than the M134 Minigun's 7.62x51mm. It is most likely based on the General Electric XM214 Microgun, a prototype scaled-down M134 made to be man-portable. IRL "man-portable" meant "carried by a team of two and placed on a tripod before firing", but in the Falloutverse the same weapon would probably have been made with power armours in mind.
In my opinion heavy weapons are severely underpowered in FO4. Ideally a rocket launcher should level a small building and a minigun should shred even the beefiest creature in a matter of seconds. The drawbacks would be several to balance this out, namely the scarcity of ammo, the encumbrance and the impossibility to use some of these weapons without super strength or power armor. Hip fired weapons would be impossible to aim beyond a general direction without some kind of tech that allows your power armor to give you an aiming overlay in your helmet visor, for example. The Broadsider should be more of a blueprint than a unique weapon. If the character is intelligent enough, it makes sense you'd be able to reverse engineer an 18th century naval cannon and build some crude pieces of (fixed, not carriable) short range artillery to defend your settlements from supermutants and raiders. Rockets are difficult to manufacture, so having big balls of metal or improvised grapeshot as heavy duty projectiles makes more sense in a post-apocalyptic environment.
The only heavy weapon that's worthwhile is the Explosive minigun, for acting like an actual minigun. Only good for bosses.
Any other day, just give me the alien plasma pistol and a coilgun.
@@JoshSweetvale not realy: i had a explove ammo minigun and trown it away because low damage except on myself if the target comes to close
not really, it shouldn't shred deathclaws or super mutants, but humans should be shredded instantly.
to be fair, the Junk Jet has an ironically good usage with the proper ammunition. That ammunition being Pre-War Money: which weighs exactly 0 and is only worth 1 Cloth at a crafting bench. You can *_literally_* shoot your money away with it and face no repercussions.
The devs didn’t add backpacks for ammo because they thought it limited clothing choices
But they themselves have limited clothing options as not every piece of clothing can be modified equally or have the layered armor system
@@gamerguy6990 it really weird consider ballistic weave is in the game allow standard clothing to have really high damage resistances yet only few clothing able to use it.
@@srt7248 most of Bethesda’s decisions and their reasonings for them can be used against them as they make no sense and examples can be found in game that disprove their reasoning
@@gamerguy6990 its done on purpose to upset us.
@@gamerguy6990 still better then new vegas or 3 where you had to use certain armor or else anything would tear through your hp
The pneumatics on the fat man would actually work. It’s the same sort of thing that is used on aircraft carriers to help jets launch from the deck, except it’s using compressed air and not water.
If you read the back story in Fallout in the fort near the Boston Airport where the mini nukes are stored, you can read that the mini nuke also has a small rocket propelled projection system due to the short distance a catapult can do. So they included the small rocket projection to the mini nukes to solve that offset
4:09 I could imagine the Army doing this, as some kind of "destined to fail to make the path to a better weapon" type of deal. It could also have been a stop gap when the war was about to start, however I don't know the lore as to when the nuke launcher was made (in fallout).
The only real decent amount of lore we get about the Fatman is during the Fort Strong mission during the Brotherhood of Steel Campaign in Fallout 4.
It's revealed to be a prototype weapon that even scared its designers let alone it's testers. And much fuss was made about its only safe usage being by users of Power Armour.
....Basically all the points he brought up.
Though it does make me wonder how a prototype weapon that was never mass produced found it's why out into the wasteland. And that's not even counting its ammunition.
I always thought it was relatively new
The Harpoon gun's mechanism is a springloader. When the door is slid back, the harpoon slides back into the mechanism in the back of the gun which is also why it is loaded this way instead of muzzle loaded, hence the metallic clang sound when it's fired. Whether that's better or worse than the original design is anyone's guess. There's also the physics concern of whether a human would actually have the strength needed in order to set a spring powerful enough to propel a heavy metal harpoon a hundred yards or more (with one hand no less! You ever seen someone operate a heavy duty crossbow? They need both hands to operate it and that weapon is only propelling a light material bolt). Of course that wouldn't be an issue if all heavy weapons were power armor only, as it seems the design of all of them implies.
In defense of the Fatman: it *was* developed in the pre-war years but was largely a prototype weapon still in the trial period, hence the cobbled-together appearance and the relative scarcity of both the weapon and its ammo in most of the Fallout games, and why the only ones placed as set pieces are in military installations like Fort Hagen. Im pretty sure the only example of a civilian owning one before the war is the Unique "Striker" variant in Far Harbor, and I'm pretty sure that guy cobbled his together from spare parts after seeing it in military propaganda.
Ayo why's is Nate caked up? 1:55
The missile launcher would most definitly be able to work.. that is, shoot its rockets, if you look at the early american bazooka it uses a small electrical wire to set of the rocket. Which could definitly be hidden inside the missile chamber.
What this means is that your face would get incredibly scorched due to the lack of piping to redirect/shield the backblast.
Another issue is the fixed rate of fire. Since the missile launcher has multiple barrels, it should be able to have fore intervals from infinite to zero miliseconds since there is nothing preventing a rocket from being fired whilst another rocket is being launched. (Look up rocketpods used on helicopters and planes as a reference)
The issue for the quad launcher is it basically takes the design of the M202 Flash and shoves it onto a M20/RPG7 tube launcher.
The lack of 4 tubes or even a rotating design just breaks the model.
@@5RndsFFE that is indeed exactly what is visually bothering me aswell.
The only real difference I can see is sealing. The space between the magazine (not often I get to talk about missile launchers and say magazine lol) and the actual barrel would cause so much hot gas to come out, like a revolver where gas escapes between the barrel and cylinder. Sealing it would probably make inserting a new magazine really hard, and not sealing it would cause damage to the user.
I see the rest as feasible tho.
No, it wouldn’t, watch the tubes the rockets are in, they just disappear, IRL you the wielder would be behind the blast when the launched off
@@5RndsFFE the "three barelled" upgrade is way worse though
Gotta love how bethesda didn't included visible holstered weapons because they would've created clipping issues but at the same time had no problem with your character clipping through equipped weapons because...just because.
bro they had no problem with your character clipping through goddamn power armor as if it wasn't an obviously noticeable problem within the first hour of gameplay. its clear they just didn't implement it out of laziness because youre either fine with clipping or youre not
The main thing I hate about heavy weapons is that I've been playing survival mode and the additional carry weight mixed with higher health pools and less overall damage makes them actively detrimental to use
The saving grace for the gatling laser is the unique version Aeternus (or really any gatling laser with the never ending legendary effect, though without console commands or mods, Aeternus is the only one you can get).
Unlike other weapons, the gatling laser has a unique script where the never ending effect is actually never ending. 1 fusion core is all it needs to fire forever meaning it actually gets unlimited ammo.
Combine it with mods like ECO to add the rapid legendary effect or increase the fire rate along with the gatling laser ammo fix mod (which also lets you remove the spin up delay and fixes the bugs a never ending gatling laser has) you can potentially have the most powerful heavy weapon in the game: a high damaging (with the charging barrel), high dps (offset the charging barrel's low dps with ECO), truly unlimited ammo gatling laser with no spin up needed.
ehh i prefer final judgement/rapid gatling laser, the charged barrels are good against single large opponents but are annoying against smaller, fidgety enemies, so applying them to a rapid gl and still getting 25% bonus of the base fire rate is amazing..also with perks in late game u can swim in power cores even with jetpack+power armor
@@exoblade7620 I remember ending a survival run where I actively used both the Gatling laser and power armor with over 100 spare fusion cores, I've really never had any issues obtaining them (and yes Final Judgement is great)
Why does a battery powered laser gun even need to have rotating barrels
My thoughts were always that the Fatman could have been more PIAT inspired and still feel very similar without actually changing how it functioned in game at all.
with the fusion cores you can make 1000 shots, the counter only shows 500 but if you reload you have another 500 the problem is that it always gives priority to the core with the most charge so if you have two whole cores and you spend half the core will reload the core with the highest capacity
To be fair the Fallout series has always kinda skirted the laws of physics. That’s part of the fun. And if I recall, the Fat Man was still more or less in the prototype stage just before the war. So it’s reasonable that there could’ve been improvements over time. I personally like the new design of the Gatling laser. It makes sense that a different mode wouldn’t need a battery backpack and the power source in the weapon itself since lasers aren’t physical objects. I would like it if miniguns can get upgraded to have a ammo backpack connected to a belt feeder. And in future games, wearing Power Armor should give heavy weapons special stat boosts and modifications like expanded ammo or damage boosts just to name a few examples.
Regardless, Fallout 1 and 2 were far more plausible. There was no Fat Man launcher, at all, the weapons were far more ergonomic, and pre-war designs actually looked like they were made in factories with laser-precision. Just look at something like the Rockwell BigBazooka (basically Fallout 1's Fat Man) and compare it to the Fat Man, or the Wattz 1000 and compare it against the Fallout 4 "laser pistol".
@@Idazmi7 fallout 1 and 2 had the p90
@@gusbusfusrus2351
Exactly.
@@Idazmi7 actually I wasn’t agreeing with you cause the design of the p90 is kinda after the time where the fallout timeline differs than our own but I forgot that the bombs dropped in 2077 so it could technically be possible but fallout 2 does have the pancor jackhammer so yeah,but overall I just hate the people who play fallout for immersion and being like real life
@@gusbusfusrus2351
Stop hating people for stupid reasons. It saves energy.
Todd Howard: "It just works"
Fans: "Well, yeah, but actually no"
Todd Howard: "But it just..."
Fans: "NO"
Lots of potential could be applied to Fallout 4's weapons, but Bugthesda's laziness is top notch when it comes to game design. That statement may not be true to 2022 when Starfield will come out, and yet I don't have my hopes up.
My prediction with Starfield is that it's gonna be just as bad as all their other recent games, but the fans are going to completely ignore that for at least 2 years, and praise it as the greatest thing since sliced bread.
@@WisteriaDrake I don't want to get into conclusions too soon, but based on their recent history then yeah, you're probably right.
Bethesda's weapon design choices are bizarre at best. They're either hideous made up weapons that don't even look like they should work or antiques. Bethesda has an annoying aversion to include real modern looking weapons. Which is made more annoying since the first two games had a lot of real, albeit sometimes obscure weapons.
The Fact the Missile Launcher Becomes Full Auto when it has 3/4 Barrels.
its based on the REAPER shoulder fired MLRS system from vietnam era. Really cool rambo stuff. Wish Ian would find one and show it on forgotten weapons
@@brettalexander220A few things my dude. No such launcher exists, unless you're using some video game's name for a real world weapon. You don't need to say "system" at the MRLS. That's what the S stands for.
The launcher you're probably thinking of is the M202 FLASH, which is incorrectly depicted in a large number of video games and movies as a normal rocket launcher with four barrels because it looks cool. Notably for example, Resident Evil 2 Remake features it as an "Anti-tank rocket launcher." (The original RE2 used a Stinger, which was even more wildly wrong.) The M202 FLASH is a replacement for the M2 flamethrower, as weird as that sounds. It only has incendiary rockets filled with TPA, a chemical mixture that makes Napalm look like baby formula. It's such a fantastically hot substance that just being in relative proximity after ignition can cause skin burns and melt anything plastic or polyester based on your person.
In terms of battlefield roles, it fills the same one the flame thrower did in decades past. Putting lots of flames into a confined space like a cave, bunker or building filled with enemy combatants. It just delivers this flame from a much safer distance for the operator though use of rockets instead of compressed air-fuel mixture.
@@wolfehoffmann2697 go back to reddit
"They just didn't care enough" seems to be the reoccurring theme with Bethesda content
i really like the break action aesthetic for the missile launcher, especially over the awkward magical quad barrel. i never bothered with the extra barrels on my explosives build
Should've taken notes from Halo 5's Pilum rocket launcher.
Where instead of a quad barrel with the other 3 barrels being extremely short and burning the wielder's head off via backblast, the 4 rockets are stored in a large box magazine that feeds from the top and down into the tube.
@@DJWeapon8 That's how the tri-launcher mod already works in-game. Except the magazine is on the left side and not a top loader, of course.
@@qwormuli77 6:38 if you mean this, nah.
It looks like magic nonsense where the missiles get teleported into the long tube.
If they aren't going to bother animating it like a revolver's cylinder, they should've just made it an opaque flat rectangular box magazine, or an opaque cylindrical magazine.
@@DJWeapon8"should've taken notes from Halo 5-"
No.
for me I always found the magazine of the 3 "Barrel" Upgrade to be aesthetically pleasing while also giving me more shots per reload. but the 4 barrel is just awful to look at.
4:00 THIS. 100% THIS. I feel like Bethesda/Fallout in general intentionally handicaps the technology of the world despite the fact that, even with all of differences in our timelines, they have the technology to make many of the conventional weapons that we would probably consider to be lore breaking.
Take the FN MAG for example. I feel like if you were to ask a diehard Fallout fan whether or not it was lore friendly, they would say no... But the FN MAG is a gun from 1958, so doesn't that make it lore friendly? I also distinctly remember seeing someone claim that the G3 and FN FAL are also lore breaking, yet those guns are both from the 50's as well.
Fallout's gun lore is kind of stupid when you think about it.
FN FAL is in Fallout 2 so whoever told you its lore breaking is dumb
All guns from pre 1945 to 2077 are lore friendly unless explicitly noted otherwise (basically 0 guns)
What idiot would think that the FAL is lore unfriendly? It's literally in 2 and it's half a century old.
I think what makes a weapon lore breaking is taking it out of that alternative Cold War style, it’s fine seeing a p90 but seeing a tacticool m4 with a bunch of rails feels weird
@@steverambo4692 then its asthetically unfriendly and thus a matter of opinion not lore ie a you problem 🤷♂️
I like the minigun having a different ammo type like the 5mm just because then they can give the player a ton of the rounds.
I have a mod that lets you choose ammo types (and also get realistic fire rates) for the minigun. My favorite is .50 cal receiver, it does a hilarious amount of damage whilst also dumping your entire stock of rare and expensive .50 rounds in a few seconds. Also it is incredibly loud and recoils like mad
@@viysnjor4811
If you set up a manufacturing line, you can literally just print .50 cal rounds. Put the right junk into the hopper, and let it run. You just need Copper, Fertilizer, and Lead, and you can find those pretty easily in most places. There's even a bunker in the Glowing Seat that has an entire gym's worth of weights that even with an enhanced backpack, I still became overencumbered by all of hte lead weights, had to put them back, leave, drop them off, and go back for the rest of the weights. They even respawn after a few days, so that's reliable lead farming, along with an unmarked gym in downtown Boston. Fertilizer, check the farms, and if you have a brahmin at a settlement, you'll automatically produce it in the settlement's workshop inventory. As for copper, just kill Raiders and collect their pipe guns. Pipe guns can be scrapped for copper.
The mini-nuke disappearing in the distance isn't actually an engine limitation but a intentional feature, there's a mod I use called Weapons Of Fate that both removes the despawning and gives bullets actual trajectories and travel time instead of being hit-scan.
The missile launcher appears to be styled after those break-action single grenade launchers, with a more rocket launcher look.
With the broadsider, I theorize the firing system was made similar to a slingshot design. You look at the design and you see not only a trigger but no actual fuse. The fuse used on old cannons to fire. A slingshot design for sure
The “Gatling” in “Gatling Laser” actually refers to the barrels. “Gatling gun” is sometimes colloquially used to refer to any rotary cannon (such as the M61 Vulcan and the GAU-8/A Avenger) or rotary machine gun (like the M134 Minigun). A small part of me dies every time I see that term used in a video game, but, eh. It fazes me much less since finding a game that refers to an M2HB Browning (which only has one barrel) as a “Gatling gun”, which killed enough of me that there isn’t much left to die.
WHY is my man at 1:05 DOUBLE CHEEKED UP das a dump-----truck
seriously 1:59 whats uup 🤣
he's probably into dudes therefore he wants his male character to have a wagon, i don't see any other explanation lmao
@@evryfckinnameistakenbased
@@evryfckinnameistaken😂😂😂
Another thing about the broadsider is: Look at the cradle that's used to carry it. It includes a bunch of shock absorbers, but the front ones are welded at an angle to a completely solid piece of steel. How do they absorb anything? Also there is no actual way for the barrel to swing down like in the animation.
I would have liked to see the minigun's Vertibird usage covered, especially since you covered it in 2 videos. Although its function in a Vertibird is probably the same except you get unlimited ammo.
at 20:55 you said "Bethesda's motto is if it ain't broke, than i'm gonna break it" it so true seeing they updated the game to break mods, add a stretched ultra wide support, and overall break the game more. thanks Bethesda 👍
I honestly think the old fall out engine wasn’t even that bad. Just needed a bunch of work. Making fallout in the Skyrim engine wasn’t a great decision in my opinion but I get why they did it
The rocket launcher that shoots three missiles is like a bullet clip, it pushes the rocket into the barrel and then you pull the trigger and fires, after the first one goes the next one is pushed in, after that the last one goes and then you reload.
I wanna add some of my own two cents to this list.
Fatman: I have to agree that the makeshift looking design is what really turns me off to this weapon. Military contractors came up with this? Seriously? At least the Esther, a unique variant of the Fatman from Fallout NV, seems a little less crude and more competently constructed, even if its mechanism of fire is still pretty silly.
Missile Launcher: The barrel upgrades definitely make no sense at all. However, to be fair, I think the default design is fairly plausible. It's just the modifications you can add to it that really make the weapon so cursed. As for the velocity of the rocket... Sure, it might be more fun for the person using it if it was faster, but for when you are on the receiving end, maybe not so much. The player should have a chance at dodging the rockets. It could have been worse. The missile launcher projectile was even slower in Fallout 3.
Broadsider: Yeah, this gun is just not feasible at all.
Harpoon Gun: Your critique of this weapon is pretty spot on. Another flaw that could also be pointed out is the weapon's sight attachment. The sight would be useless, as it's just a rear sight. It would need a front sight to line it up.
Flamer: Actually the maximum range of most military flamethrowers tends to be much greater than 50 ft (15 m). The M2 for instance has a range of 132 ft (40 m), and some flamethrowers can reach 300 ft (90 m). Fallout 4's 15 ft (5 m) range really is just that abysmal. As for the weird method of fuel storage, I have to blame the lack of backpacks for that. In Fallout 3 and NV, the flamethrower had its fuel tank on the player's back.
Minigun: The minigun being nerfed for balancing reasons is such a stupid idea on Bethesda's part. The gun would have already been balanced by the fact that ammunition for it is incredibly scarce in the early game. I think another reason why the minigun is so lousy in late game, is because of the lack of receiver modifications, so you cannot actually do much to upgrade the minigun's firepower. The barrel upgrades do slightly affect damage, but they are more sidegrades than upgrades, as they compromise other aspects of the gun, such as reduced range or ROF. The minigun also has the same flaw as the Harpoon Gun, in that it's sight attachment is useless.
Gatling Laser: I think the name is fine. The term "Gatling-style Weapon" is often used as an all encompassing term for rotary machine guns anyway. I actually kind of like Fallout 4's rendition of the Gatling Laser. It looks better than the toy gun looking Gatling Laser from previous games, and the fact it uses laser rifle barrels is to be expected, as they use the same technology. I just kind of wish they used microfusion cells like most of the other laser weapons. Fusion cores are too valuable to waste on this. If they really needed a fusion core powered weapon, they should have made some really cool superweapon instead of just another laser gun, but with a higher rate of fire. I think another flaw that could be pointed (and this is an issue with all laser weapons in Fallout 4) is that these aren't accurate representations of actual lasers. Lasers weapons, would not produce significant noise or recoil. I also always wonder why games are so insistent on making lasers weapons fire in pulses rather than a continuous beam. I wanna hold down the trigger and slice people to pieces, not fire another machine gun, but with fancier tracers this time.
Uh yea about that prototype guns come in all shapes and sizes, and just because it's military doesn't mean it's going to look refined
Ever seen a sten, Owen, or M3smg none of them were very refined yet all of them were an official service rifle for their respective militaries even after full production they still look scrapy
The AK looks cheap
The Thompson production version looks worse
Theres no standard
As for the launch system that's lore accurate
The thing about the fat man is its a fucking joke weapon sure you can use it but it's just for fun
It landing short, lore accurate
Using pneumatics, people have made real ones that can launch a 12lb bowling ball (weight of the heaviest iteration of mini Nuke) so it's possible
Is it stupid, yes, it's it supposed to be, also yes
As for Ester the Unique one of a kind varient
My guess is that that is the very first version the version they sold the contract on like the Thompson submachine gun, no need to make all that fancy stuff if this prototype is is about to get replaced or it's the first production model being what they settled on, a handmade production model for design reasons
@@Sip_Dhit The Sten and Owen aren't giant slingshots, nor were they designed to fire a nuclear payload. Being cheap is not the problem I have with the Fatman. It's the fact that it is laughably impractical, which the aforementioned stamped steel machine guns are not.
As for it being intentionally silly. That doesn't make me like the weapon design any more than I previously did, but hey, if you are fine with silly weapon designs, more power to you. I think a Davy Crocket inspired recoilless rifle would have been a better design, and more fitting for Fallout's retrofuturistic cold war inspired universe.
About lasers being recoilless and mute, recoilless I'll give you. However the laser weapons seem to use pulse laser technology, which are lasers that only turn on for a split second at a time because they're so powerful they'll literally melt otherwise. Actually, pulse lasers can be quite loud.
Well to be fair the broadsider and the harpoon gun are pretty much gimmick weapons because if you were to bring them in a real life situation no way in fuck would either of them work without some major modifications to their design (and I think people are being too picky about the reload animation of the broadsider like seriously do you people want to sit through maybe like 15-20 seconds of real animation that's 15 to 20 seconds that an enemy has to pummel your ass into the dirt. I also found the harpoon guns reload interesting considering the noise when firing it, my initial thought was the harpoon gun was pneumatic which would explain the clanking)
@@xxfalconarasxx5659 that's not the point he was trying to make he wasn't comparing those firearms too the fat man he was using them as examples that's not all military grade firearms look professional nor did they look nice at all they were designed to get the job done although I will say this I still find it comparing apples to oranges considering those are production firearms and the fat man was still in its prototype stages (explained in fort strong lore I think)
i absolutely hate the flamer in 4/76. miss the one from 3/nv. one from 4 looks to industrial, bulky, and horrible. thankfully people added an M2 flamethrower to 4.
the one in 4 looks more like a brush burner to me explains the range too
17:41 while you're right about the set piece beginning of the game, the minigun is still the worst for having next to no upgrades.
Three barrels, a cross-hair & a cheese grater.
No upgradable firing mechanism or alternate ammunitions
I'm surprised you didn't go on a rant about the "Big Boy" fatman launcher firing 2 mini-nukes for the price of one or the Experimental MIRV mod attachment which has worse range than the default launcher.
Well that would be actual nitpicking about legendary effects
I'm shocked he didn't talk about the bowling ball launcher
Big Boy with Experimental MIRV mod.
6:32 Me, a Team Fortress 2 player: Ah yes, the Black Box.
A flamer with the crippling, poisoning, or bleeding legendary effect however is horrifyingly powerful. You spritz an enemy for half a second and they're rendered immobile or liquified because of how many damage tics they get hit with
so, from what ive read of it, the fatman was originally pneumatic, but then they started using a small explosive charge behind the nuke carriage mechanism as well to propel it farther.
I’m pretty sure the “Fat Man” was meant to be a prototype pre war weapon that you learned about in a building in game, but it was later scrapped and whatever remained of that old content was blocked off. So it is pretty poorly designed I do agree, but I’m uncertain if that content is still canon or not…
Exactly also that would explain why it and the mini nukes are so rare
@@thebigsucc030 Fatmans are definitely not rare in Fallout 4. I remember in FNV you'd get around one, maybe two of those. In Fallout 4? Not so much.
@@rayres1074 well besides shops how many spawns does the fat man have, I know of two raiders and the store room at fort Hagen and the mini nukes don’t have many spawns in the world either
@@thebigsucc030 There are 24 Fat Man locations. On Fallout NV, you had ~10 locations, of which 5 or so were shops...
@@rayres1074 More locations in the Commonwealth makes sense, they were being prototyped out of Fort Strong. And yes, the terminal entries are still there in vanilla Fallout 4.
What I think is the tank that gets used to “reload” the flamer is the propellant that sends the fuel down range. Because the fuel needs something to shoot it out the nozzle.
14:20 the flamer seems to work only good for the forge
Forge: 20 hp per second
Player: 5 hp per second
The gatling laser, especially one with the rapid legendary effect, is actually one of the best and most efficient weapons in the game, if you upgrade it with overcharged capacitor and charging barrels for the amount of ammo it uses. It is good enough to be used as a late game weapon just like the gauss rifle.
I don't know why they got rid of the partial reload/full reload. It's always bothered me, why would they get rid of it? Because it would look janky? I don't care about jank, it feels really weird to load 7 shells into my shotgun that fired off 3
Comparing to your review of the Gatling Laser, I'd of given it at least a 3 of 5. It actually has one advantage over the ballistic minigun in that if you get a legendary Gatling Laser with the Infinity prefix, unlike every other weapon for vanilla FO4, the Gatling Laser actually has infinite ammo. Meaning you'd only need the initial fusion core for it, then all others could be used in your PA suits. So despite the low DPS values, it's still much more viable than the minigun because of the legendary infinity affect.
3:35 Given that Danse took the full force of a rocket engine and didn't so much as get a tan, I'd say it's a lot safer in power armor.
So much potential with Fallout 4 and Bethesda didn't follow through. You could have extended this rant to include so much more. Thankfully the mod community has come to the rescue.
Continiously. They should sue bethesda for part of the monetary gains. We all know no one buys their games to play vanilla
the goodwill can't hold out forever though