I was always of the impression the laser musket was not meant to use fusion cells. There is no indication of one on the design. It was meant to be you had a basically a no ammo weapon that the drawback was it was slow. Then they scrapped it to a sluggish rifle and moved on. If it was the no ammo version it would have been fine.
I was bored one day and designed a mk2 laser musket, I thought it would be a single shot again but this time a rolling block design looking similar to the sharps rifle
iirc the very first concept ideas of the laser musket were that it was a literal gatling gun, and it would fire continuously as you cranked it. Apparently, that was too hard to program or something, so they changed it in ways that didn't make sense. Par for the course with Bethesda.
On the laser musket : Since you never put in a fusion cell battery in to fire it, you just crank a lever, i think this weapon would be better off as an infinite ammo laser weapon. Balance-wise the slow crank justifies the infinite ammo, which in turn justifies using this over sniper-barreled laser rifle for example. Thematically, salvaging a broken laser rifle to be able to shoot as long as you can turn a lever, rather than requiring fusion batteries, is pretty crafty. Especially in a post nuke wasteland where ammo can be scarce.
This is actually how the laser musket was originally intended to function, it was supposed to use "EM-Breeder" ammo, and the ammo type can actually still be found in the game files, but at some point in development they scrapped that idea and made it use fusion cells.
It really messes with the setting, though. That makes it seem like very advanced technology putting out energy with crazy efficiency, which would be much more useful doing basically anything other than powering a weapon if it can generate that much power while being turned by a small stream. People shouldn't be anywhere near as poor or unarmed with stuff like this laying around. The release version makes it look like salvaged parts from a better laser weapon, but implemented by someone without enough materials or knowledge... closer to how it should be. It's easier to justify stuff like robots and nuclear power as too complicated, too dangerous, or too precious to be purifying water, tilling the soil, milling grains, making planks, etc., but not this super-efficient tiny engine loads of people seem to have access to.
@@Jacob41C Well the real problem comes in when you realize that there are other Breeder type weapons in the other games that do have infinite ammo called "MF-Breeders", but they were both rare and relegated to pistols so they were lower powered weapons. These aren't power sources that you can power cities with. So why we couldn't have a slightly higher power infinite ammo laser musket with a crank makes no sense even for lore reasons. Regardless the framework is there, they just botched the execution for "balance" reasons.
What bothers me most about the Alien Blaster is how awkward it looks in the Zatans' hands. They have three long, spindly fingers, and yet their blaster is ergonomically designed to fit perfectly in a human hand like a normal pistol would, and has a trigger mechanism identical to any human-made firearm.
They actually thought about your point about the laser rifle in FO4 because if you shoot it at an object like a tin can for example it wont move so they definitely knew lasers wouldn't have mass but I think the recoil was added either in error or on purpose for "balancing"
It's neither an error nor a balancing choice, lots of games give laser guns recoil in order to give them more of a feeling of "impact," same reason why it knocks stuff around. It's a rather lazy and uncreative way of making sure shooting a laser doesn't just feel like clicking your mouse.
Imagine if Photons affected momentum conservation. You could flatten people to walls using a torch lol. Mayhem, your Power Armour eye torches could punch people. Light bouncing off your eyes would give you black eyes!!
@@bonehed1well then theyre halfwits, light doesent have weight..... But the gun kicks...... Im sorry when were laser guns just like combustion guns? Youre clearly and blatantly making excuses, stop it and get mental help, dont shill for these twats, they will betray you without blinking
@@DailyCorvidPhotons are actually pretty weird on that front. Scientists have been able to knock things over with them in lab settings, though the amount of power it takes is significant.
@@DailyCorvidthey do actually. It's just a very small amount which is not noticable on a planet with air resistance. In space though having a craft with a large sail and shooting a big ass laser at it is(theoretically) the best way to accelerate a craft for interstellar travel without using fuel
On the point of the Alien Weapons, it's generally implied by all of their tech since fallout 3 that they aren't very good at war. In fact, in Mothership Zeta it's heavily implied that humanity developed their plasma weaponry by reverse engineering alien tech and then vastly improving it. You can think of their weapons tech as being all power, no precision. They just pump as much energy out as they can without trying to be efficient.
@@4PhoenixPlays when discussing directed energy weapons it can be nebulous what the energy is being used for. If you're making plasma more energy means higher temperatures or faster production of high temps. A faster bolt may be more difficult to keep coherent (actual research into plasma as a weapon found compression and coherence to be major hurdles).
From the original promo material, the Laser Musket is cranked so that it didn't need fusion cells, it was supposed to make the Minute Men be independent from groups like the institute. But, I'm assuming for the almighty game balance, they gave it ammo.
it doesnt make sense how cranking a handle creates a laser beam powerful enough to destroy objects. if your arms are that strong, just use them not a laser
But the easiest thing is to make it the no ammo needed, or even having it use any sort of power to jump start the musket. Though the idea of certain upgrades and mods making it require power cells would make sense
@@Blox117 I can suspend my disbelief enough to buy that someone in the Fallout universe developed an uber-alternator capable of powering a WEAK laser weapon.
I personally think that the laser musket being cranked up like a toy before being able to absolutely erase the skull or a decent chunk of hp from most enemies with the six crank capacitor makes it even funnier to me
I always assumed laser weapons could have recoil due to the mechanism that transfers energy from the fusion cell to a focusing lense or whatever. Like if you were using a miniature ICE engine to power a laser gun. The laser itself isn't causing the gun to shake, but the engine that powers the laser does. That's just what I told myself.
They also don't affect the environment like bullets. If you shoot a can with a 10mm pistol it will move, but if you shoot it with a laser weapon, it will just scorch it.
I imagine whoever designed the laser rifles wanted to give the platform felt recoil like a game controller to give the user some sort of feedback while they're shooting
@@Wargulf2838 Photons don't have mass, but since they transfer energy and travel really fast they have relativistic mass, so laser guns would have some recoil and the things hit with lasers would experience some push force.
The gamma gun is actually quite good for one thing, dealing with human legendary enemies. Because the radiation damage isn't healed when they "mutate" they don't return to full health.
@@booniebound7793 Not really, tho. Impractical garbage is never what I would consider "cool". "Flashy," maybe, but that has the substance and depth of a petri dish.
@@theodahviing would that be a problem? He’s examining the guns, if they’re bad they’re bad, if they’re good they’re good. Regardless of what game they originated in.
@@randombrit13If you see 1 and 2, you’ll notice the designs for certain weapons were much different from what they are now, hence why the speculation of this being the only fallout he likely played. That and Bethesda isn’t really known for thinking out their designs. (Look at their FO4 assault rifle. That thing is cursed)
Laser rifles shouldn't have recoil unless absurdly massive (and then it's less recoil than making the air in the path explode). Also, high-powered pulse lasers have been tested RL now, and they're nightmares that Sci-Fi was so wrong about. A pulse laser hits, burns a tiny hole in the target, and the heat energy blooms through inside the target, vaporizing mass inside and causing a pressure explosion. The test was performed on 22 inches of Iowa-Class battleship armor. Also, the Gauss Rifle should pretty much do plasma damage, as a mag-accel weapon accelerates the round so fast that it turns the air around it plasmatic from friction, dragging a ball of high temperature plasma behind it. The tiny round punches through the target, dragging the plasma through the tiny hole. And remember from the laser what happens when you force a LOT of heat suddenly inside a target. In both cases, the target explodes. Violently. VERY violently. Like they may as well have been stuffed with explosives.
Do you have a link about the pulse laser tests? That sounds interesting. I always read that it would be impossible to create an effective laser weapon due to the sheer amount of power required. Your description sounds a lot like how las weapons work in 40k, actually.
@@BlackSabbath628 It's been years since I read about it. Both bits of info come from US Navy tests from the now defunct Advanced Destroyer trials, where they were using a nuclear powered destroyer (DDN), and thus able to use weapons with stupidly high power draw for it. Program got scrapped, but they tested railguns (another kind of mag-accel weapon...same impact results at real battle output, but railguns are more prone to wearing out than gauss weapons, AKA coilguns) and a pulse laser cannon. Both cases revealed info we never had before, though. The plasma from the railgun, and the explosions from the laser.
Light has momentum. Therfore conservation of momentum requires for there to be recoil, which depends on how many photons per shot the weapon produces. Using the momentum of red light photons and the mass of the laser rifle in Fallout 4, you would need somewhere around 10^28 photons to generate recoil comparable to that of a single bullet. Which, using the energy for a red photon, equates to about 2.84 Gigajoules per shot. That's around 1% of the total energy used by an average American in year. A big number, sure, but since we are dealing with nuclear fusion here it's not actually unreasonable. For the institute rifle, since it's uses a blue laser, it would be roughly half as many photons per shot but the energy per shot remains the same.
21:43 Gauss guns are not railguns. Gauss guns have a series of electromagnets that turn on and off in a manner so as to pull the projectile. Railguns use parallel rails that have a high current flow through one rail, across the projectile, and back through the other rail, creating a magnetic field behind the projectile that accelerates it
I was really disappointed with the assaultron head, I thought it would act exactly like the assaultron laser, but I found out that it is just a way worse laser musket.
I think it makes a bit of sense, to be fair. It's not connected to what I'd assume is the main power source in the torso of the assaultron, so it doesn't have the energy to maintain a constant beam
Like the russian space gun, which is just a shotgun paired with a high caliber rifle to be used when they land in siberia and have to fend of bears or wolves and go hunting until the crew arrives. It's basically the alien version of a carry gun. They got it for self defense on savage planets. And just like a human carry gun, they don't move around the big shoulder fired launcher.
Whole point of the Syringer is for stealth builds. A couple well placed shots can turn a bandit camp into a war zone while you sit back and watch the mayhem unfold.
Until you level like 15 and all enemies are too high level to be affected anymore 😔 I wish it was more useful, it's a lot of fun. But the bloatfly syringes do give you a way to farm legendaries in survival
Nah nah nah the real “use” is putting bloat flies in everything so you have more chances at finding legendary enemies to get good gear. More then worth the cost to craft the ammo especially when the bloat flies you spawn help you make more ammo with their glands and the occasional extra legendary makes it worth it even without considering how helpful the distraction can be
I craft my own legendary gear, and my recipes scale with level. Y'all need to play on PC and mod. There are some seriously sick mods out there, especially hardcore survival overhauls. Hell, there's even a mod that adds ballistics simulation, and who can forget the live dismemberment mod where just because an enemy looses a leg or arm doesn't necessarily mean they're out of the fight.
@@Lord_necromancer There are mods to fix this. Fallout 4 would be really bad, if there wouldn't be mods to fix things, because there are a lot of things to fix. I once attempted to do a vanilla run for the steam achievements, but i after i saw the stock "assault rifle" (the weird water cooled LMG thing) i just got too annoyed.
I think my favorite part of the laser musket is that it just has an actual laser rifle barrel just stuck onto it so basically at some point the gun was actually just a laser rifle before becoming the laser musket
This is the most retarded gun I have ever seen lol, I think the only purpose it holds is to remind the player that Preston is analogous to a Civil war soldier. If you just had his wearing a fancy hat and coat - that can be swapped out, he'd basically be a raider. The crank thing is so stupid, fusion cells already have enough power in them to power a massive heavy suit of armour for 45 minutes without any cranking. But you shoot one crappy 34 damage laser shot 40ft and it requires cranking. Not to mention the energy that would generate per crank would be literally nothing, certainly you would need to crank it 10000 times for each shot! They should have made it so that the crank fires the shots, and just had a fusion cell contain 12 shots which you can fire without stopping at low accuracy (because t he crank is moving the barrel). They absolutely did not require breaking the laws of Physics in order to have this silly crank toy. Also the crank has no resistance. If they wanted to make it at least halfway realistic, it should require both hands to crank it and doing it pushing the gun into your chest - cranking a lot slower. That's how a dynamo crank works, it's not that easy to turn it because it's that resistance which is generating the energy. Think bike cogs, when you're at a low gear it's much harder to pedal but you get way more push on each crank; whereas at high gears you can effortlessly crank the pedals but it generates barely any propulsion. There is so much more wrong with this gun than we saw here, I am glad it was brought up. Always bugged me lol. Thing is, I could have redesigned it to be one of the most useful early game weapons, and made it relevant almost throughout the game and DLCs WITHOUT wrecking the Physics. Why wreck the Physics of a gun which is only there because it features Physics?? Lol. Mad, Bethesda doing a Bethesda.
I feel like it'd make sense for there to be a relatively renewable source of ammo from vault 111 or you could at least make something based off the tech in vault 111 and put it in your settlement that would create ammo. Though it also feels like it's in the same vain as the alien blaster from 3 and NV where it's like powerful/a trump card to be used or something to that effect.
Well, you still have to think about the fact, that the laser and plasma guns were both designed during the resource wars so it‘s just natural for them to be a little bit crude or basic, just like i.e. the Sten-gun from ww2
I thought the reason they looked barebones and flimsy is because they were more proof of concept/prototype weapons. Looking to prove that they can work before getting more development.
@@EDuarteVillanueva Wattz, Remington, Winchester, and Walther in those produced fine weapons. (For those seeing this who don't know, Walther did the Gauss Pistol, PPK12).
@@Bubben246 DOH! Probably because I saw it so rarely. Somehow, plasma /pistols/ were consistently super rare for me. So I barely think about them anymore.
That "energised beam" we accually have seen demonstrated in real life, albeit on a much less impressive scale. The blue 'lazer' is caused by the projectile being launched so fast that it turns some of the air around it into plasma, I assume being advanced tecnology is the cause of the colour and such.
I like to think that the railgun bullet is traveling so fast that the blue light is actually Cherenkhov Radiation. Basically, any particle traveling faster than the speed of light will emit a blue glow, the speed of light is a constant in a vacuum but it barely slows down in air and significantly slows in water, which is why nuclear reactors underwater have that blue glow. Of course, to produce the Cherenkhov radiation in the atmosphere would effectively mean the bullet is going so fast that the energy released upon impact should be measured in kilotons...
You know it's funny how that explanation of why they shoot blue makes the institute weapons sound way cooler and more dangerous Yet they do less damage than the regular red laser weapons :V
@@corrupt1user yeah, the impossibility of getting a bullet to move that fast aside, i feel like a bullet at that speed would be enough to crack open mountains Nice theory thou
6:24 the institute uses this as their main service weapon because it is cheap to mass produce and their robotic soldiers couldn't care less about the lack-luster design.
I can see that. Just like with the E-5 Blaster Rifles given to B1 battledroids in star wars. Designed to be cheap and really only meant for battledroids that could not give less of a shit about the weapon quality for an army that went with a 'quantity over quality' approach, never really meant to be used by organics. And let's face it, when 99% of the time the enemies they are blasting with it are poorly equipped farmers or raiders, mercenaries LARPing as soldiers, or the occasional radroach that slipped into the institute via a crack somewhere, you really don't need a whole lot in the 'quality' department. Cheap to produce, cheap to equip, and not as big of a liability if they get lost in the wild. But that also begs the question why they didn't just graft the weapons onto the gen1 and 2s instead? Also they'd have to rethink that if they full on went the gen 3 switch (which is stupid in of itself but that's another topic altogether.)
@@IAMELIPHASprobably because they already had all the weapons and armor being mass produced for regular humans at that point so they got lazy and just decided to stick with what was already made since they're already pouring in tones of resources into making gen 3s for some reason
Whenever i use the laser musket i just slap a scope onto it, get it to 6 crank and just use it as a sniper for super mutants. Its way easier to use it this way and you dont have to worry about being swarmed by the enemy while you recrank it since youre using it at a range. When they get close just switch to something more useful at close range
the sound and red glow when it's fully cranked is so incredible, part of why it's one of my fav weapons in the series, such a satisfying gun to use despite the manual cranking.
The laser musket should've been part of a minuteman weapon set as a grenade launcher. Load a overcharged cell down the barrel, maybe add something in and prod it like a real musket before launching it out like an explosive.
@@AugmentalGameplay Ok. Think similar to the broadsider. Large naval cannon. You insert any form of mag with depleted fusion cores. It will fire them out cause smaller mini nukes. A fat man & missile launcher combo but with a big arc
The gauss rifle is pretty believable in the sense of overall design. Both forgotten weapons and hacksmith showcased railguns/coilguns that look very similar. Yes, both are actually fairly bulky. In the sense of FO4 tech it would make way more sense it would actually be more compact as the power source is much more potent.
It's my most favoured vanilla weapon, but i don't get the reloading mechanism of it, sure you reload the 2mm cartidges, but in my opinion this is only the energy part of it, where do the bolts it shoots come from? But whatever, it's Bethesda logic, who cares, game is shit after all.
The thing is that gauss rifles have been around since the first game and always looked sorta like the ones from FO3 - big rifle with coils on the barrel. The FO4 version looks more like some kind of prototype, but then Fallout 76 suggests they were actually the model issued to the US military which would make the sleaker, more refined-looking one the prototype? I dunno, Bethesda made some questionable decisions with that gun even by their standards.
The laser musket's design makes it seem like they originally planned for it to have infinite ammo similar to the recharger rifle in New Vegas. It makes a lot of sense for it to be the standard issue weapon for the minutemen because they are a small militia without a huge ammo reserve to hand out. I think what happened is after they designed it they made a bunch of changes to how it functions in game for balancing reasons or something. They could have thought that giving an infinite ammo weapon at the start of the game was a little too much or something. With how mediocre it is I feel like it having infinte ammo would have made it worth using past the first hour of the game.
If you go full energy builds a laser musket is pretty good as the anti material rifle counterpart in game. The laser rifle/pistol don't have the same ability as a fully upgraded LM.
I like the idea of an infinite ammo musket existing would be too much at the start when they give you 2 companions, a full suit of power armor, and a minigun to shred a deathclaw all within 5 minutes of playing. Laser musket being infinite ammo wouldve defintely needed a damage nerf though since the higher cranks are quick to get quite strong
Most of the energy weapons look fine except the hideous institute rifle. The laser rifle is very fallout-ish, and they did keep the original design for it. Fallout energy weapons always had a weird impractical look - i always associate it with retro green men alien stuff. I think we're all just spoiled by the cool tactical mods and biased due to how crappy fallout 4 animation is. I can understand if old fallouts had crap animation but fallout 4 is from 2015.
The Institute’s laser weapon definitely needs a re-design though. It basically takes everything the regular laser gun did and only introduced negatives.
Yeah fallout 4 is filled with bad amiamtions and a weird fetish for left handness. That's been a thing for hand for generations, the Halo sniper has a bolt on the left side, 4 was just super noticeable this time because bolt action rifles usually stay right handed but ARs and SMGs don't. It started to really bother me as I noticed 75% of guns in video games have bolts on the wrong side. Its everywhere. Like how is the laser gun "bad" It's basically the same model as 3 or NV. Does he have a problem with the older one as well or does he just have a bone to pick with 4?
@@BlackSabbath628 but something tells me if he made a video on 3 or NV he praise the boxy laser weapon there where he's complaining about here because all I can assume "4 bad game" and like yeah but come on.
@@DwWarWolf yeah even though fallout 4 is a shit game i feel like he would go easy if he did a new vegas gun review and he sounds like he hams up his voice
I think the laser gun desing is great, in the fallout universe while energy weapons exist they are a very recent innovation, and the simplistic rectangular design reflects that
@@DJLuckeyLu You have a point there, but I feel like the near makeshift energy weaponry from F3 onwards is more interesting story wise than regular energy weapons
With the institute laser rifle, my head cannon says that since they are scientists and are not in constant threat they didn't think on how cumbersome it is. Also, since synths mainly use it on a daily bases they are probably using the synths combat data and no human data.
That and they arent the ones fighting. they probably have no idea how even a normal gun should be made ergonomically. They just make the tech, and the form was never considered. kinda sucks that institute weapons have worse DPS compared to normal laser weapons too.
@@Pinupopinion which in truth is arse backwards, should be one of the stronger laser rifles in the game... thus why mods are needed to fix such inconsistent things.
I think for the last musket, fusions cells were only used so there wouldn’t be unlimited ammo for laser muskets. But as far as the visual and practical side goes the crank is used to generate electrical power similar to how brushed motors work so the more you crank the higher the yield.
Be better if you just needed to put one fusion cell in there and after 6 shots you needed to crank twice for each shot you needed to reload into it. So you could technically recharge the empty cell with 12 cranks. Yeah, then just make the casing melt so you cannot take it out without destroying it. Bethesda should replace their AI team with me :)
The Alien Blaster's shortcoming is likely intentional, as in Fallout 1, the first appearance of the Alien Blaster, it had the highest damage cap of any weapon in the game, and was only usable within 10 tiles. Which makes sense, as in Fallout 4, it has high damage and is hard to use at range.
I would assume that's the point, but it also makes sense for a race with weapons like they have to not need long range small arms, so there weapons would be focused towards short range spaceship fighting
There’s a mod on the nexus that removes the need for ammo on the musket and in turn makes it a very nice early game gun for when you have low ammo or a lack of decent guns.
your take on the laser rifle's aesthetics is the exact reason i love it, especially in the standard semi auto form . The simplistic look, at least in my opinion, gives it a very militaristic "function only" type look
Yeah, I usually like his videos but he showed his bias heavily in this video. He likes the hyper realistic, militaristic gun style, rather than the retro futuristic, campy sci-fi style that fallout has always had. The energy weapons are where that is seen the most, but Brandy seems to not be a fan of that. It's alright, yeah, but it's bias and seems to miss the point of the entire style.
Lasers are actually more effective when pulsed instead of a continuous beam irl, because they cause the surface of what they hit to evaporate, creating a cloud that will compromise the focus. So I guess that makes sense in the game, just thought I'd throw it out there
the only down side(Edit: why did I say that... maybe cause its the game laser rifle and a real laser rifle pulsed or not would not have recoil... ugh), even pulsed lasers would not make the rifle recoil worse than a 12g shotgun, It would be like shooting a bb gun or pellet rifle. Unless the... laser is really a differen lesser heated plasma gun... and even so the plasma gun has less recoil.
@@mightypancake2211 how the hell would a laser have recoil? You are just projecting light, doesn’t matter how focused it is it’s still light. It makes 0 sense, what force is being applied that results in the weapon having kick?
@@drippeeboye607 might not have come out in the right way. -But the only way it has recoil is if it is a version of a plasma gun. Not like a laser pointer. Other than that its bethsda's BS programing
5:52 "Why would the laser have to be limited to being a repeating weapon?" Hey, I know this one! It's because of the mechanics of power delivery: short bursts of power that suddenly raise the temperature of what they hit are more damaging than continuous wave lasers. In simple terms, laser bursts mean an explosive "KASPLAT" where laser beams would be more like a burning "fwoosh." We like to imagine continuous wave lasers like blades or drills in science fiction, but it would take a stupid amount of energy to make that possible. While I'm on the subject, Fallout's AER laser guns are shaped like industrial laser emitters, the kind you might have used in physics class, implying they weren't originally designed as weapons. I didn't feel they were as fun in FO4 than in previous titles, though. Ah, but it looks like @Dan Pitzer knew this one as well.
In addition to your point about a sustained beam requiring too much energy to be feasible, I'd imagine you'd need a much better designed weapon to use a sustained beam like that safely. A sustained beam would likely heat the weapon up to a dangerous temperature, requiring the weapon to be specifically designed with some form of heat sink to stop you from burning your hands off using it, and would need a way to vent that heat. Bursts wouldn't be building up nearly the same kind of heat. If nothing else a sustained beam weapon would need to be capable of enduring a lot more heat, thus likely being far more expensive to produce, even if one had a means of feasibly powering it.
Exactly, I think atomic rockets calls this kind of laser weapon a pulse laser. I actually also really like the sound design of the lasers in Fallout 4, instead of going "pew pew" it's a sharp electric crack caused by ionizing air.
Pulse lasers dont "KASPLAT" they penetrate the thing theyre shooting at and heat it up from the inside. Causing thermal expansion to make whatever was hit by it literaly explode from the inside out.
Lore wise , Most energy weapons and robotics in fallout were in their early development phases before the bombs dropped. I always considered the energy weapons to be like the weird guns they developed during the World wars. The scientist didn't have time to perfect the technology, they were throwing tech together as fast as they could and shipping it to the front lines before their enemies could.
It should be noted. At some point in the game, Sturges does give you a unique Laser Musket that *does* work like a Gatling Gun, where you crank it repeatedly for automatic fire.
@@kipnanwinkie8755 Not quite sure. I remember it was given to me once just the next time I went to Sanctuary. I think it *might* be something he gives you after the main quest for the Minutemen, but I can't be certain.
@@kipnanwinkie8755 complete the main quest line under the minutemen, alternatively I found it on a radroach at like level 12, so either that was a glitch or its a VERY rare legendary drop
@@doctorgrubious7725 The best part about the gun is that it's not _actually_ a legendary (Instead being a unique form of weapon mod), so if you're willing to cheat you can apply a legendary effect without removing the Gatling mod.
I think the alien blaster is meant to be used in a different gravity from ours. Maybe the slowing of the projectile is better on whatever planet they are from. But yeah the irons are garbage. Should have been a interested reflex sight or something.
i was also thinking that they probably don't need to aim down irons and perhaps have an implant or something that allows them to aim better. I mean the fuckers killed me good in new vegas
Not to mention the possible differences in the chemical composition of the atmosphere. They can presumably breath the same air, but they could also have air filter implants or something that allows them to breath but I don’t think that’s the case. At least as long as mothership zeta is cannon. No reason to make areas where humans aren’t supposed to be breathable to humans.
It could be the weapon is meant to be used in artificial gravity and lower or higher gravity planets with. It could also have something to do with earth magnetic core. But I do agree with it could have an implant to use artificial sights.
i genuinely love the cryolator, it makes sense that its an end game weapons because it does so much damage and it makes sense that its so effective because it uses liquid nitrogen which is devstating torwards flesh.
actually, ua-cam.com/video/jnsDdJwW-KU/v-deo.html Like everything, it appears to be more complicated than that.Basically any contact that is not prolonged does basically nothing due to the vapors constantly coming off the liquid acting as a barrier; And I should think upwards of 90% of the nitrogen an "ice-thrower" would fling would brush off like that. The remaining
I, funnily enough, work with liquid nitrogen in a lab (protein extraction for quantification needs the sample to remain essentially identical to the state it was in at harvest until you run the test on it so -100°C helps with that). I usually wear a nitril glove, then a textile glove liner and then another nitril glove on top and that is enough for direct contact. It can get annoyingly cold and I wouldn't want to get splashed with it, but I can basically grab samples without gloves if I'm fast enough.
@dagramor-527 I would really not want to get it into any place that has high moisture like the eyes or the mouth. But it vaporizes relatively quickly. And it can do damage by freezing and shattering the outer layers of your armour or clothes. But I'd say a parka or padded jacket would already reduce the impact significantly. Of course, we don't have the sci fi magic of Vault-Tec and we don't make a habit out of throwing globs of nitrogen at each other. So a cannon-like weapon that sprays nitrogen like that would do a lot of damage at very close ranges. Anything above, I dunno, 5 meters maybe, and with your target wearing thicker clothes, damage might be minimal. The nitrogen boils immediately. The upgrade for ice projectiles might be horrifying on tissue though and could impact hard enough to shatter frozen armour.
For a game that focused on modifying guns, the laser musket should’ve been the most level up capable. Like if you had left the musket as it was but made it so you didn’t use ammo with the crank feature. You could’ve made it an understandable first gun. But then allow it the option to become a multi crank one shot OP sniper. Or make it modifiable that you can use fusion cells, now it auto loads automatically overtime and you can now do quick successive shots. Then maybe modify it even further to take a fusion core where are you get 20 overkill shots, maybe like a hand held Icarus
I mean... You kind of could, actually. All of them required ammo (which is retarded), but you could upgrade it to a 4- crank version that did some pretty decent damage. Between mods adding better barrels, 8-crank recievers and eliminating ammo consumption, it can turn into a monster. A slow one, better for legendaries than CQB, but a monster nonetheless. I also really like the aesthetics of it though, tbh.
You sound like me from 15 years ago when I believed bethesda devs played their own games. I dont think theyre even capable of copying good ideas from other games, somehow it just wouldnt work in their engine or something
After restoring power to Nuka world and acquiring schematics from the Bottling Plant, the thirst zapper can be modded with additional ammo types. The strongest is the Nuka Quantum ammo, which deals damage not far behind a mini nuke. I don't know if you revisited this as I'm new to the channel and the date says 9 months ago, but it'd be interesting to see your thoughts on the Thirst Zapper's upgraded form.
Plasma Rifles we’re actually a low-cost, readily-manufactured variant of the Plasma Caster meant for more common use in military operations, so it makes sense that it isn’t that advanced and kind of lower quality because it was made to be the lowest bidder build, so at least this one is a bit justified in its wonky stock and iron sights
so the enclave decided "BIG GUN BETTAH" seriously they really did focus too much on intimidation factor, honestly it does bug me that with the enclave dead and the BOS being stupid theres no new tech advancments.
For those who don't know, the laser musket is probably a Futerama reference. One of the episodes has the Planet Express crew participating in war, and using hand cranked laser rifles.
So my thought on the gamma gun is: certain enemies can use stimpacks and heal, so maybe it can be used to prevent them from doing so, cause once your rads are high enough, that’s your health, and you can’t go higher than that, so, just a thought
I love the Laser Musket, the only problem I have with it is the mysterious use of fusion cells. As mentioned in the comments, it should’ve been a crank gun whose slow recharge was made up with its high damage. The laser rifle is also cool, it’s a got a very ‘as long as it works’ feel to it.
I've heard that the original design for the Laser Musket was it was not supposed to use fusion cells, but rather be a charge based weapon. You crank the musket, fire it, then repeat the process. It's akin to using a wind up radio or flashlight. Infinite ammo.
@@modernwarfarefilms1that's why the musket needing ammo is the dumbest thing. If you're using the charges, they should have the required energy for the weapon. If you're using the crank it should be there to provide the energy, or supplement the charges for increased firepower.
Laser Musket is banned in my games lol it just breaks immersion totally, because it breaks the laws of Physics in so many ways. Like if you can generate fusion power that easily, what's the point in any other type of generation? You may as well power your entire base from a bunch of slave Ghouls on pedals, give them Jet and stick a nice juicy settler ahead of them :D They will pedal endlessly and you will never have to bother activating the daft Nuclear reactor for Shaun, the Brotherhood won't care about it because energy will be free and everywhere all of the time. It breaks the game lore, and Physics. Ugh terrible shame because it could have been so cool. At least the Rifle is halfway believable - you can just make up some reason why there is recoil like having a pneumatic pump compressor to heat the gas for the plasma. Laser recoil is bullshit though harder to excuse that if you care at all about Physics.
1:35 That mechanism could be considered a form of a piezonucleic transducer. There might even be two forms of transduction going on: piezoelectric (mechanical to electric) and electronucleic (electric to nuclear). 2:10 Built-in fusion cell with potentially infinite energy generated by transduction via crank action. Like the Volt Driver from M.E.T.R.O. 2033. The M.E.T.R.O. games also have a piezoelectric transducer that Artyom keeps on his person as standard equipment for charging all electric devices. They use a squeeze mechanism instead of a crank mechanism, but it achieves the same result. 3:02 It has one built in. It dumps all its energy per shot. It's major issue is the number of times you have to crank it to fully charge it. The idea is that all of these drawbacks are the price you have to pay for a weapon with unlimited ammo. 3:32 Well, it is a laser "musket." 8:07 Phased plasma weapons use a laser beam to create a guiding channel through atmosphere, then the plasma arc is sent down the laser channel. Long story short, it's basically a guided bolt of lightning. The technology was never mastered in our timeline, partially because it's too expensive to be practical. Also because it's unstable and consumes too much energy all at once. 8:23 It would be fine if it had a grenade-like or mortar-like arc as long as it was predictable and had sights calibrated for indirect-fire. One of the Star Wars: Dark Forces games (DF2 if I recall) had the Imperial heavy blaster which had an underslung launcher that unleashed plasma balls that Force-users couldn't block or deflect. It was perfect for Dethmatch, especially when paired with the flechette cannon (basically a space shotgun). 21:44 Is that a railgun or a coilgun? Looks like it has a series of coils. 21:50 Why 2mm, though?! 24:52 S.T.A.L.K.E.R.
With the laser musket, I once found a legendary version with the bottomless magazine effect, and that one fired as you cranked. And in retrospect I'm curious why that wasn't a weapon mod, I could see it having a good early game use as an automatic energy weapon with the downside of poor handling, and a slower rate of fire than the automatic laser rifles, but easier to obtain/craft
It is a really cool legendary effect but it's very hard to come by because you have to get the laser musket off a legendary enemy and even if you do there's so many other legendary effects that can be applied to the musket the chances are very low and it's really crappy
There's two different muskets. There's the never-ending, which lets you crank unlimited ammo; keep one that has 50 cranks as a backup weapon for when you absolutely need something dead ASAP. Then there's the automatic, which is indeed a fun gatling gun but simply not powerful enough to be useful.
I get that, but why? Why would anyone try to recreate a MUSKET at that point in time? It just makes no sense whatsoever logically, especially since they clearly have the knowledge of what they're doing since it's an Energy Weapon, and those things would require quite a bit of knowledge to create. Hell, you need some knowledge of advanced science just to be able to modify parts of it, how much would you need to actually make the damn thing? Why wouldn't you use that knowledge to create a semi-auto like the Laser Rifle/Pistol or something similar instead?
@@morganfitch8325 reasons to keep the gun post production despite it's flaws: Standards: most guns have such flaws already. Flavor: the originals used them. en.wikipedia.org/wiki/Minutemen. Balance: stronger than shotgun at close range but run between targets. Build/play diversity: it's obvious. Lore: nobody can make MFCs so maybe kinetic assist makes it stronger? Mechanical parts are easier to replace? ...pretty much anything can headcanon when it's this vague.
You could argue it was a novelty weapon. Maybe a for people doing revolutionary war re-enactment but wanted a light show for t he audience. And Later properly weaponized by the desperate post apocalypse residents since it was cheap to reproduce and easy to use Or maybe meant as a prototype and the crank was just supposed to be taken out once they got whatever special mechanic to the weapon working properly
Well... they didn't. Fallout 3 redesigned everything. Search up the Wattz 2000 and the plasma caster as those were the original laser and plasma rifles.
I think it _would have_ been good if they _had_ actually kept the original laser gun designs, because they changed them in Fallout 3 to these silly boxes and messes of tubes.
@@revcanon5744 both are good but I'm inclined to agree they do look match the original fallout vibes of someone in the 90s imagining someone in the 50s with futuristic tech
Your first mistake with the laser musket was trying to use it in close quarters... I personally saw it as a dedicated laser sniper rifle and used it as such, especially when the power discharge upgrades made it one shot most basic enemies, you just needed to fit a scope to it and sit back far enough away that you can get a couple of cranks off before the enemies reach you.
@@SUP3Rtoastr The normal laser rifle does not. the fully upgraded laser musket is the single best sniper rifle (Per individual shot) in game. I just wish you could make it look better with upgrades, or get a version with an electric motor to do the cranking for you, that kind of thing.
@@SUP3Rtoastr i mean you'll get the same effect from sneaking & vats. Plus, the sniper is actually decent in mid-short range. Honestly there's 0 reason to use either of them though just use a gauss rifle and you're good. Or any other sniper in the game 😭
The laser musket could work well in defensive firing lines or as a sniper rifle. But there is a reason why firing lines became a thing of the past when guns started to hold more than one bullet at a time.
the laser musket IMO would work best as a DIY handmade that doesnt use ammo. Instead the Cranking is the main source of power for it And because of this its Weaker then every other Energy weapon. With Upgrades featuring an Overcharge state where you can Greatly increase the power of the next shot At the cost of a long cooldown(Since there is no durability) Pretty much. It would be the Pipe vr of a Energy weapon Not getting into how shitty the pipe weaons with the exception of the pipe Revolvers asthetically wise i mean. Yeah i get it the pipe guns are DIY handmades but holy fuck *Nobody* would literally make a gun out of a block of wood. even a handmade weapons has a sort of Asthetic goal to it. the Pipeguns are the Lazyiest possible version ever. Only the Pipe Revolver Actually has any sort of good style like the maker actually gave a shit about making a decent weapon.
I get what you're saying and there is actually a mod now that's out that is like homemade scrap energy weapons that are very sketchy that say use parts that have like a protectron armor whatnot that are akin to pipe weapons like you're saying. But in all honesty I'm pretty sure every veteran Fallout player would agree that the laser musket actually aesthetically fits well generally in Fallout but should have been a recharger rifle with the ability to either crank it to overcharge it meaning you get Tire Damage per shot but lower DPS or upgrade to an automatic receiver where it fires as fast as you can crank it but has lower damage with higher rate of fire. All in all this should have been a cheap post-war salvaged weapon built to be a recharger rifle that you could theoretically beat the game with but you really should upgrade some point or spend a lot of resources upgrading weapon itself
Apparently that's what Bethesda tried to do with Laser Musket, they couldn't make it work in game for some reason. Pipe weapons are dumb as hell though, I agree. Even Metro designed better makeshift weapons.
Could've had a laser musket that required you to load the cells into them muzzle with and ramrod into the chamber. Would've looked cooler and made more sense to use the ammo in an actual animation.
I theorize originally Laser Muskets where not supposed to use ammo like recharger weapons from New Vegas and the “reloading” was supposed to be physically charging the weapon but they couldn’t actually implement it so they just said fuck it and made it use cells.
expanding on the general incompetence of Bethesda, and how Modders fix their mistakes, there are a couple mods out there, that completely remove the Laser Musket's ammo dependency. Cranking it will build a charge, you fire that charge, as intended. No Fusion Cells are spent in all of this. Going further, he mentioned "Firing while cranking" as a mechanic, One of the CC Content actually implements this with a fully-automatic Laser Musket. 20 charges in the "magazine" that will fire off one at a time as you run the crank.
The gamma gun would have been more interesting if radiation effects of previous games were still around. Against the player, it isn't direct damage but it's something that will cripple you and eventually kill you if taking too much of it. Against the enemies, that's a bit harder. Radiation effects on enemies I think is never obvious so it won't feel like you're doing anything.
SInce it lowers your max HP in 4, it reduces the effect of healing. Unfortunately, I've never once seen an NPC use a stimpack or any other healing item, so it's kinda useless.
One more thing i find weird about lasers is that the grips and stocks are slightly inclined to compensate the bullet drop even though lasers have no mass so no affect from gravity
3:36 It can be a great sniper rifle, because the first shot, with stealth multiplier, can instantly evaporate or seriously damage most enemies, but if you are not into ranged stealth combat it has truly nothing to offer
The laser musket was originally not going to use ammo at all, but either bethesda couldn't get that working or they changed it for balance The laser rifle/pistol was in a prototype state before the great war, with it being fielded in small numbers for testing, explaining why there isn't any ergonomics concerns with it, while laser weaponry itself would not have recoil the fallout AEP/AER laser weapons have moving parts internally (For some reason, likely to assist people who are used to chemical firearms) as is seen on the outside of the short barrel and automatic barrel. I personally think that the recoil of the laser guns is far to pronounced tho I fucking hate the institute laser gun too, but one thing you forgot to mention is that it does less damage despite firing a blue laser with a lower wavelength, thus imparting more energy into the target Plasma weaponry is just fucking stupid in general, why go through all the effort of generating plasma, containing the plasma into a bolt, and then using even more energy to propel it, the plasma weapons are also experimental at the time of the great war so no ergo and no sighting has been put into it, the plasma weapons weren't even fielded. also i don't think plasma cartridges should exist, it should just be powered by fusion cells since the pistons up top can just compress air to be used as plasma mass, the only reason to include mass is if the weapon is intended to be used in vacuum (which might be possible, given that repconn developed it) The alien blaster is completely unkown technology so my theory is that its "sights" are integrated into some form of augmented reality cybernetics that the aliens have The thirst zapper has upgrades that make the water bolts explode because you loaded it with different flavors of nuka cola, which really only makes sense for quantum because it's got strontium-90 in it, althought this would make more sense as a pure radiation weapon, where you take the most irradiated liquids you could find and spray them at enemies like a dirty bomb The cryolator ammo is not actually unique contrary to popular belief, cyro cells can be found on fireman protectron, so they are probably some standardized fire suppression fluid The gamma gun was made by the children of atom for use specifically on people as a way of "Spreading division", its inteded to have a specific role, but due to ai limitations the children cannot use another weapon more suited to their enemy The Syringer isn't unique, its sold by SLim near DB technical high school, given as a reward for completing hole in the wall, at the greater mass blood clinic, milton general hospital, mass bay medical center, sandy coves convalescent home, medford memoral hostpital, kendall hospital, doctor sun in diamond city, parsons state insane asylum, plumbers's secret, an unmarked building by vault 81, and from a grave in far harbor The railway rifles is a holdover from fallout 3 and was not invented by the railroad, it was invented by seagrave holmes in Rivet city who wanted to make a weapon that didn't use conventional bullets so that people could defend themselves without having to buy ammo from the Pitt raiders weather directly or indirectly Gauss Rifles are not Railguns, railgun projectiles have direct contact with magnetized rails, causing a plasma backsplash that wears down the rails incredibly quickly, while gauss rifles have not physical contact with the projectile and attempt to impart a spin into it. the beam from the gauss rifle in fallout 4 is from the projectile traveling so fast it melts the air into plasma as it travels, the Gr-1 anvil which you mentions looks incredibly similar to the gauss rifle and is a 20 lb weapon that fires at about similar velocity and energies to a higher power Air Rifle, so i would expect that by the time the supercapacitors are minitarized enough to give FO4 levels of power to the projectile, the weapon overall will still be about as bulk becasue they'll just layer capcitors like no tommorow, the top magazine is actually a pretty good idea because no spring would be needed(it would be a gravity feed), allowing the first coil to be closer to the chamber, so theoretically you wouldn't need a solenoid to push rounds into the first coil, overall the guass rifle is legitimately the most realistic weapon in fallout 4
Thank you for saying what needed to be said. Because I feel like Brandy has only ever played Fallout 4 and doesn’t really know anything of the other games.
Fallout plasma isn't plasma at all. It's a green goop nicknamed plasma for fear tactic against the Chinese. If you disagree I recommend playing fallout new Vegas.
Just a quick thing to note: Gauss guns and Railguns are two completely different types of guns that use different methods of accelerating a solid projectile. Gauss guns use angled electromagnets to accelerate a ferric slug round. This doesn't actually require a barrel or physical contact between the slug and the magnets or any sort of physical guidance mechanism. Railguns utilize two low-resistance metal rails that must be in contact with a ferric round. An electric charge is passed through the rails and the round which accelerates the round using a combination of electromagnetic AND physical force that is simply known as the Lorentz Force. Gauss guns purely use raw electromagnetism. As far as the energized beam from an otherwise solid projectile goes, while I am not certain if it has ever been achieved with real world Gauss technology, I know for a fact that real world railguns are able to accelerate their payloads to such high speeds that it turns the air around the round into plasma. Fallout probably achieves the same effect by just dumping more energy into the electromagnets in their gauss rifles.
You mentioned the crank darling gun, and there is a version of the laser musket that has the infinite ammo legendary effect. You don't actually have unlimited ammo, but an unlimited magazine. So in the case of the infinite laser musket, you pull the trigger and just crank the hell out of the gun, at a cyclic rate!
I actually support the idea of the laser guns having recoil because I imagine the recoil is caused by moving parts inside the laser gun itself. The spinning barrel like structure the automatic laser guns have could be the cause of its recoil (though probably wouldn’t cause the same amount of recoil the game depicts) and for the single fire laser guns I imagine there’s moving parts inside the laser gun, moving a lot to generate the laser beam, kind of like the mining laser gun in Starfield.
I actually really like the energy weapons in fo4 aside from the institute ones. imo the laser weapons are a direct aesthetics upgrade from fo3 and fnv, the plasma weapons also look much cooler and are more fun to use. God if you think plasma was hard to use in fo4 try the previous 2 games.
@@porkerpete7722 I mean the previous plasma weapons looked like they were built with random pieces of scrap metal and held together by hopes and dreams.
plasma weapons in Fo2/Tactics are where its at. Brought to NV was welcom. if Bethesda decided NOT to make a fuckin alternate universe and crank out a bunch of junk looking weapons across every fallout game, then mods like the Service Rifle, Wattz 2000, P94, or M72 gauss rifle wouldnt be popular. Idk if it was beth trying to push for a bigger catalog of weapons or what. because i have NO idea why Beth decided to make a ALL NEW fallout. where even the vertibirds are retconned. in short, i still think the classic fallout weapons would be GREAT in newer games. as in the classics, each weapons base had a point. laser weapons are designed to be precise, plasma is suppose to be hard hitting, bullet types are all types but dont do the best in anything. Beth: 'Lets have 8 machineguns, that do the same thing, and make a few of them 'elemental' like Laz0r or Plamaah!'
@@comradetonk8280 they where. the DC enclave had only that to work with. they didnt have the manufacturing like the High Command did on the oilrig to produce high tech armor or P94s.
In energy weapons you need a computer to manage the weapon, and to "charge up the capacitors" to then unload them in a rapid manner. ( Just check the coilgun videos ) The laser musket is supposed to be a pipe equivalent to the laser rifle, so that charging needs to be done manually. You can imagine some form of transistors needing to be charged so that it sucks up the energy from the cells, that it then unload. Other than that it's a sniper rifle
@@corktail7900 id be willing to bet they did, the whole reason a 10mm pistol has the huge chunk of metal under the barrel is incase a soldier needed to repair it on the battlefield
@@largewaterpurifier They definitely didn't. It was clearly designed with the idea that it just uses mechanical energy to charge and then fire as it has no animations for reloading and no place on the gun where the fusion cell mag would go. It was probably thought out so that it uses AP to crank, but then went with fusion cells anyway and now it makes no sense.
I think the reason for non-continuous fire on laser weapons is because if it was just one laser for however long you hold the trigger it wouldn't be powerful, I think the beams are condensed to do damage, which is why it has recoil. The condenser on the energy gun is the recoil. Btw there is a laser musket that fires as you crank.
Still, there should not be recoil. It's not mechanical gun, where you have two opposite forces, when you fire a bullet. It's laser beam. AFAIK no laser-based tech in our world has recoil. And even if you spin the tubes to prevent the overheating, there still no recoil for that shit.
One issue I have is you seem to be hung on the "futuristic" part of energy weapons while forgetting that these are extremely antiquated and barely out of the prototyping stage, they look crude because they very much are. They're made as a last ditch effort to end the Sino-American conflict quickly and were made during the resource shortages. Though I'm pretty sure that the Tesla-Rifle is just some sort of work-equipment that happens to be good against robots and power armored targets. As for the Alien Blaster, it's one of the highest damaging energy weapons in the game and is made for 4' tall aliens with three fingers. Good weapon design where they come from is different to here. Not sure if you know this but the Railway Rifle comes from Fallout 3 and was one of the craftable unique weapons. (I might be partially convinced you've only played Fallout 4)
Laser guns were not last ditch for the war. They were an extremely advanced design created by the only country with abundant resources, and the ammunition was expensive to produce and the weapon had alot of advanced parts in it that constsntly needed to be maintained and monitored to work properly. Why would they use brand spanking new, expensive, and complicated technology as a last ditch effort to supply their military with standard issue firearms? They would have been better off continuing to produce their ballistic firearms like the R91 assault rifle and 10mm pistol in that case. While saving their advance laser technology for big weapons that can deal tons of damage on a huge scale 99% of plasma guns were made by the enclave post war, with only the plasma pistol/rifle and plasma caster being pre war designs, the plasma pistol/rifle were prototypes created by the US military (the pistol was a US military R&D weapon, while the rifle was contracted out by the US military to an aerospace company) and the plasma caster was a welding tool I agree with the alien blaster though. That gun was not made for open combat. It was made for tight enclosed spaces on a star ship, so a slow moving projectile wouldn't be nearly as much of a hindrance at that point. It would be like saying a pocket pistol sucks because it can't reach out to the same ranges as a rifle, pocket pistols are meant for close fighting and personal defense while a rifle is meant for long range combat. For ergonomics they really didn't think about it and just went with a stereotypical 1950s "alien laser pistol" style
@@Gameprojordan in Fallout 1 & 2 the laser and plasma weapons are just as crude and were made pre-war. From the Wattz Laser Pistol to the P-94 Plasma Rifle produced by Winchester. Laser Weapons are new and crude the lore states how recently they left the prototyping phase, they were adopted mid-war and look the way they use and in the case of Fallout 1 & 2 use wooden furniture to save on resources. Countries since before WWI have been pushing experimental weaponry into service long before it was ready for use in hopes of getting an edge over their enemies. The Gauss Rifle from Fallout 3 is a perfect example being an actual prototype that was fielded during the Battle of Anchorage. You don't know as much as you think you do, pretending only makes you look stupid. The Plasma and Laser weapons are all pre-war except for a few exceptions and were made during The Resource Wars.
@@MrPikaGammer I was gonna say the one thing I knew pretty concretely about the plasma weaponry lore wise was that the plasma pistol was in early prototype stages pre-war and that's why it looks so janky in NV.
I personally like the gauss rifle, and the reloading mechanism of the plasma rifle, though the rest are... less than satisfactory. Edit: And the tesla rifle, though thats probably due to how much fun it is with the special T-60 you get with it.
@@TheDudeliestDude one thing I can say about the gauss rifle in fallout 4 is that it uses the correct ammo for a *GAUSS* rifle (a tiny piece of metal that gets electricromagneticly charged to give it an absurd amount of potential energy to later be fired at insane speeds, if there was a hitscan gun irl a gauss rifle would be it)
My only issue with the Tesla Rifle is the friendly fire it produces in a team gunfight (or near non-hostile NPCs in a settlement). Other than that, I love that chain lightning effect.
"they have the technology to travel around the galaxy in spaceships but they cant even make a half decent weapon" starfield foreshadowing no one saw coming lol
Old Fashioned Musket? What Musket? It looks nothing like the Musket! If anything they should have added a fucking Musket! Slow Fire, Low-Mid Range but High Damage to Non-Armored or Light Armored Opponents. Many Bullet Types so you can use Round Balls for Overall Use, Minnie Balls for High Accuracy, Lower Damage and Buckshot Cartidges for Close-Range Shotgun Use
@@brandonscott5483 No... it isnt... The most satisfying Sniper Rifle is a R556 Rifle with a Scope and a Mod that permanently removes the Laser Musket for being the most dumbest weapon on FO4. I literally went into the GECK just to remove it and the godawful Assault Rifle
I'm an electrician, and my impression of the laser musket was that the crank was connected to an alternator, and that in turn was stored in the "laser chamber" (capacitor) a charge that got larger based on the number of cranks, that energy was then discharged through the "laser rifle body"
The laser muskets crank always reminded me of a flashlight I had in cubscouts that had a crank charged rechargeable battery. I assume that something like that was the inspiration behind it.
LOL the dynamo resistance would need to be about 4000 lbs of pressure!! Think bike pedals, how much energy it takes to generate the 0.005 J required for half a turn of a kids bike pedalling. Now think how many of those goes into a 34 damage laser strike that travels 50yards? Haha it's so daft. Thing is they could have designed all the tech guns a lot better, but I get they don't really care too much about it - it was more about having janky "old" style weapons for Garvey, so he is more than just a Raider in a cool hat.
No the guns have no recoil. as for the laser being pulsed, there is actually good reason for that, and its not just heat. In real life most of your high powered lasers are pulsed this is a little bit to manage heat but its more that the laser pumps can produce an intermittent beam with a higher peak output as compared to a continuous one many of these lasers are so strong that can turn air at the focal point to plasma.
"I'd like to see a laser weapon that is a continuous beam" The Laser Rifle from X-Com Enemy Unknown says hello. When a soldier fires it, it's a continuous beam until he lets go of the trigger. Very fun.
I mean, I agree with the points about usability for basically every weapon you mentioned here, but there are some factors to consider about certain weapons. First, you have to take in consideration that some weapons are simply not specifically designed for use by the player. However, in fallout games starting with fallout 3, you are always able to pick up any enemy's gun after you kill them - so despite guns not specifically being designed for use by players, players do have the opportunity to use them. Radiation gun: the cult of atom is not a hostile terrorist group. in their own eyes, at least. they genuinely believe large intake of radiation will awaken the human soul and/or allow them to ascend to atom's side or something like that. So, they made a gun that is not aimed at killing opponents, but forcing their beliefs on them in the form of dosing them with radiation. The Institute Laser Rifle was not meant for human use, as the Institute does not send humans out to do combat, but synths. It looks like it was created for the 2nd gen of synths, who were still full on robots, so they'd likely not be impaired by how cumbersome it is. Moreover, the Institute was not created by weapons developers, but by faculty and students of the CIT. They likely just reverse-engineered laser guns to develop their own variant so they could produce them en masse. Regular laser weaponry looks like it's mainly prototype variants of those you find in the other ga,es where the enclave has a presence. The enclave being so militarized, they likely took the prototype that was around pre-war and developed on it to make the weapons we see in the previous games. But there is no enclave presence in the Commonwealth, likely because of the Institute's synth presence - so, laser weapons are only the ones that were around pre-war as proof of concept, or cobbled together through reverse-engineering, which also likely gave birth to the laser musket. TLDR: Yes they're bad weapons but they kind of make sense in-universe with their respective backgrounds
yea, the laser guns in the game are the AER-9 prototype, im not really much of a fan of this series as he does not consider that some weapons would be rushed out unfinished but functional if there was a war coming and that some weapons arent even designed to be held by people even in power armor, like the tesla rifle and assaultron head. having lore behind the weapons being prototypes or jerry rigged to be hand held instead of welded to a robotic arm adds depth to the story which he just assumes is poor design
@@Jordan-zk2rf Doesn't mean they still don't look like ass.At the end of the day,I don't care if they are in line with the lore,even if you are reaching hard to connect them.I just want them not to take up half the screen when ADS or hip fire.
@@Jordan-zk2rf But we know from previous titles that the type of weapons found in the Commonwealth really shouldn't exist anywhere in the US, outside of an antique roadshow or museum. With some of these energy weapons, there are justifications you can fabricate on behalf of Bethesda, admittedly, but overall it's clearly just lazy, uninformed, and uninspired design choices, not worldbuilding. Bethesda chose to make all of the weapons in FO4 so ugly and backwards because they have this deranged vision of Fallout as a setting that isn't really post-apocalyptic, like the original games and New Vegas, but simply some wacky 'atompunk' nuclear war survival-action game. It's why there's no cities, no industry, no large-scale civilization of any kind in the Bethesda games: they do not like the premise of Fallout, and this extends very painfully to the choices they made in choosing the weapons for FO4. Something to keep in mind about the Fallout setting: the M16 exists. The M4 exists. Of course, the FAL exists, too, and in Bethesda's own lore, they chose it as the standard issue service rifle for American infantrymen in FO3. Yet it doesn't even show up in FO4, and instead we get the nightmare abomination of a 'weapon' that they call the "Assault Rifle" instead. The reason is simply because the "Assault Rifle" conforms more to the idea of a wacky atompunk survival setting that Bethesda wants to promote as Fallout's image, which is why all of the 'toy-like' guns in FO4 are present. They could have used any of the realistic firearms that actually do exist in the Fallout universe, but they want to suppress the idea that weapons like those "belong in Fallout" among the younger players.
The normal laser musket is not the best, but max upgraded or some of the legendary variants are very strong. The legendary variant that allows you to infinitely crank it is overpowered
The “beam” of the gauss rifle could be the air being superheated by the sheer speed of the projectile. At least Halo says that, but I really don’t know enough about the physics of high speed projectiles to even begin to know if this makes sense so idk
In reality, it _could_ be from super heated air surrounding the projectile when firing, because it was almost melted by electric current in order to fire. It shouldnt be from air friction on the projectile.
Well, I modded the laser musket for my Minutemen Arsenal mod so it doesn't require ammo, among with a few visual changes to make it look more plausible: you crank it, the energy is stored inside the large capacitor, when you pull the trigger it discharges through thick wires into the actual emitter chamber from where the laser is channeled through several prisms and into the optical array. Now I'm actually using it to conserve ammo, and it makes quite a good sniper rifle to be honest. ^^
Imagine the Syringer being used as a pneumatic nail gun in the wasteland. A smaller caliber version of the Railway Rifle essentially. Would be pretty cool. Nails also make sense as the basic ammo type based purely on availability. Nails are fucking everywhere. Upgrade it to a Bolt Gun for more armor-piercing and overall damage (think the Heavy mod). At that point, it's basically a gun made by someone in a hardware store.
I'd actually love it if they doubled down on the Syringer and add poison or even more special ammo say an electric syringe or deathclaw poison. Shit that would have been awesome
@@just_that_crazy5179 what irks me, is that the Syringer shows that the devs can make alternate ammo types, but did not. New Vegas did it,, they even got more weapons in NV, why not do the same for Fallout 4. even with some sort of Gun Runner's Arsenal like DLC.
@@Talking_Ed my point wasn't "ugh, Bethesda donwgraded their quality from their NV to FO4" my point was "why didn't Bethesda keep the amount of quality Obsidian set the mark on with New Vegas in Fallout 4" sort of comment. A Gun Runners DLC Content pack with improvements, more weapons, more ammo and ammo types and even some armor sets would be great.
The energy weapons are not meant to be the final product, the laser and plasma weapons being invented for a large scale war with china, AND right before the great war. If we look at historical context, most civilizations during a massive war stopped giving a damn about ergonomics and beauty and only cared about practicality, for the sake of cost. That is what the energy weapons are. High-tech, yes, but still made as cheaply as humanly possible. Now, as for the institute lasers, there is absolutely no excuse. 200+ years and a self-induced isolation should have absolutely advanced the tech.
Not to be that guy, but I'm going to call you out on the institute laser gun! Scientists and engineers actually have a pretty bad track record on gun design. lab rats "upgrading" a weapon, only to ruin it, is a tail as old as time. (the M16 in Vietnam and the whole Sa 80 are prime examples). Gun Development requires GUN Engineers & craftsmen, and impute from people who actually use the weapons. What works on paper is dramatically different from what works in the field. The institute rifle is exactly what a person who has never shot a gun, but thinks he knows more about it than people who have, would make.
The Laser Musket was supposed to function like the rechargeable laser rifle from New Vegas with no need for energy cells. Bethesda showcased this when they reviled the weapon for the first time. They apparently scrapped their early plans for the weapon.
12:25 no the Cryolator is a prewar weapon which is built in fire fighter Protectrons. This specific Cryolator though is unique but the technology in itself existed before.
The railway rifle was also in FO3, so it isn't a weapon just for the railroad. I will say that it fits more in FO3, though, given the abundance of railways and metro tunnels all across the map in that game
Crucify me but I actually really enjoy the laser musket, it takes effort to load like a real musket and popping someone's head off with it is pretty damn fun
I think you're missing an important factor in your analysis: performance. With one point in Science, you can improve the laser musket into the four-crank variant, meaning you fire four shots simultaneously for something like 220 damage. This will allow you to one-shot anything that's not gigantic with a weapon you can pick up in the first five minutes of the game. If sh!t happens after that one shot, switch to a faster weapon, like maybe a laser pistol. Performance is always more important than aesthetics.
Speaking of performance, he completely disregarded weapon mods such as different sights, expanded ammo capacity and sniper barrels. He basically reviewed these weapons at their worst and ignored their best attributes.
@@wolfdragonheart6861 To be fair it is called everything WRONG with the energy weapons in Fallout 4, but I do think he should have taken mods into account
Honestly, I really like the cartoonish vibe of the energy weapons. The only energy weapon whose design I don't like is probably the institute rifle-it's just a bulkier version of the laser rifle. I also like the so-called "gimmick" weapons. I like how ridiculous the alien blaster is, I like the scrappy electronic look of the gamma gun, and I love everything about the railway rifle. I honestly don't care about ergonomics, because I'm not shooting it- my character is. I don't want the guns to look overly realistic, because we have other games for that. I just want them to be fun, and for each weapon to have some unique handling and feel to it.
I was always of the impression the laser musket was not meant to use fusion cells. There is no indication of one on the design. It was meant to be you had a basically a no ammo weapon that the drawback was it was slow. Then they scrapped it to a sluggish rifle and moved on. If it was the no ammo version it would have been fine.
I was bored one day and designed a mk2 laser musket, I thought it would be a single shot again but this time a rolling block design looking similar to the sharps rifle
there are several mods that do it
Yeah, I feel like it should be like the the recharger rifle from New Vegas, where it wouldn’t need ammo. It would explain why you have to crank it.
iirc the very first concept ideas of the laser musket were that it was a literal gatling gun, and it would fire continuously as you cranked it. Apparently, that was too hard to program or something, so they changed it in ways that didn't make sense. Par for the course with Bethesda.
Heres How I feel about the energy weapons. Cast your mind back to toy story when woody screams at buzz "you are a toy!"
On the laser musket :
Since you never put in a fusion cell battery in to fire it, you just crank a lever, i think this weapon would be better off as an infinite ammo laser weapon.
Balance-wise the slow crank justifies the infinite ammo, which in turn justifies using this over sniper-barreled laser rifle for example.
Thematically, salvaging a broken laser rifle to be able to shoot as long as you can turn a lever, rather than requiring fusion batteries, is pretty crafty. Especially in a post nuke wasteland where ammo can be scarce.
This is actually how the laser musket was originally intended to function, it was supposed to use "EM-Breeder" ammo, and the ammo type can actually still be found in the game files, but at some point in development they scrapped that idea and made it use fusion cells.
It really messes with the setting, though. That makes it seem like very advanced technology putting out energy with crazy efficiency, which would be much more useful doing basically anything other than powering a weapon if it can generate that much power while being turned by a small stream. People shouldn't be anywhere near as poor or unarmed with stuff like this laying around. The release version makes it look like salvaged parts from a better laser weapon, but implemented by someone without enough materials or knowledge... closer to how it should be. It's easier to justify stuff like robots and nuclear power as too complicated, too dangerous, or too precious to be purifying water, tilling the soil, milling grains, making planks, etc., but not this super-efficient tiny engine loads of people seem to have access to.
@@Jacob41C Well the real problem comes in when you realize that there are other Breeder type weapons in the other games that do have infinite ammo called "MF-Breeders", but they were both rare and relegated to pistols so they were lower powered weapons. These aren't power sources that you can power cities with. So why we couldn't have a slightly higher power infinite ammo laser musket with a crank makes no sense even for lore reasons. Regardless the framework is there, they just botched the execution for "balance" reasons.
@@Jacob41CI mean, the recharge rifle was in nv. I think the concept works here
Try pulling the lever to "crank up" the deadly laser beam weapon. You will crank it till the end of your life.
What bothers me most about the Alien Blaster is how awkward it looks in the Zatans' hands. They have three long, spindly fingers, and yet their blaster is ergonomically designed to fit perfectly in a human hand like a normal pistol would, and has a trigger mechanism identical to any human-made firearm.
There's minimal thought put into much of what Bethesda puts in their games nowadays and how it fits in the overall world.
In Fallout 3 it's implied plasma weapons are reverse engineered Zetan alien technology
A good point.
@@buttlord2223it's free to see how hollows feel
They actually thought about your point about the laser rifle in FO4 because if you shoot it at an object like a tin can for example it wont move so they definitely knew lasers wouldn't have mass but I think the recoil was added either in error or on purpose for "balancing"
It's neither an error nor a balancing choice, lots of games give laser guns recoil in order to give them more of a feeling of "impact," same reason why it knocks stuff around. It's a rather lazy and uncreative way of making sure shooting a laser doesn't just feel like clicking your mouse.
Imagine if Photons affected momentum conservation. You could flatten people to walls using a torch lol. Mayhem, your Power Armour eye torches could punch people. Light bouncing off your eyes would give you black eyes!!
@@bonehed1well then theyre halfwits, light doesent have weight..... But the gun kicks...... Im sorry when were laser guns just like combustion guns? Youre clearly and blatantly making excuses, stop it and get mental help, dont shill for these twats, they will betray you without blinking
@@DailyCorvidPhotons are actually pretty weird on that front. Scientists have been able to knock things over with them in lab settings, though the amount of power it takes is significant.
@@DailyCorvidthey do actually. It's just a very small amount which is not noticable on a planet with air resistance. In space though having a craft with a large sail and shooting a big ass laser at it is(theoretically) the best way to accelerate a craft for interstellar travel without using fuel
On the point of the Alien Weapons, it's generally implied by all of their tech since fallout 3 that they aren't very good at war. In fact, in Mothership Zeta it's heavily implied that humanity developed their plasma weaponry by reverse engineering alien tech and then vastly improving it.
You can think of their weapons tech as being all power, no precision. They just pump as much energy out as they can without trying to be efficient.
Who needs to aim when you can just go for more dakka?
@@zeroattentiongaming820 quantity has a certain quality all its own.
I assumed that's how The Institute made their laser pistols and rifles by reverse engineering the alien blaster
You'd think the more power you feed a weapon of that caliber the faster said projectile would move though.
@@4PhoenixPlays when discussing directed energy weapons it can be nebulous what the energy is being used for. If you're making plasma more energy means higher temperatures or faster production of high temps. A faster bolt may be more difficult to keep coherent (actual research into plasma as a weapon found compression and coherence to be major hurdles).
From the original promo material, the Laser Musket is cranked so that it didn't need fusion cells, it was supposed to make the Minute Men be independent from groups like the institute. But, I'm assuming for the almighty game balance, they gave it ammo.
They could've made it like the recharger rifle in fallout nv, it's an early game weapon and gets out damaged by almost everything
And it makes sense because a militia could be a lot more flexible if they didn’t have to Cary around ammo
it doesnt make sense how cranking a handle creates a laser beam powerful enough to destroy objects. if your arms are that strong, just use them not a laser
But the easiest thing is to make it the no ammo needed, or even having it use any sort of power to jump start the musket. Though the idea of certain upgrades and mods making it require power cells would make sense
@@Blox117 I can suspend my disbelief enough to buy that someone in the Fallout universe developed an uber-alternator capable of powering a WEAK laser weapon.
I personally think that the laser musket being cranked up like a toy before being able to absolutely erase the skull or a decent chunk of hp from most enemies with the six crank capacitor makes it even funnier to me
Combine with a stealth banked crit and I've ERASED Deathclaws before with it. Kek.
@@redbasher636 Endless, Two-Shot or Instigating Laser Muskets are broken good, those anti-materiel rifles can go straight off in the garbage lol
@@bronsonmcleod1449 They got nothing on the Never-Ending Laser Musket, load all your ammo in it, and one-shot god with one blast, just don’t miss!
"Are you going to kill us with that little toy gun of yours?"
(Nearby enemy's head explodes.)
"F*ck!"
Try to explain it to the guy who literally lowers his voice to sound deeper and rants about everything couse he's just bad ath the game xd
I always assumed laser weapons could have recoil due to the mechanism that transfers energy from the fusion cell to a focusing lense or whatever. Like if you were using a miniature ICE engine to power a laser gun. The laser itself isn't causing the gun to shake, but the engine that powers the laser does. That's just what I told myself.
They also don't affect the environment like bullets. If you shoot a can with a 10mm pistol it will move, but if you shoot it with a laser weapon, it will just scorch it.
I imagine whoever designed the laser rifles wanted to give the platform felt recoil like a game controller to give the user some sort of feedback while they're shooting
God I wish I could belive that but all of physics is saying no
@@christophertidwell2422 no actually, because if it IS a LASER it would only transfer heat, thus only scorching an object.
@@Wargulf2838 Photons don't have mass, but since they transfer energy and travel really fast they have relativistic mass, so laser guns would have some recoil and the things hit with lasers would experience some push force.
The gamma gun is actually quite good for one thing, dealing with human legendary enemies. Because the radiation damage isn't healed when they "mutate" they don't return to full health.
That's the definition of "situational."
@@logan_wolflegendary farming is a good reason to use the gamma gun besides the ammo is hard to get
@@FrostyNuggetTheCool That doesn't negate what I said.
@@logan_wolfstill cool tho
@@booniebound7793 Not really, tho. Impractical garbage is never what I would consider "cool". "Flashy," maybe, but that has the substance and depth of a petri dish.
The railway rifle isn't just to fit the theme of the Railroad, it was a weapon from Fallout 3 as well (along with the junk jet).
I’m convinced that this is the only fallout game that this guy has played.
@@theodahviing would that be a problem? He’s examining the guns, if they’re bad they’re bad, if they’re good they’re good. Regardless of what game they originated in.
@@randombrit13If you see 1 and 2, you’ll notice the designs for certain weapons were much different from what they are now, hence why the speculation of this being the only fallout he likely played.
That and Bethesda isn’t really known for thinking out their designs. (Look at their FO4 assault rifle. That thing is cursed)
@@skootmeister3994 Fallout NV had a lot of good looking guns imho. Ppretty good arsenal in general actually
@@lordsativa6481 that one was made by Obsidian Entertainment
Laser rifles shouldn't have recoil unless absurdly massive (and then it's less recoil than making the air in the path explode). Also, high-powered pulse lasers have been tested RL now, and they're nightmares that Sci-Fi was so wrong about.
A pulse laser hits, burns a tiny hole in the target, and the heat energy blooms through inside the target, vaporizing mass inside and causing a pressure explosion. The test was performed on 22 inches of Iowa-Class battleship armor.
Also, the Gauss Rifle should pretty much do plasma damage, as a mag-accel weapon accelerates the round so fast that it turns the air around it plasmatic from friction, dragging a ball of high temperature plasma behind it. The tiny round punches through the target, dragging the plasma through the tiny hole. And remember from the laser what happens when you force a LOT of heat suddenly inside a target.
In both cases, the target explodes. Violently. VERY violently. Like they may as well have been stuffed with explosives.
I think they just have artificial recoil, due to the fact that most soldiers were used to ballistic weapons, which do have recoil
Do you have a link about the pulse laser tests? That sounds interesting. I always read that it would be impossible to create an effective laser weapon due to the sheer amount of power required.
Your description sounds a lot like how las weapons work in 40k, actually.
yeah, last i checked, light doesn't have recoil
@@BlackSabbath628 It's been years since I read about it. Both bits of info come from US Navy tests from the now defunct Advanced Destroyer trials, where they were using a nuclear powered destroyer (DDN), and thus able to use weapons with stupidly high power draw for it.
Program got scrapped, but they tested railguns (another kind of mag-accel weapon...same impact results at real battle output, but railguns are more prone to wearing out than gauss weapons, AKA coilguns) and a pulse laser cannon.
Both cases revealed info we never had before, though. The plasma from the railgun, and the explosions from the laser.
Light has momentum. Therfore conservation of momentum requires for there to be recoil, which depends on how many photons per shot the weapon produces. Using the momentum of red light photons and the mass of the laser rifle in Fallout 4, you would need somewhere around 10^28 photons to generate recoil comparable to that of a single bullet. Which, using the energy for a red photon, equates to about 2.84 Gigajoules per shot. That's around 1% of the total energy used by an average American in year. A big number, sure, but since we are dealing with nuclear fusion here it's not actually unreasonable. For the institute rifle, since it's uses a blue laser, it would be roughly half as many photons per shot but the energy per shot remains the same.
21:43 Gauss guns are not railguns. Gauss guns have a series of electromagnets that turn on and off in a manner so as to pull the projectile. Railguns use parallel rails that have a high current flow through one rail, across the projectile, and back through the other rail, creating a magnetic field behind the projectile that accelerates it
Exactly
Exactly what I thought.
Yeah, that inspired me to make my own coilgun. Still procrastinating tho
I was really disappointed with the assaultron head, I thought it would act exactly like the assaultron laser, but I found out that it is just a way worse laser musket.
Laser musket but pistol, so it has its use…
Yeah. An uber laser, but it uses fusion cores
Edit:Fusion CORES, not fusion cells
I think it makes a bit of sense, to be fair. It's not connected to what I'd assume is the main power source in the torso of the assaultron, so it doesn't have the energy to maintain a constant beam
Just imagine using a handheld Hyper Beam that chewed through an entire Fusion Core every time you fired it.
@@monarchberry1107 I feel like someone’s done that as a mod, somewhere
When it comes to the alien blaster, the pistol you get seems to be a survival gun, as you usually find them on the corpse of a dead zetan.
Like the russian space gun, which is just a shotgun paired with a high caliber rifle to be used when they land in siberia and have to fend of bears or wolves and go hunting until the crew arrives.
It's basically the alien version of a carry gun. They got it for self defense on savage planets. And just like a human carry gun, they don't move around the big shoulder fired launcher.
I think your right like a pilot’s pistol
Whole point of the Syringer is for stealth builds. A couple well placed shots can turn a bandit camp into a war zone while you sit back and watch the mayhem unfold.
Until you level like 15 and all enemies are too high level to be affected anymore 😔 I wish it was more useful, it's a lot of fun. But the bloatfly syringes do give you a way to farm legendaries in survival
But even in that regard it is an ineffective gimmick at best.
Nah nah nah the real “use” is putting bloat flies in everything so you have more chances at finding legendary enemies to get good gear. More then worth the cost to craft the ammo especially when the bloat flies you spawn help you make more ammo with their glands and the occasional extra legendary makes it worth it even without considering how helpful the distraction can be
I craft my own legendary gear, and my recipes scale with level. Y'all need to play on PC and mod. There are some seriously sick mods out there, especially hardcore survival overhauls. Hell, there's even a mod that adds ballistics simulation, and who can forget the live dismemberment mod where just because an enemy looses a leg or arm doesn't necessarily mean they're out of the fight.
@@Lord_necromancer There are mods to fix this. Fallout 4 would be really bad, if there wouldn't be mods to fix things, because there are a lot of things to fix. I once attempted to do a vanilla run for the steam achievements, but i after i saw the stock "assault rifle" (the weird water cooled LMG thing) i just got too annoyed.
I think my favorite part of the laser musket is that it just has an actual laser rifle barrel just stuck onto it so basically at some point the gun was actually just a laser rifle before becoming the laser musket
I think it's basically a pipe-laser
This is the most retarded gun I have ever seen lol, I think the only purpose it holds is to remind the player that Preston is analogous to a Civil war soldier. If you just had his wearing a fancy hat and coat - that can be swapped out, he'd basically be a raider.
The crank thing is so stupid, fusion cells already have enough power in them to power a massive heavy suit of armour for 45 minutes without any cranking. But you shoot one crappy 34 damage laser shot 40ft and it requires cranking. Not to mention the energy that would generate per crank would be literally nothing, certainly you would need to crank it 10000 times for each shot!
They should have made it so that the crank fires the shots, and just had a fusion cell contain 12 shots which you can fire without stopping at low accuracy (because t he crank is moving the barrel). They absolutely did not require breaking the laws of Physics in order to have this silly crank toy.
Also the crank has no resistance. If they wanted to make it at least halfway realistic, it should require both hands to crank it and doing it pushing the gun into your chest - cranking a lot slower. That's how a dynamo crank works, it's not that easy to turn it because it's that resistance which is generating the energy.
Think bike cogs, when you're at a low gear it's much harder to pedal but you get way more push on each crank; whereas at high gears you can effortlessly crank the pedals but it generates barely any propulsion. There is so much more wrong with this gun than we saw here, I am glad it was brought up. Always bugged me lol.
Thing is, I could have redesigned it to be one of the most useful early game weapons, and made it relevant almost throughout the game and DLCs WITHOUT wrecking the Physics. Why wreck the Physics of a gun which is only there because it features Physics?? Lol. Mad, Bethesda doing a Bethesda.
@@DailyCorvidmicro fusion cells and fusion cores are two completely different things good try tho champ
Note on the Cryolator ammo: It could make sense for vendors to have the ammo if they scavenged it from firefighter Protectrons.
I feel like it'd make sense for there to be a relatively renewable source of ammo from vault 111 or you could at least make something based off the tech in vault 111 and put it in your settlement that would create ammo. Though it also feels like it's in the same vain as the alien blaster from 3 and NV where it's like powerful/a trump card to be used or something to that effect.
Vendors sell ammo and CRYO is OP weapon it stacks with both heavy weapon and demolition expert perks three shooting everything!
In diamond city merchants sell cryolator ammo!
Well, you still have to think about the fact, that the laser and plasma guns were both designed during the resource wars so it‘s just natural for them to be a little bit crude or basic, just like i.e. the Sten-gun from ww2
I thought the reason they looked barebones and flimsy is because they were more proof of concept/prototype weapons. Looking to prove that they can work before getting more development.
That doesn't apply to the energy weapons in Fallout 1 and 2.
@@EDuarteVillanueva Wattz, Remington, Winchester, and Walther in those produced fine weapons. (For those seeing this who don't know, Walther did the Gauss Pistol, PPK12).
@@danpitzer765 Can't believe you forgot the Glock 86 Plasma Pistol, designed by an AI version of Gaston Glock (think House, but no meat-sack).
@@Bubben246 DOH! Probably because I saw it so rarely. Somehow, plasma /pistols/ were consistently super rare for me. So I barely think about them anymore.
That "energised beam" we accually have seen demonstrated in real life, albeit on a much less impressive scale. The blue 'lazer' is caused by the projectile being launched so fast that it turns some of the air around it into plasma, I assume being advanced tecnology is the cause of the colour and such.
I like to think that the railgun bullet is traveling so fast that the blue light is actually Cherenkhov Radiation. Basically, any particle traveling faster than the speed of light will emit a blue glow, the speed of light is a constant in a vacuum but it barely slows down in air and significantly slows in water, which is why nuclear reactors underwater have that blue glow. Of course, to produce the Cherenkhov radiation in the atmosphere would effectively mean the bullet is going so fast that the energy released upon impact should be measured in kilotons...
@@corrupt1user that would be cool
Regarding the Gauss Rifle I don’t know why but I always saw the magazine as a coil of 2mm wire that was broken/cut off to be fed into the chamber
You know it's funny how that explanation of why they shoot blue makes the institute weapons sound way cooler and more dangerous
Yet they do less damage than the regular red laser weapons :V
@@corrupt1user yeah, the impossibility of getting a bullet to move that fast aside, i feel like a bullet at that speed would be enough to crack open mountains
Nice theory thou
6:24 the institute uses this as their main service weapon because it is cheap to mass produce and their robotic soldiers couldn't care less about the lack-luster design.
Cope
I think it would have been cool if it came out weaker by default but comes out on top when fully modded, but no it STILL falls short. Cringe as fuck.
I can see that. Just like with the E-5 Blaster Rifles given to B1 battledroids in star wars. Designed to be cheap and really only meant for battledroids that could not give less of a shit about the weapon quality for an army that went with a 'quantity over quality' approach, never really meant to be used by organics. And let's face it, when 99% of the time the enemies they are blasting with it are poorly equipped farmers or raiders, mercenaries LARPing as soldiers, or the occasional radroach that slipped into the institute via a crack somewhere, you really don't need a whole lot in the 'quality' department.
Cheap to produce, cheap to equip, and not as big of a liability if they get lost in the wild.
But that also begs the question why they didn't just graft the weapons onto the gen1 and 2s instead? Also they'd have to rethink that if they full on went the gen 3 switch (which is stupid in of itself but that's another topic altogether.)
@@sebastianrosenheim6196explanation, not excuse. Grow up.
@@IAMELIPHASprobably because they already had all the weapons and armor being mass produced for regular humans at that point so they got lazy and just decided to stick with what was already made since they're already pouring in tones of resources into making gen 3s for some reason
Whenever i use the laser musket i just slap a scope onto it, get it to 6 crank and just use it as a sniper for super mutants. Its way easier to use it this way and you dont have to worry about being swarmed by the enemy while you recrank it since youre using it at a range. When they get close just switch to something more useful at close range
I do too. It's great.
With 6 cranks, I think it does as much as a maxed Gaus rifle, while using cheaper, more plentiful ammo.
I don't think he knows any other method of fighting besides charging headlong like a crazed cow at the enemy
the sound and red glow when it's fully cranked is so incredible, part of why it's one of my fav weapons in the series, such a satisfying gun to use despite the manual cranking.
Yeah, that’s what I do too. It’s a great early game sniper
The laser musket should've been part of a minuteman weapon set as a grenade launcher.
Load a overcharged cell down the barrel, maybe add something in and prod it like a real musket before launching it out like an explosive.
I'm gonna keep this concept in mind when I start creating weapon mods
@@AugmentalGameplay its an idea ive had for a while too.
Ive got a whole ton of minuteman weapon ideas
@@jimmnotjames5235 really? Any other ideas? 👀
@@AugmentalGameplay Ok.
Think similar to the broadsider.
Large naval cannon.
You insert any form of mag with depleted fusion cores.
It will fire them out cause smaller mini nukes.
A fat man & missile launcher combo but with a big arc
@@jimmnotjames5235 oh that IS cool sounding, would love to see how to make projectiles with long trails behind them to better visualize the arc
The gauss rifle is pretty believable in the sense of overall design. Both forgotten weapons and hacksmith showcased railguns/coilguns that look very similar. Yes, both are actually fairly bulky. In the sense of FO4 tech it would make way more sense it would actually be more compact as the power source is much more potent.
There are also some pointless parts of it and it being named wrong. But it looks cooler with them so who cares?
It's my most favoured vanilla weapon, but i don't get the reloading mechanism of it, sure you reload the 2mm cartidges, but in my opinion this is only the energy part of it, where do the bolts it shoots come from? But whatever, it's Bethesda logic, who cares, game is shit after all.
The thing is that gauss rifles have been around since the first game and always looked sorta like the ones from FO3 - big rifle with coils on the barrel. The FO4 version looks more like some kind of prototype, but then Fallout 76 suggests they were actually the model issued to the US military which would make the sleaker, more refined-looking one the prototype? I dunno, Bethesda made some questionable decisions with that gun even by their standards.
@@Transmodulator The game is shit 🤝
@@Transmodulator From what I've heard the magazine contains 2mm projectiles and a battery pack to power the coils.
The laser musket's design makes it seem like they originally planned for it to have infinite ammo similar to the recharger rifle in New Vegas. It makes a lot of sense for it to be the standard issue weapon for the minutemen because they are a small militia without a huge ammo reserve to hand out. I think what happened is after they designed it they made a bunch of changes to how it functions in game for balancing reasons or something. They could have thought that giving an infinite ammo weapon at the start of the game was a little too much or something. With how mediocre it is I feel like it having infinte ammo would have made it worth using past the first hour of the game.
If you go full energy builds a laser musket is pretty good as the anti material rifle counterpart in game. The laser rifle/pistol don't have the same ability as a fully upgraded LM.
I like the idea of an infinite ammo musket existing would be too much at the start when they give you 2 companions, a full suit of power armor, and a minigun to shred a deathclaw all within 5 minutes of playing. Laser musket being infinite ammo wouldve defintely needed a damage nerf though since the higher cranks are quick to get quite strong
Most of the energy weapons look fine except the hideous institute rifle. The laser rifle is very fallout-ish, and they did keep the original design for it. Fallout energy weapons always had a weird impractical look - i always associate it with retro green men alien stuff.
I think we're all just spoiled by the cool tactical mods and biased due to how crappy fallout 4 animation is. I can understand if old fallouts had crap animation but fallout 4 is from 2015.
The Institute’s laser weapon definitely needs a re-design though. It basically takes everything the regular laser gun did and only introduced negatives.
Fallout 3-ish you mean. The Wattz 2000 laser rifle from Fallout 1 and 2 look nothing like it.
Yeah fallout 4 is filled with bad amiamtions and a weird fetish for left handness. That's been a thing for hand for generations, the Halo sniper has a bolt on the left side, 4 was just super noticeable this time because bolt action rifles usually stay right handed but ARs and SMGs don't. It started to really bother me as I noticed 75% of guns in video games have bolts on the wrong side. Its everywhere.
Like how is the laser gun "bad" It's basically the same model as 3 or NV. Does he have a problem with the older one as well or does he just have a bone to pick with 4?
@@BlackSabbath628 but something tells me if he made a video on 3 or NV he praise the boxy laser weapon there where he's complaining about here because all I can assume "4 bad game" and like yeah but come on.
@@DwWarWolf yeah even though fallout 4 is a shit game i feel like he would go easy if he did a new vegas gun review and he sounds like he hams up his voice
I think the laser gun desing is great, in the fallout universe while energy weapons exist they are a very recent innovation, and the simplistic rectangular design reflects that
Yeah, I can imagine that they took all the easy-to-produce lab prototypes and slapped a stock and trigger on them
People like you ruined gaming. Imposter
But then in earlier Fallout games, you have better looking energy weapons. Look at Fallout 1 and 2.
@@DJLuckeyLu You have a point there, but I feel like the near makeshift energy weaponry from F3 onwards is more interesting story wise than regular energy weapons
@@DJLuckeyLuwhat exactly makes them better looking?
With the institute laser rifle, my head cannon says that since they are scientists and are not in constant threat they didn't think on how cumbersome it is. Also, since synths mainly use it on a daily bases they are probably using the synths combat data and no human data.
That and they arent the ones fighting. they probably have no idea how even a normal gun should be made ergonomically. They just make the tech, and the form was never considered. kinda sucks that institute weapons have worse DPS compared to normal laser weapons too.
@@Pinupopinion which in truth is arse backwards, should be one of the stronger laser rifles in the game... thus why mods are needed to fix such inconsistent things.
Also, they consider synth expendable in general, so there's no need to make their weapons any better.
@@KPW2137 except for the Coursers, which is probably why they experiment with pre-war plasma weapons (as implied by the existence of Experiment 18-A)
What the hell is a head cannon? A head mounted gun?
I think for the last musket, fusions cells were only used so there wouldn’t be unlimited ammo for laser muskets. But as far as the visual and practical side goes the crank is used to generate electrical power similar to how brushed motors work so the more you crank the higher the yield.
Be better if you just needed to put one fusion cell in there and after 6 shots you needed to crank twice for each shot you needed to reload into it. So you could technically recharge the empty cell with 12 cranks. Yeah, then just make the casing melt so you cannot take it out without destroying it. Bethesda should replace their AI team with me :)
The Alien Blaster's shortcoming is likely intentional, as in Fallout 1, the first appearance of the Alien Blaster, it had the highest damage cap of any weapon in the game, and was only usable within 10 tiles. Which makes sense, as in Fallout 4, it has high damage and is hard to use at range.
I wouldn't be surprised if it was referencing the Noisy Cricket from Men in Black, it came out about 3 months prior to FO1 iirc.
I would assume that's the point, but it also makes sense for a race with weapons like they have to not need long range small arms, so there weapons would be focused towards short range spaceship fighting
There’s a mod on the nexus that removes the need for ammo on the musket and in turn makes it a very nice early game gun for when you have low ammo or a lack of decent guns.
That's the only way the musket makes sense.
your take on the laser rifle's aesthetics is the exact reason i love it, especially in the standard semi auto form . The simplistic look, at least in my opinion, gives it a very militaristic "function only" type look
Yeah, I usually like his videos but he showed his bias heavily in this video. He likes the hyper realistic, militaristic gun style, rather than the retro futuristic, campy sci-fi style that fallout has always had. The energy weapons are where that is seen the most, but Brandy seems to not be a fan of that. It's alright, yeah, but it's bias and seems to miss the point of the entire style.
I personally like the laser rifle’s aesthetics too. If anything, in terms of aesthetics, it’s my favorite gun in all of Fallout.
If only the fusion cell ejected automatically with a *ping* noise.
Somebody should mod that in.
@@niedude tell me you never played fallout 1, 2, Tactics, New Vegas, or Brotherhood of fucking Steel without telling me you haven’t
Same
1:50 The Neverending legendary effect on a laser musket does make it fire as you turn the crank.
It just lets me bank infinite cranks.
@@BioshockDrill Hold down the trigger as you hit reload.
Lasers are actually more effective when pulsed instead of a continuous beam irl, because they cause the surface of what they hit to evaporate, creating a cloud that will compromise the focus. So I guess that makes sense in the game, just thought I'd throw it out there
Let's not give Bethesda TOO much credit now.
the only down side(Edit: why did I say that... maybe cause its the game laser rifle and a real laser rifle pulsed or not would not have recoil... ugh), even pulsed lasers would not make the rifle recoil worse than a 12g shotgun, It would be like shooting a bb gun or pellet rifle. Unless the... laser is really a differen lesser heated plasma gun... and even so the plasma gun has less recoil.
@@mightypancake2211 how the hell would a laser have recoil? You are just projecting light, doesn’t matter how focused it is it’s still light. It makes 0 sense, what force is being applied that results in the weapon having kick?
@@drippeeboye607 might not have come out in the right way. -But the only way it has recoil is if it is a version of a plasma gun. Not like a laser pointer.
Other than that its bethsda's BS programing
@@drippeeboye607 lasers do have recoil tho, negligile amounts obviously. Photons have no mass but they do have momentum.
5:52 "Why would the laser have to be limited to being a repeating weapon?"
Hey, I know this one! It's because of the mechanics of power delivery: short bursts of power that suddenly raise the temperature of what they hit are more damaging than continuous wave lasers. In simple terms, laser bursts mean an explosive "KASPLAT" where laser beams would be more like a burning "fwoosh." We like to imagine continuous wave lasers like blades or drills in science fiction, but it would take a stupid amount of energy to make that possible. While I'm on the subject, Fallout's AER laser guns are shaped like industrial laser emitters, the kind you might have used in physics class, implying they weren't originally designed as weapons. I didn't feel they were as fun in FO4 than in previous titles, though.
Ah, but it looks like @Dan Pitzer knew this one as well.
In addition to your point about a sustained beam requiring too much energy to be feasible, I'd imagine you'd need a much better designed weapon to use a sustained beam like that safely. A sustained beam would likely heat the weapon up to a dangerous temperature, requiring the weapon to be specifically designed with some form of heat sink to stop you from burning your hands off using it, and would need a way to vent that heat. Bursts wouldn't be building up nearly the same kind of heat. If nothing else a sustained beam weapon would need to be capable of enduring a lot more heat, thus likely being far more expensive to produce, even if one had a means of feasibly powering it.
🤓
Exactly, I think atomic rockets calls this kind of laser weapon a pulse laser. I actually also really like the sound design of the lasers in Fallout 4, instead of going "pew pew" it's a sharp electric crack caused by ionizing air.
Pulse lasers dont "KASPLAT" they penetrate the thing theyre shooting at and heat it up from the inside. Causing thermal expansion to make whatever was hit by it literaly explode from the inside out.
pulse lasers are usually more efficient and powerful, very interesting!\
Lore wise , Most energy weapons and robotics in fallout were in their early development phases before the bombs dropped. I always considered the energy weapons to be like the weird guns they developed during the World wars. The scientist didn't have time to perfect the technology, they were throwing tech together as fast as they could and shipping it to the front lines before their enemies could.
Exactly.
Energy weapons were largely experimental tech even before the Great War.
The never looked as bad or were as annoying as the ones you find in fallout 4, please don't defend bad desing.
@@ldmt1995laser gun and plasma weapon looks fine, the Kellogg's cereal box is the only issue.
16:20 its radiation effect can be useful if you have the ghoulish perk at max, since it'll convert radiation into health every time you use it.
What really showed the level of thought Bethesda put in, was that you could get a Ghoul Slayers Gamma Gun. It does extra radiation damage to Ghouls!
Great way to keep Hancock on his feet
It should be noted. At some point in the game, Sturges does give you a unique Laser Musket that *does* work like a Gatling Gun, where you crank it repeatedly for automatic fire.
How do you get it?
@@kipnanwinkie8755 Not quite sure. I remember it was given to me once just the next time I went to Sanctuary. I think it *might* be something he gives you after the main quest for the Minutemen, but I can't be certain.
@@kipnanwinkie8755 complete the main quest line under the minutemen, alternatively I found it on a radroach at like level 12, so either that was a glitch or its a VERY rare legendary drop
@@doctorgrubious7725 The best part about the gun is that it's not _actually_ a legendary (Instead being a unique form of weapon mod), so if you're willing to cheat you can apply a legendary effect without removing the Gatling mod.
@@tylermech66 I legitimately don’t know how I found it on a radroach though
I think the alien blaster is meant to be used in a different gravity from ours. Maybe the slowing of the projectile is better on whatever planet they are from. But yeah the irons are garbage. Should have been a interested reflex sight or something.
Along with that they have 3 fingers and their body structure is smaller
i was also thinking that they probably don't need to aim down irons and perhaps have an implant or something that allows them to aim better. I mean the fuckers killed me good in new vegas
Not to mention the possible differences in the chemical composition of the atmosphere. They can presumably breath the same air, but they could also have air filter implants or something that allows them to breath but I don’t think that’s the case. At least as long as mothership zeta is cannon. No reason to make areas where humans aren’t supposed to be breathable to humans.
I assumed it was a ship board weapon, tight corridors and all.
It could be the weapon is meant to be used in artificial gravity and lower or higher gravity planets with. It could also have something to do with earth magnetic core. But I do agree with it could have an implant to use artificial sights.
i genuinely love the cryolator, it makes sense that its an end game weapons because it does so much damage and it makes sense that its so effective because it uses liquid nitrogen which is devstating torwards flesh.
actually, ua-cam.com/video/jnsDdJwW-KU/v-deo.html
Like everything, it appears to be more complicated than that.Basically any contact that is not prolonged does basically nothing due to the vapors constantly coming off the liquid acting as a barrier; And I should think upwards of 90% of the nitrogen an "ice-thrower" would fling would brush off like that. The remaining
I, funnily enough, work with liquid nitrogen in a lab (protein extraction for quantification needs the sample to remain essentially identical to the state it was in at harvest until you run the test on it so -100°C helps with that). I usually wear a nitril glove, then a textile glove liner and then another nitril glove on top and that is enough for direct contact. It can get annoyingly cold and I wouldn't want to get splashed with it, but I can basically grab samples without gloves if I'm fast enough.
@@l0rf so if someone has enough layers on, the weapon become useless?
@dagramor-527 I would really not want to get it into any place that has high moisture like the eyes or the mouth. But it vaporizes relatively quickly. And it can do damage by freezing and shattering the outer layers of your armour or clothes. But I'd say a parka or padded jacket would already reduce the impact significantly. Of course, we don't have the sci fi magic of Vault-Tec and we don't make a habit out of throwing globs of nitrogen at each other. So a cannon-like weapon that sprays nitrogen like that would do a lot of damage at very close ranges. Anything above, I dunno, 5 meters maybe, and with your target wearing thicker clothes, damage might be minimal. The nitrogen boils immediately. The upgrade for ice projectiles might be horrifying on tissue though and could impact hard enough to shatter frozen armour.
For a game that focused on modifying guns, the laser musket should’ve been the most level up capable. Like if you had left the musket as it was but made it so you didn’t use ammo with the crank feature. You could’ve made it an understandable first gun. But then allow it the option to become a multi crank one shot OP sniper. Or make it modifiable that you can use fusion cells, now it auto loads automatically overtime and you can now do quick successive shots. Then maybe modify it even further to take a fusion core where are you get 20 overkill shots, maybe like a hand held Icarus
I mean... You kind of could, actually. All of them required ammo (which is retarded), but you could upgrade it to a 4- crank version that did some pretty decent damage. Between mods adding better barrels, 8-crank recievers and eliminating ammo consumption, it can turn into a monster. A slow one, better for legendaries than CQB, but a monster nonetheless.
I also really like the aesthetics of it though, tbh.
You sound like me from 15 years ago when I believed bethesda devs played their own games. I dont think theyre even capable of copying good ideas from other games, somehow it just wouldnt work in their engine or something
There is a legendary full-auto variant of the laser musket.
After restoring power to Nuka world and acquiring schematics from the Bottling Plant, the thirst zapper can be modded with additional ammo types. The strongest is the Nuka Quantum ammo, which deals damage not far behind a mini nuke. I don't know if you revisited this as I'm new to the channel and the date says 9 months ago, but it'd be interesting to see your thoughts on the Thirst Zapper's upgraded form.
Turns it into an actual weapon instead of a toy. And it was a toy buy design. It's a water pistol after all.
Dang that’s nuts. Thanks for the info!
Plasma Rifles we’re actually a low-cost, readily-manufactured variant of the Plasma Caster meant for more common use in military operations, so it makes sense that it isn’t that advanced and kind of lower quality because it was made to be the lowest bidder build, so at least this one is a bit justified in its wonky stock and iron sights
so the enclave decided "BIG GUN BETTAH" seriously they really did focus too much on intimidation factor, honestly it does bug me that with the enclave dead and the BOS being stupid theres no new tech advancments.
For those who don't know, the laser musket is probably a Futerama reference. One of the episodes has the Planet Express crew participating in war, and using hand cranked laser rifles.
I kinda dig the laser musket, it hits like a freight train with the right perks, looks cool and is semi cheap to use
So my thought on the gamma gun is: certain enemies can use stimpacks and heal, so maybe it can be used to prevent them from doing so, cause once your rads are high enough, that’s your health, and you can’t go higher than that, so, just a thought
From what I’ve heard it’s good against legendary humans because they can’t auto heal the radiation damage
After getting the gamma gun I eventually used it to fight some mutants and it did a surprising amount of damage
In my gameplay I NEVER touch the gamma gun because it does radiation damage. And almost everything is radioactive
@@alexcarter3412 even if you do touch it, it’s not like you’ll have the ammo to use it
@@alexcarter3412 it’s shockingly good against super mutants I’ve found
I love the Laser Musket, the only problem I have with it is the mysterious use of fusion cells. As mentioned in the comments, it should’ve been a crank gun whose slow recharge was made up with its high damage. The laser rifle is also cool, it’s a got a very ‘as long as it works’ feel to it.
I've heard that the original design for the Laser Musket was it was not supposed to use fusion cells, but rather be a charge based weapon. You crank the musket, fire it, then repeat the process. It's akin to using a wind up radio or flashlight. Infinite ammo.
@@modernwarfarefilms1that's why the musket needing ammo is the dumbest thing. If you're using the charges, they should have the required energy for the weapon. If you're using the crank it should be there to provide the energy, or supplement the charges for increased firepower.
Laser Musket is banned in my games lol it just breaks immersion totally, because it breaks the laws of Physics in so many ways. Like if you can generate fusion power that easily, what's the point in any other type of generation?
You may as well power your entire base from a bunch of slave Ghouls on pedals, give them Jet and stick a nice juicy settler ahead of them :D They will pedal endlessly and you will never have to bother activating the daft Nuclear reactor for Shaun, the Brotherhood won't care about it because energy will be free and everywhere all of the time.
It breaks the game lore, and Physics. Ugh terrible shame because it could have been so cool. At least the Rifle is halfway believable - you can just make up some reason why there is recoil like having a pneumatic pump compressor to heat the gas for the plasma. Laser recoil is bullshit though harder to excuse that if you care at all about Physics.
1:35 That mechanism could be considered a form of a piezonucleic transducer. There might even be two forms of transduction going on: piezoelectric (mechanical to electric) and electronucleic (electric to nuclear).
2:10 Built-in fusion cell with potentially infinite energy generated by transduction via crank action. Like the Volt Driver from M.E.T.R.O. 2033. The M.E.T.R.O. games also have a piezoelectric transducer that Artyom keeps on his person as standard equipment for charging all electric devices. They use a squeeze mechanism instead of a crank mechanism, but it achieves the same result.
3:02 It has one built in. It dumps all its energy per shot. It's major issue is the number of times you have to crank it to fully charge it. The idea is that all of these drawbacks are the price you have to pay for a weapon with unlimited ammo.
3:32 Well, it is a laser "musket."
8:07 Phased plasma weapons use a laser beam to create a guiding channel through atmosphere, then the plasma arc is sent down the laser channel. Long story short, it's basically a guided bolt of lightning. The technology was never mastered in our timeline, partially because it's too expensive to be practical. Also because it's unstable and consumes too much energy all at once.
8:23 It would be fine if it had a grenade-like or mortar-like arc as long as it was predictable and had sights calibrated for indirect-fire. One of the Star Wars: Dark Forces games (DF2 if I recall) had the Imperial heavy blaster which had an underslung launcher that unleashed plasma balls that Force-users couldn't block or deflect. It was perfect for Dethmatch, especially when paired with the flechette cannon (basically a space shotgun).
21:44 Is that a railgun or a coilgun? Looks like it has a series of coils.
21:50 Why 2mm, though?!
24:52 S.T.A.L.K.E.R.
With the laser musket, I once found a legendary version with the bottomless magazine effect, and that one fired as you cranked. And in retrospect I'm curious why that wasn't a weapon mod, I could see it having a good early game use as an automatic energy weapon with the downside of poor handling, and a slower rate of fire than the automatic laser rifles, but easier to obtain/craft
It is a really cool legendary effect but it's very hard to come by because you have to get the laser musket off a legendary enemy and even if you do there's so many other legendary effects that can be applied to the musket the chances are very low and it's really crappy
There's two different muskets. There's the never-ending, which lets you crank unlimited ammo; keep one that has 50 cranks as a backup weapon for when you absolutely need something dead ASAP. Then there's the automatic, which is indeed a fun gatling gun but simply not powerful enough to be useful.
@@corrupt1user how far _does_ the Laser Musket scale past 6 cranks, anyway?
Laser musket having a crank kinda makes me think they wanted to have them futuristic-like with the long load time an actual musket has.
I get that, but why? Why would anyone try to recreate a MUSKET at that point in time? It just makes no sense whatsoever logically, especially since they clearly have the knowledge of what they're doing since it's an Energy Weapon, and those things would require quite a bit of knowledge to create. Hell, you need some knowledge of advanced science just to be able to modify parts of it, how much would you need to actually make the damn thing? Why wouldn't you use that knowledge to create a semi-auto like the Laser Rifle/Pistol or something similar instead?
@@morganfitch8325: That's the idea, it is a Fallout game, all series had a shitty weapon.
I think it was suppose to be their own version of the recharger rifle but for some reason never got around to making so it didn't need ammo.
@@morganfitch8325
reasons to keep the gun post production despite it's flaws:
Standards: most guns have such flaws already.
Flavor: the originals used them. en.wikipedia.org/wiki/Minutemen.
Balance: stronger than shotgun at close range but run between targets.
Build/play diversity: it's obvious.
Lore: nobody can make MFCs so maybe kinetic assist makes it stronger? Mechanical parts are easier to replace?
...pretty much anything can headcanon when it's this vague.
You could argue it was a novelty weapon. Maybe a for people doing revolutionary war re-enactment but wanted a light show for t he audience. And Later properly weaponized by the desperate post apocalypse residents since it was cheap to reproduce and easy to use
Or maybe meant as a prototype and the crank was just supposed to be taken out once they got whatever special mechanic to the weapon working properly
I think it's good that the developers actually kept the original laser gun designs
Well... they didn't. Fallout 3 redesigned everything. Search up the Wattz 2000 and the plasma caster as those were the original laser and plasma rifles.
@@ethanmorrison7021 I agree but I meant the original designs for the 3d games like how fnv and fo3
I think it _would have_ been good if they _had_ actually kept the original laser gun designs, because they changed them in Fallout 3 to these silly boxes and messes of tubes.
Original Fallout's designs were way cooler
@@revcanon5744 both are good but I'm inclined to agree they do look match the original fallout vibes of someone in the 90s imagining someone in the 50s with futuristic tech
On the alien blaster maybe it shoots slow because the aliens are used to different gravitational pulls with different planets
Thirst zapper can eventually use soda as ammo that deals damage, and when upgraded, causes explosions rivaling actual explosive weapons
Where is this upgrade located
@@bescotdude9121 World Of Refreshment in Nuka World. In a section that can be entered once the park has power. Called the Project Cobalt schematics
Your first mistake with the laser musket was trying to use it in close quarters... I personally saw it as a dedicated laser sniper rifle and used it as such, especially when the power discharge upgrades made it one shot most basic enemies, you just needed to fit a scope to it and sit back far enough away that you can get a couple of cranks off before the enemies reach you.
I think the regular laser rifle has a sniper modification though so... yea
@@Berlinbower But does it one shot most basic enemies and severely damage others like the musket does with the full crank?
@@SUP3Rtoastr The normal laser rifle does not. the fully upgraded laser musket is the single best sniper rifle (Per individual shot) in game.
I just wish you could make it look better with upgrades, or get a version with an electric motor to do the cranking for you, that kind of thing.
@@SUP3Rtoastr i mean you'll get the same effect from sneaking & vats. Plus, the sniper is actually decent in mid-short range. Honestly there's 0 reason to use either of them though just use a gauss rifle and you're good. Or any other sniper in the game 😭
it would've been cool if you could've replaced the crank motor with a powered motor to do it for you, kinda like with that one weapon from metro 2033
6:58 it’s funny that you compare their laser weapons to a cereal box because their best merionaries name is Kellogg
The laser musket could work well in defensive firing lines or as a sniper rifle.
But there is a reason why firing lines became a thing of the past when guns started to hold more than one bullet at a time.
the laser musket IMO would work best as a DIY handmade that doesnt use ammo. Instead the Cranking is the main source of power for it And because of this its Weaker then every other Energy weapon. With Upgrades featuring an Overcharge state where you can Greatly increase the power of the next shot At the cost of a long cooldown(Since there is no durability)
Pretty much. It would be the Pipe vr of a Energy weapon
Not getting into how shitty the pipe weaons with the exception of the pipe Revolvers asthetically wise i mean.
Yeah i get it the pipe guns are DIY handmades but holy fuck *Nobody* would literally make a gun out of a block of wood. even a handmade weapons has a sort of Asthetic goal to it. the Pipeguns are the Lazyiest possible version ever. Only the Pipe Revolver Actually has any sort of good style like the maker actually gave a shit about making a decent weapon.
Imo, it should not use ammo but should be higher base damage than the base damage for the laser rifle to compensate for the need to crank it
I get what you're saying and there is actually a mod now that's out that is like homemade scrap energy weapons that are very sketchy that say use parts that have like a protectron armor whatnot that are akin to pipe weapons like you're saying. But in all honesty I'm pretty sure every veteran Fallout player would agree that the laser musket actually aesthetically fits well generally in Fallout but should have been a recharger rifle with the ability to either crank it to overcharge it meaning you get Tire Damage per shot but lower DPS or upgrade to an automatic receiver where it fires as fast as you can crank it but has lower damage with higher rate of fire. All in all this should have been a cheap post-war salvaged weapon built to be a recharger rifle that you could theoretically beat the game with but you really should upgrade some point or spend a lot of resources upgrading weapon itself
Apparently that's what Bethesda tried to do with Laser Musket, they couldn't make it work in game for some reason.
Pipe weapons are dumb as hell though, I agree. Even Metro designed better makeshift weapons.
Could've had a laser musket that required you to load the cells into them muzzle with and ramrod into the chamber. Would've looked cooler and made more sense to use the ammo in an actual animation.
But that would require _actual_ animation!
I theorize originally Laser Muskets where not supposed to use ammo like recharger weapons from New Vegas and the “reloading” was supposed to be physically charging the weapon but they couldn’t actually implement it so they just said fuck it and made it use cells.
expanding on the general incompetence of Bethesda, and how Modders fix their mistakes, there are a couple mods out there, that completely remove the Laser Musket's ammo dependency. Cranking it will build a charge, you fire that charge, as intended. No Fusion Cells are spent in all of this.
Going further, he mentioned "Firing while cranking" as a mechanic, One of the CC Content actually implements this with a fully-automatic Laser Musket. 20 charges in the "magazine" that will fire off one at a time as you run the crank.
I mean the laser rifle has looked like that since fallout 3, it's just how it's designed. Idk i like it aesthetically
The gamma gun essentially deals damage by reducing the humans maximum health. So enemies can't really heal the damage you do with it.
The gamma gun would have been more interesting if radiation effects of previous games were still around. Against the player, it isn't direct damage but it's something that will cripple you and eventually kill you if taking too much of it. Against the enemies, that's a bit harder. Radiation effects on enemies I think is never obvious so it won't feel like you're doing anything.
SInce it lowers your max HP in 4, it reduces the effect of healing. Unfortunately, I've never once seen an NPC use a stimpack or any other healing item, so it's kinda useless.
@@MisterZimbabwe you havent?? they use stims all the time for me
@@MisterZimbabwe gunners heal a lot of the time
One more thing i find weird about lasers is that the grips and stocks are slightly inclined to compensate the bullet drop even though lasers have no mass so no affect from gravity
This has to be one of the dumbest comments I’ve ever seen
3:36 It can be a great sniper rifle, because the first shot, with stealth multiplier, can instantly evaporate or seriously damage most enemies, but if you are not into ranged stealth combat it has truly nothing to offer
The laser musket was originally not going to use ammo at all, but either bethesda couldn't get that working or they changed it for balance
The laser rifle/pistol was in a prototype state before the great war, with it being fielded in small numbers for testing, explaining why there isn't any ergonomics concerns with it, while laser weaponry itself would not have recoil the fallout AEP/AER laser weapons have moving parts internally (For some reason, likely to assist people who are used to chemical firearms) as is seen on the outside of the short barrel and automatic barrel. I personally think that the recoil of the laser guns is far to pronounced tho
I fucking hate the institute laser gun too, but one thing you forgot to mention is that it does less damage despite firing a blue laser with a lower wavelength, thus imparting more energy into the target
Plasma weaponry is just fucking stupid in general, why go through all the effort of generating plasma, containing the plasma into a bolt, and then using even more energy to propel it, the plasma weapons are also experimental at the time of the great war so no ergo and no sighting has been put into it, the plasma weapons weren't even fielded. also i don't think plasma cartridges should exist, it should just be powered by fusion cells since the pistons up top can just compress air to be used as plasma mass, the only reason to include mass is if the weapon is intended to be used in vacuum (which might be possible, given that repconn developed it)
The alien blaster is completely unkown technology so my theory is that its "sights" are integrated into some form of augmented reality cybernetics that the aliens have
The thirst zapper has upgrades that make the water bolts explode because you loaded it with different flavors of nuka cola, which really only makes sense for quantum because it's got strontium-90 in it, althought this would make more sense as a pure radiation weapon, where you take the most irradiated liquids you could find and spray them at enemies like a dirty bomb
The cryolator ammo is not actually unique contrary to popular belief, cyro cells can be found on fireman protectron, so they are probably some standardized fire suppression fluid
The gamma gun was made by the children of atom for use specifically on people as a way of "Spreading division", its inteded to have a specific role, but due to ai limitations the children cannot use another weapon more suited to their enemy
The Syringer isn't unique, its sold by SLim near DB technical high school, given as a reward for completing hole in the wall, at the greater mass blood clinic, milton general hospital, mass bay medical center, sandy coves convalescent home, medford memoral hostpital, kendall hospital, doctor sun in diamond city, parsons state insane asylum, plumbers's secret, an unmarked building by vault 81, and from a grave in far harbor
The railway rifles is a holdover from fallout 3 and was not invented by the railroad, it was invented by seagrave holmes in Rivet city who wanted to make a weapon that didn't use conventional bullets so that people could defend themselves without having to buy ammo from the Pitt raiders weather directly or indirectly
Gauss Rifles are not Railguns, railgun projectiles have direct contact with magnetized rails, causing a plasma backsplash that wears down the rails incredibly quickly, while gauss rifles have not physical contact with the projectile and attempt to impart a spin into it. the beam from the gauss rifle in fallout 4 is from the projectile traveling so fast it melts the air into plasma as it travels, the Gr-1 anvil which you mentions looks incredibly similar to the gauss rifle and is a 20 lb weapon that fires at about similar velocity and energies to a higher power Air Rifle, so i would expect that by the time the supercapacitors are minitarized enough to give FO4 levels of power to the projectile, the weapon overall will still be about as bulk becasue they'll just layer capcitors like no tommorow, the top magazine is actually a pretty good idea because no spring would be needed(it would be a gravity feed), allowing the first coil to be closer to the chamber, so theoretically you wouldn't need a solenoid to push rounds into the first coil, overall the guass rifle is legitimately the most realistic weapon in fallout 4
Thank you for saying what needed to be said.
Because I feel like Brandy has only ever played Fallout 4 and doesn’t really know anything of the other games.
I feel like you should scrap fire extinguishers for cryo cells
Fallout plasma isn't plasma at all. It's a green goop nicknamed plasma for fear tactic against the Chinese. If you disagree I recommend playing fallout new Vegas.
They better invert the recoil for the laser rifle, it makes much more sense!
BALANCE is as much of a joke as range when it comes to Fallout 4.
Just a quick thing to note: Gauss guns and Railguns are two completely different types of guns that use different methods of accelerating a solid projectile.
Gauss guns use angled electromagnets to accelerate a ferric slug round. This doesn't actually require a barrel or physical contact between the slug and the magnets or any sort of physical guidance mechanism.
Railguns utilize two low-resistance metal rails that must be in contact with a ferric round. An electric charge is passed through the rails and the round which accelerates the round using a combination of electromagnetic AND physical force that is simply known as the Lorentz Force. Gauss guns purely use raw electromagnetism.
As far as the energized beam from an otherwise solid projectile goes, while I am not certain if it has ever been achieved with real world Gauss technology, I know for a fact that real world railguns are able to accelerate their payloads to such high speeds that it turns the air around the round into plasma. Fallout probably achieves the same effect by just dumping more energy into the electromagnets in their gauss rifles.
Don’t forget the other form of Gauss, which is bunch of magnets chained together Newton’s cradle style.
You mentioned the crank darling gun, and there is a version of the laser musket that has the infinite ammo legendary effect. You don't actually have unlimited ammo, but an unlimited magazine. So in the case of the infinite laser musket, you pull the trigger and just crank the hell out of the gun, at a cyclic rate!
I actually support the idea of the laser guns having recoil because I imagine the recoil is caused by moving parts inside the laser gun itself. The spinning barrel like structure the automatic laser guns have could be the cause of its recoil (though probably wouldn’t cause the same amount of recoil the game depicts) and for the single fire laser guns I imagine there’s moving parts inside the laser gun, moving a lot to generate the laser beam, kind of like the mining laser gun in Starfield.
I actually really like the energy weapons in fo4 aside from the institute ones. imo the laser weapons are a direct aesthetics upgrade from fo3 and fnv, the plasma weapons also look much cooler and are more fun to use.
God if you think plasma was hard to use in fo4 try the previous 2 games.
I think the plasma pistol in fallout 4 is an abomination. It looks gigantic and beyond ridiculous
@@porkerpete7722 I mean the previous plasma weapons looked like they were built with random pieces of scrap metal and held together by hopes and dreams.
plasma weapons in Fo2/Tactics are where its at. Brought to NV was welcom. if Bethesda decided NOT to make a fuckin alternate universe and crank out a bunch of junk looking weapons across every fallout game, then mods like the Service Rifle, Wattz 2000, P94, or M72 gauss rifle wouldnt be popular.
Idk if it was beth trying to push for a bigger catalog of weapons or what. because i have NO idea why Beth decided to make a ALL NEW fallout. where even the vertibirds are retconned.
in short, i still think the classic fallout weapons would be GREAT in newer games. as in the classics, each weapons base had a point. laser weapons are designed to be precise, plasma is suppose to be hard hitting, bullet types are all types but dont do the best in anything.
Beth: 'Lets have 8 machineguns, that do the same thing, and make a few of them 'elemental' like Laz0r or Plamaah!'
@@comradetonk8280 they where. the DC enclave had only that to work with. they didnt have the manufacturing like the High Command did on the oilrig to produce high tech armor or P94s.
Same, it feels like this guy is trying to hard to find issues with the guns in FO4
Then again, that might be his channel formula from what I see
In energy weapons you need a computer to manage the weapon, and to "charge up the capacitors" to then unload them in a rapid manner. ( Just check the coilgun videos )
The laser musket is supposed to be a pipe equivalent to the laser rifle, so that charging needs to be done manually.
You can imagine some form of transistors needing to be charged so that it sucks up the energy from the cells, that it then unload.
Other than that
it's a sniper rifle
i dont think bethesda thought that far when designing the weapon
@@corktail7900 id be willing to bet they did, the whole reason a 10mm pistol has the huge chunk of metal under the barrel is incase a soldier needed to repair it on the battlefield
@@largewaterpurifier They definitely didn't. It was clearly designed with the idea that it just uses mechanical energy to charge and then fire as it has no animations for reloading and no place on the gun where the fusion cell mag would go. It was probably thought out so that it uses AP to crank, but then went with fusion cells anyway and now it makes no sense.
The laser musket is the reason why I use militarized Minuteman, now they are finally a force to be reckoned with
I think the reason for non-continuous fire on laser weapons is because if it was just one laser for however long you hold the trigger it wouldn't be powerful, I think the beams are condensed to do damage, which is why it has recoil. The condenser on the energy gun is the recoil. Btw there is a laser musket that fires as you crank.
Still, there should not be recoil. It's not mechanical gun, where you have two opposite forces, when you fire a bullet.
It's laser beam. AFAIK no laser-based tech in our world has recoil. And even if you spin the tubes to prevent the overheating, there still no recoil for that shit.
7:51 god damn!! This dude is smuggling mad amounts of cake. He's packing a full on multi-tiered wedding cake with extra icing.
One issue I have is you seem to be hung on the "futuristic" part of energy weapons while forgetting that these are extremely antiquated and barely out of the prototyping stage, they look crude because they very much are.
They're made as a last ditch effort to end the Sino-American conflict quickly and were made during the resource shortages. Though I'm pretty sure that the Tesla-Rifle is just some sort of work-equipment that happens to be good against robots and power armored targets.
As for the Alien Blaster, it's one of the highest damaging energy weapons in the game and is made for 4' tall aliens with three fingers. Good weapon design where they come from is different to here.
Not sure if you know this but the Railway Rifle comes from Fallout 3 and was one of the craftable unique weapons.
(I might be partially convinced you've only played Fallout 4)
Definitely has.
I don't think i have ever seen this man have a correct statement on fallouts outside of four
Laser guns were not last ditch for the war. They were an extremely advanced design created by the only country with abundant resources, and the ammunition was expensive to produce and the weapon had alot of advanced parts in it that constsntly needed to be maintained and monitored to work properly. Why would they use brand spanking new, expensive, and complicated technology as a last ditch effort to supply their military with standard issue firearms? They would have been better off continuing to produce their ballistic firearms like the R91 assault rifle and 10mm pistol in that case. While saving their advance laser technology for big weapons that can deal tons of damage on a huge scale
99% of plasma guns were made by the enclave post war, with only the plasma pistol/rifle and plasma caster being pre war designs, the plasma pistol/rifle were prototypes created by the US military (the pistol was a US military R&D weapon, while the rifle was contracted out by the US military to an aerospace company) and the plasma caster was a welding tool
I agree with the alien blaster though. That gun was not made for open combat. It was made for tight enclosed spaces on a star ship, so a slow moving projectile wouldn't be nearly as much of a hindrance at that point. It would be like saying a pocket pistol sucks because it can't reach out to the same ranges as a rifle, pocket pistols are meant for close fighting and personal defense while a rifle is meant for long range combat. For ergonomics they really didn't think about it and just went with a stereotypical 1950s "alien laser pistol" style
@@Gameprojordan in Fallout 1 & 2 the laser and plasma weapons are just as crude and were made pre-war. From the Wattz Laser Pistol to the P-94 Plasma Rifle produced by Winchester. Laser Weapons are new and crude the lore states how recently they left the prototyping phase, they were adopted mid-war and look the way they use and in the case of Fallout 1 & 2 use wooden furniture to save on resources.
Countries since before WWI have been pushing experimental weaponry into service long before it was ready for use in hopes of getting an edge over their enemies. The Gauss Rifle from Fallout 3 is a perfect example being an actual prototype that was fielded during the Battle of Anchorage.
You don't know as much as you think you do, pretending only makes you look stupid. The Plasma and Laser weapons are all pre-war except for a few exceptions and were made during The Resource Wars.
@@MrPikaGammer I was gonna say the one thing I knew pretty concretely about the plasma weaponry lore wise was that the plasma pistol was in early prototype stages pre-war and that's why it looks so janky in NV.
I personally like the gauss rifle, and the reloading mechanism of the plasma rifle, though the rest are... less than satisfactory.
Edit: And the tesla rifle, though thats probably due to how much fun it is with the special T-60 you get with it.
The original gauss rifle is 100x better than the fo4 gauss rifle
But I guess the fo4 gauss rifle is eh
@@TheDudeliestDude performance wise or looks because the only thing the old ones may have is the performance
@@TheDudeliestDude one thing I can say about the gauss rifle in fallout 4 is that it uses the correct ammo for a *GAUSS* rifle (a tiny piece of metal that gets electricromagneticly charged to give it an absurd amount of potential energy to later be fired at insane speeds, if there was a hitscan gun irl a gauss rifle would be it)
My only issue with the Tesla Rifle is the friendly fire it produces in a team gunfight (or near non-hostile NPCs in a settlement). Other than that, I love that chain lightning effect.
"they have the technology to travel around the galaxy in spaceships but they cant even make a half decent weapon" starfield foreshadowing no one saw coming lol
I unironically love the laser musket.
The aesthetic of the old fashioned musket mixed with a crank gun makes me happy for some reason
Old Fashioned Musket? What Musket? It looks nothing like the Musket!
If anything they should have added a fucking Musket! Slow Fire, Low-Mid Range but High Damage to Non-Armored or Light Armored Opponents. Many Bullet Types so you can use Round Balls for Overall Use, Minnie Balls for High Accuracy, Lower Damage and Buckshot Cartidges for Close-Range Shotgun Use
The musket is the most satisfying sniper rifle
@@brandonscott5483 No... it isnt...
The most satisfying Sniper Rifle is a R556 Rifle with a Scope and a Mod that permanently removes the Laser Musket for being the most dumbest weapon on FO4.
I literally went into the GECK just to remove it and the godawful Assault Rifle
The musket is the most satisfying sniper rifle
@@CazzyVR cope
I'm an electrician, and my impression of the laser musket was that the crank was connected to an alternator, and that in turn was stored in the "laser chamber" (capacitor) a charge that got larger based on the number of cranks, that energy was then discharged through the "laser rifle body"
Basically a dynamo powered laser, that aleays was the impression I got.
The laser muskets crank always reminded me of a flashlight I had in cubscouts that had a crank charged rechargeable battery.
I assume that something like that was the inspiration behind it.
LOL the dynamo resistance would need to be about 4000 lbs of pressure!!
Think bike pedals, how much energy it takes to generate the 0.005 J required for half a turn of a kids bike pedalling. Now think how many of those goes into a 34 damage laser strike that travels 50yards? Haha it's so daft.
Thing is they could have designed all the tech guns a lot better, but I get they don't really care too much about it - it was more about having janky "old" style weapons for Garvey, so he is more than just a Raider in a cool hat.
No the guns have no recoil. as for the laser being pulsed, there is actually good reason for that, and its not just heat. In real life most of your high powered lasers are pulsed this is a little bit to manage heat but its more that the laser pumps can produce an intermittent beam with a higher peak output as compared to a continuous one many of these lasers are so strong that can turn air at the focal point to plasma.
"I'd like to see a laser weapon that is a continuous beam"
The Laser Rifle from X-Com Enemy Unknown says hello. When a soldier fires it, it's a continuous beam until he lets go of the trigger. Very fun.
But well, all the weapons in that game look even worse and bulkier...
I mean, I agree with the points about usability for basically every weapon you mentioned here, but there are some factors to consider about certain weapons. First, you have to take in consideration that some weapons are simply not specifically designed for use by the player. However, in fallout games starting with fallout 3, you are always able to pick up any enemy's gun after you kill them - so despite guns not specifically being designed for use by players, players do have the opportunity to use them.
Radiation gun: the cult of atom is not a hostile terrorist group. in their own eyes, at least. they genuinely believe large intake of radiation will awaken the human soul and/or allow them to ascend to atom's side or something like that. So, they made a gun that is not aimed at killing opponents, but forcing their beliefs on them in the form of dosing them with radiation.
The Institute Laser Rifle was not meant for human use, as the Institute does not send humans out to do combat, but synths. It looks like it was created for the 2nd gen of synths, who were still full on robots, so they'd likely not be impaired by how cumbersome it is. Moreover, the Institute was not created by weapons developers, but by faculty and students of the CIT. They likely just reverse-engineered laser guns to develop their own variant so they could produce them en masse.
Regular laser weaponry looks like it's mainly prototype variants of those you find in the other ga,es where the enclave has a presence. The enclave being so militarized, they likely took the prototype that was around pre-war and developed on it to make the weapons we see in the previous games. But there is no enclave presence in the Commonwealth, likely because of the Institute's synth presence - so, laser weapons are only the ones that were around pre-war as proof of concept, or cobbled together through reverse-engineering, which also likely gave birth to the laser musket.
TLDR: Yes they're bad weapons but they kind of make sense in-universe with their respective backgrounds
yea, the laser guns in the game are the AER-9 prototype, im not really much of a fan of this series as he does not consider that some weapons would be rushed out unfinished but functional if there was a war coming and that some weapons arent even designed to be held by people even in power armor, like the tesla rifle and assaultron head. having lore behind the weapons being prototypes or jerry rigged to be hand held instead of welded to a robotic arm adds depth to the story which he just assumes is poor design
@@Jordan-zk2rf I think he's just judging their functionality and not looking at the lore, which is fair.
@@Jordan-zk2rf Doesn't mean they still don't look like ass.At the end of the day,I don't care if they are in line with the lore,even if you are reaching hard to connect them.I just want them not to take up half the screen when ADS or hip fire.
@@Jordan-zk2rf But we know from previous titles that the type of weapons found in the Commonwealth really shouldn't exist anywhere in the US, outside of an antique roadshow or museum. With some of these energy weapons, there are justifications you can fabricate on behalf of Bethesda, admittedly, but overall it's clearly just lazy, uninformed, and uninspired design choices, not worldbuilding. Bethesda chose to make all of the weapons in FO4 so ugly and backwards because they have this deranged vision of Fallout as a setting that isn't really post-apocalyptic, like the original games and New Vegas, but simply some wacky 'atompunk' nuclear war survival-action game. It's why there's no cities, no industry, no large-scale civilization of any kind in the Bethesda games: they do not like the premise of Fallout, and this extends very painfully to the choices they made in choosing the weapons for FO4.
Something to keep in mind about the Fallout setting: the M16 exists. The M4 exists. Of course, the FAL exists, too, and in Bethesda's own lore, they chose it as the standard issue service rifle for American infantrymen in FO3. Yet it doesn't even show up in FO4, and instead we get the nightmare abomination of a 'weapon' that they call the "Assault Rifle" instead. The reason is simply because the "Assault Rifle" conforms more to the idea of a wacky atompunk survival setting that Bethesda wants to promote as Fallout's image, which is why all of the 'toy-like' guns in FO4 are present. They could have used any of the realistic firearms that actually do exist in the Fallout universe, but they want to suppress the idea that weapons like those "belong in Fallout" among the younger players.
The laser musket was my personal favorite. Apart from it being the Minutemen signature weapon I just like the adaptability of its damage.
I like pineapple pizza
Try using it on any mode above normal. Survival mode laser musket is dogshit
The normal laser musket is not the best, but max upgraded or some of the legendary variants are very strong. The legendary variant that allows you to infinitely crank it is overpowered
@@slayking2378I use it early game on hard and it works well
The “beam” of the gauss rifle could be the air being superheated by the sheer speed of the projectile. At least Halo says that, but I really don’t know enough about the physics of high speed projectiles to even begin to know if this makes sense so idk
In reality, it _could_ be from super heated air surrounding the projectile when firing, because it was almost melted by electric current in order to fire. It shouldnt be from air friction on the projectile.
Well, I modded the laser musket for my Minutemen Arsenal mod so it doesn't require ammo, among with a few visual changes to make it look more plausible: you crank it, the energy is stored inside the large capacitor, when you pull the trigger it discharges through thick wires into the actual emitter chamber from where the laser is channeled through several prisms and into the optical array. Now I'm actually using it to conserve ammo, and it makes quite a good sniper rifle to be honest. ^^
Imagine the Syringer being used as a pneumatic nail gun in the wasteland. A smaller caliber version of the Railway Rifle essentially. Would be pretty cool. Nails also make sense as the basic ammo type based purely on availability. Nails are fucking everywhere. Upgrade it to a Bolt Gun for more armor-piercing and overall damage (think the Heavy mod). At that point, it's basically a gun made by someone in a hardware store.
a nail gun where you can use pneumatic propelant and blank round actuated nail guns aka .22lr blank propelled nails would allow for different options.
I'd actually love it if they doubled down on the Syringer and add poison or even more special ammo say an electric syringe or deathclaw poison. Shit that would have been awesome
@@just_that_crazy5179 what irks me, is that the Syringer shows that the devs can make alternate ammo types, but did not. New Vegas did it,, they even got more weapons in NV, why not do the same for Fallout 4. even with some sort of Gun Runner's Arsenal like DLC.
@@drivanradosivic1357 New Vegas did it because it's another developer 🤣
@@Talking_Ed my point wasn't "ugh, Bethesda donwgraded their quality from their NV to FO4" my point was "why didn't Bethesda keep the amount of quality Obsidian set the mark on with New Vegas in Fallout 4" sort of comment.
A Gun Runners DLC Content pack with improvements, more weapons, more ammo and ammo types and even some armor sets would be great.
The institute laser gun has 1 saving grace:
Blue laser let me pretend to be a clone trooper
The energy weapons are not meant to be the final product, the laser and plasma weapons being invented for a large scale war with china, AND right before the great war. If we look at historical context, most civilizations during a massive war stopped giving a damn about ergonomics and beauty and only cared about practicality, for the sake of cost. That is what the energy weapons are. High-tech, yes, but still made as cheaply as humanly possible. Now, as for the institute lasers, there is absolutely no excuse. 200+ years and a self-induced isolation should have absolutely advanced the tech.
Not to be that guy, but I'm going to call you out on the institute laser gun! Scientists and engineers actually have a pretty bad track record on gun design. lab rats "upgrading" a weapon, only to ruin it, is a tail as old as time. (the M16 in Vietnam and the whole Sa 80 are prime examples). Gun Development requires GUN Engineers & craftsmen, and impute from people who actually use the weapons. What works on paper is dramatically different from what works in the field. The institute rifle is exactly what a person who has never shot a gun, but thinks he knows more about it than people who have, would make.
The Laser Musket was supposed to function like the rechargeable laser rifle from New Vegas with no need for energy cells. Bethesda showcased this when they reviled the weapon for the first time. They apparently scrapped their early plans for the weapon.
Now I have to check if there is a mod that restores that.
12:25 no the Cryolator is a prewar weapon which is built in fire fighter Protectrons. This specific Cryolator though is unique but the technology in itself existed before.
The railway rifle was also in FO3, so it isn't a weapon just for the railroad. I will say that it fits more in FO3, though, given the abundance of railways and metro tunnels all across the map in that game
The light tapping when reloading the gamma gun is hilarious to me for no reason
The cryolater will always be my favorite heavy weapon, it looks cool and I think the idea of a reverse flamethrower is really neat
Crucify me but I actually really enjoy the laser musket, it takes effort to load like a real musket and popping someone's head off with it is pretty damn fun
Tell that to a fallout redditor with a voice changer
I think you're missing an important factor in your analysis: performance. With one point in Science, you can improve the laser musket into the four-crank variant, meaning you fire four shots simultaneously for something like 220 damage. This will allow you to one-shot anything that's not gigantic with a weapon you can pick up in the first five minutes of the game. If sh!t happens after that one shot, switch to a faster weapon, like maybe a laser pistol. Performance is always more important than aesthetics.
Speaking of performance, he completely disregarded weapon mods such as different sights, expanded ammo capacity and sniper barrels. He basically reviewed these weapons at their worst and ignored their best attributes.
I usually use it as a snipershot laser gun, I kill any legendaries or named characters that I can, and then switch out
@@wolfdragonheart6861 To be fair it is called everything WRONG with the energy weapons in Fallout 4, but I do think he should have taken mods into account
@@maxmasher2597 fair enough
@@maxmasher2597 yeah but shouldn't you also keep in mind guns at their base as well.
21:09 isn't a fair take at all. Specifically because the Railway Rifle is also found in Fallout 3, which didn't have the Railroad
5:46 depends on weapon modifications, like grip etc.
15:16 by lore, makeshift weapon, made from spare robot parts
Oh by the way there is a fully automatic laser musket that fires continuously when you crank the gun, but it's an extremely rare legendary
Honestly, I really like the cartoonish vibe of the energy weapons. The only energy weapon whose design I don't like is probably the institute rifle-it's just a bulkier version of the laser rifle.
I also like the so-called "gimmick" weapons. I like how ridiculous the alien blaster is, I like the scrappy electronic look of the gamma gun, and I love everything about the railway rifle.
I honestly don't care about ergonomics, because I'm not shooting it- my character is. I don't want the guns to look overly realistic, because we have other games for that. I just want them to be fun, and for each weapon to have some unique handling and feel to it.
also this is meant to be a what if and a 60s style game where alot of 60s aliens have that gun
it shouldve been a high end modification you could make. a mod that makes laser muskets use ammo and always instantly ready the max charge,