Best Fallout 3 Weapon

Best Fallout 3 Weapon 5,5/10 902 reviews

Throughout the many hours spent playing Fallout, the need to find bigger and better weapons always lingered. With over 500 hours of experience on the last two installments of the series (Fallout 3 and Fallout: New Vegas) I have seen pretty much all the Wasteland can throw at you, whether it's much needed Stimpaks sneakily tucked away in the corner of a destroyed toilet or running into the Legendary Deathclaw for the first (and last time) whilst running away from three other members of his family.

Look, I love Fallout 3, New Vegas, 4, and I tolerate 76. But throughout the years I've been on this sub and YouTube, one thing everyone brings up in the endless arguments between fans of 3 and fans of New Vegas is that New Vegas was only developed in 18 months, as if that's somehow a knock to Bethesda. Best combination of armour weapons etc in fallout 3 - last post by @ Mar 3, 2011 101 things to do on Fallout 3 List Complete - last post @ Jan 17, 2010 Categories. Fallout 3 Redesigned. Check Out This Mod. Even in 2008, Fallout 3 was far from being the best looking game out there. While locations were alright, human characters definitely were not. Fallout 3 Redesigned fixes the appearance of most NPCs in the game by redesigning their facial structures, and removing the weird skin tone that made humans look like another monstrous byproduct of the. May 08, 2020 The best weapons in Fallout 4, and where to find them By Will Fulton May 8, 2020 A lot of cool features come with playing Fallout 4, but the weapons (and their cool names) are a major perk.

Fallout Weapons Top 10

To survive the many challenging obstacles ahead of you a varied arsenal of weapons will be required, in no particular order and in my opinion, the best weapons to help you through your travels in the Wasteland. Without further ado, I present to you Top 10 Fallout Weapons.


10. Fisto! (Fallout 3)
Firsto! is a unique variant of the pneumatic Power Fist that is more durable and deals higher base damage than the standard model. It can be found in the upper area of the derelict power plant right across from MDPL-13 power station, next to a terminal on a desk. This is northwest of Minefield. Inside the power plant are multiple feral ghouls, and, depending on your level, you may also encounter multiple feral ghoul roamers, glowing ones and, with Broken Steel installed, feral ghoul reavers. This Fallout weapon will be in poor condition (~20%) when found.

Fisto! is a handy (pardon the pun) weapon to possess in the Wasteland, especially for players with lower character levels that lack caps or find themselves with limited ammunition.

9. BlackHawk (Fallout 3)
Like the standard scoped .44 magnum, Blackhawk is a powerful, accurate sidearm. It deals more damage than a sniper rifle, and holds a single bullet more. It has no recoil when looking down the scope and firing. You obtain the weapon from Agatha (her house can be found west of the Scrapyard and northeast of Meresti trainyard), after completing the quest 'Agatha's Song' and giving her the sheet music book, but you have to ask for a reward to obtain the revolver.

Who doesn't love wandering the wasteland holding a 44. Magnum like Clint Eastwood? Do you feel lucky, Raider? Well, do ya?

8. Lincoln's Repeater (Fallout 3)
Lincoln's repeater is a very high-powered lever-action rifle, dealing 25 more damage than the hunting rifle. It lacks a scope, but accuracy at long range can be maintained by ignoring the bugged scope auto-aim. It also has three times the ammunition capacity of the hunting rifle and is very effective at long range in V.A.T.S. Lincoln's repeater can be found in the Museum of History. To obtain it, enter the Museum of History, go through the lobby and enter the room with the statue of a wooly mammoth, left of the skull hanging over the entrance to Underworld.

7. The All-American (Fallout: New Vegas)
The All-American is the unique variant of the semi-automatic Marksman carbine with woodland camouflage, a magazine capacity of 24 and a higher magnification scope. It also bears the distinctive 82nd 'All-American' Airborne division insignia.

It is highly accurate, reliable and powerful with its fast rate of fire, making it one of the most versatile weapons in the game. This versatility includes the wide range of 5.56mm ammunition types; players should make sure to stock up on different 5.56mm variants to utilize this weapon to its full potential.

Personally, as a result of its versatility I find myself using this gun as the ammo is easy to acquire and is very durable for long missions within and out of the Mojave.

6. Vengeance (Fallout 3)
Vengeance has one of the highest DPS (Damage Per Second) ratings of all automatic weapons in Fallout 3, and can handily slaughter most opponents. Like all Gatling lasers, it runs on electron charge packs.

Vengeance can be found in the Deathclaw Sanctuary, which is located in a mountain, west of Paradise Falls near the Potomac, and southwest from Fort Constantine, right next to Broadcast tower KB5. The sanctuary outside has a small number of deathclaws, and around ten reside in the sanctuary itself. There is also usually an Enclave outpost close to the entrance, so beware. Vengeance can fire a total of about 3,000 beams, the equivalent of 13 reloads, from full condition before breaking.

5. Minigun (Fallout 3 & New Vegas)
The Mini-gun is a multi-barrel machine gun with a high rate of fire, employing Gatling-style rotating barrels. It was a standard military weapon before the Great War, with Rockwell's CZ series being the most popular choice in the United States.

It is widely used by many factions such as the Super Mutants, Brotherhood of Steel and the Enclave, due to its extraordinary firepower at close range. This weapon is extremely useful when swarmed by enemies due to its high fire rate, not many enemies will be left standing after you empty the linked ammunition. Perhaps, only Liberty Prime, a super mutant Behemoth or the Predator (yes, the one from the movie) can survive such a barrage of bullets at a close range.

4. Mercy (Fallout: New Vegas)
A veritable relic, Mercy is a pre-War US Army automatic grenade launcher that was apparently used by one of the US Army's counter-insurgency units hunting Chinese Hei-Gui commandos in the American southwest. Presumably during this period, one of its operators spray-painted 'Hei Gui Bye Bye' on the chassis. At an undetermined time, it was obtained by the Brotherhood of Steel and continued to serve as a weapon, eventually ending up in the hands of a Paladin in the Mojave chapter. It was lost when its operator was killed while exploring Dead Wind Cavern.

BEWARE! Knickerbocker shotgun serial numbers. This location host several deathclaws including the Legendary Deathclaw, which can be a real challenge for even the most hardened Fallout player, as its damage is much greater than any average deathclaws. This can result in even a level 30+ player dying as a result of one hit from the Legendary Deathclaw, little wonder as to why the name of the gun is 'Mercy', as it offers you just that in a time of need, although its last owner did not share the same fate nor luck as your character.

Mercy can fire a total of about 2,500 standard rounds of 40mm grenades, the equivalent of 140 reloads, from full condition before breaking.

3. Anti-Material Rifle (AMR) (Fallout: New Vegas)
The Anti-Material Rifle makes this list as it is one of the better sniper rifles available in the game. This unique version of the sniper rifle is especially lethal against targets who possess strong or heavy armor and has a various range of bullets which can be used to kill your opponent, such range includes, standard, armor piercing, explosive and incendiary rounds.

This weapon is especially useful for players who wish to acquire NCR Ranger armor from an NPC without having to deal with the consequences of their actions. The AMR comes in handy as its incredible long range and accuracy allows players to sneak attack NCR Rangers from a distance of over 100 yards which almost always results in a one-hit-kill without a loss of Karma or Reputation with the New California Republic. Due to your character being well out of eyesight it's as simple as walking up to the dead NPC and taking his NCR Ranger armor.

Best Fallout 3 Weapon

Additionally, its .50 MG ammunition is very uncommon, very expensive, and is heavy if carried in bulk in hardcore mode; a full magazine weighs two pounds without the Pack Rat perk, and one pound with the perk. When fired from the hip (without aiming), the resulting recoil from the weapons large caliber will result in the user being pushed backwards (evident in third-person view).


2. Firelance (Fallout 3)
The Firelance is a unique variant of the Alien Blaster. This weapon packs an astonishing 100% critical chance and damage, like its basic twin model, this unique weapon uses the same rare alien power cells as the Alien Blaster. Therefore carefully using your ammunition for tough battles or sticky situations is recommended for this weapon. The Firelance can fire 63 shots, the equivalent of 7 reloads, from full condition before you can throw it away.

1. Experimental M.I.R.V (Fallout 3)
Surprise, surprise! #1 is the Experimental M.I.R.V, a modified Fat Man launcher which can be located in the National Guard Depot roughly northeast of the Vault-Tec Headquarters. This weapon deals the most damage in any Fallout game and is capable of firing up to 8 mini nukes at a time. It is an unbelievably impressive complement of weaponry, an absolute death machine.

The Experimental M.I.R.V can fire a total of 63 shots, around 500 mini-nukes before repair is required.

Honorable Mention

Euclid's C FinderM (Fallout: New Vegas)
The Archimedes II orbital laser releases a huge amount of heat energy, capable of reducing many foes to ashes. In order to use Euclid's C-Finder, the player's character must complete the quest 'That Lucky Old Sun' and choose to direct power to Archimedes II at the end of the quest. The weapon can only be used once every 24-hours in-game, due to the recharge time of the lasers. This therefore is a good weapon to take down the bigger, stronger enemies within the game.

Euclid's C-Finder is not a weapon in its own right, but rather a targeting device, or 'range finder,' for the Archimedes II orbital laser platform. Euclid's C-Finder inflicts 0 damage on a direct hit to a target, with all the damage coming from the blast caused by the Archimedes II orbital laser strike. This also makes Euclid's C-Finder inoperable when fired indoors.

This ends our Top 10 Fallout Weapons list. Within MY list is a varied category of weapons to suit every Fallout fan, although this will not be statistically the best or most powerful weapons in Fallout, they are in my opinion very reliable in making life easier when facing the harsh realities of life in both the decaying Capital Wasteland and the blistering Mojave Desert.

by Lee Halliday

Feel free to leave a message in the comments section with your Top 10 Fallout Weapons list or to simply tell me what you thought about this article. I'd like to hear your opinion. Cheers!


Tags: top 10 fallout weapons, top 10 fallout 3 weapons, top 10 fallout new vegas weapons


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FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the 'canon' of the series.

Contents

  1. 6 Power Armor Overhaul
  2. 7 Equipment Tweaks
  3. 9 Repair Overhaul

Integrated Weapon Scanner [Credit: Kai Hohiro]

With changes to global damage and the weapon stat changes (describd below), the normal pip-boy dispay for weapon damage becomes very unreliable. FWE integrates Kai Hohiro's 'Pip-Boy Weapon Stat' mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption.

To use the scanner, equip a weapon for which you want to view the stats and hit the weapon scanner hotkey (default S-key). You can change the hotkey settings for the weapon scanner by opening the FWE control panel and going to 'Sub-Mod Configs > Weapon Scanner'


Weapon Re-balance

  • All weapons (including new additions, see below) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
  • You will find that all weapons are more accurate and do slightly more damage compared to the original weapon balance. This is in addition to the global damage increase described above.
  • Spread modifers for all weapons were adjusted and standardized by class of weapons (i.e. SMG, assault rifle, rifle, etc.)
  • AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.

Projectile Weapons

  • Properties based more on 'real world' physics.
  • The 10mm round was used as a benchmark for adjusting individual weapon damage, and now does 20 base damage. Higher caliber weapons do scales up in damage (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
  • The critical damage of projectile weapons is typically 50% that of the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
  • The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
  • Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol or shotgun) have higher durability.

Energy Weapons

  • Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
  • Laser weapons shoot very far, very fast, very accurately.
  • Clip sizes for most energy weapons reduced, forcing more reloads.
  • The durability of energy weapons is significantly reduced compared to projectile weapons to offset their increased power.

Explosive Weapons

  • Explosion damage and radius increased noticeably for most explosion types [credit: Realistic Explosions]
  • Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
  • Explosive 'ammo' (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
  • Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.

Melee Weapons

  • Knockdown effect added to the super sledge weapons, although the chance of knockdown is less than for explosions.

Unique Weapons

  • Nearly every unique weapon now has a unique texture or model, and have been extensively tweaked to fill new and unique roles.
  • Missing Unique Weapons added to game. These are hand placed throughout the wasteland [credits: Missing Unique Weapons]

New Weapons

FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.

In addition, most new weapons feature new 'pip-boy' style icons [credit: The 3rd Type]

Small Guns

  • Shotguns: HK CAWS, Pancor Jackhammer, Shotgun
  • SMGs: PN P90c, Tommy Gun, M3a1 Grease Gun
  • Pistols: .223 Pistol, Desert Eagle, 14mm Pistol, PPK12 Gauss Pistol (credit to Einherjrar et al.)
  • Rifles: HK G11, HK G11 E, FN FAL, XL3OE3, M72 Gauss Rifle (credit to Einherjrar et al.)

Big Guns

  • Bozar, L86 LSW, M60 Machine Gun

Energy Weapons

  • Pistols: Wattz 1000 Pistol, Magneto Laser Pistol, Pulse Pistol, Glock 86 Plasma Pistol (credit to DaiShi)
  • Rifles: Wattz 2000 Rifle, Winchester P94 Plasma Rifle, Turbo Plasma Rifle, Pulse Rifle

Melee + Thrown Weapons

  • Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi

Armor Rebalance + Additions

  • Max DR raised to 95%
  • Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
  • All armors are rebalanced and tweaked to improve the range of valid armor choices [based on: MR Armor Rebalance]
  • Many 'light' armors are significantly less heavy and are are well-suited to sneaky types.
  • Other armors increasingly weight more for the amount of protection they provide.
  • New Advanced Combat Armor [Credit: Prometheus_ts], which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.

Night Vision [Credit: delamer]

FWE includes a simple night vision feature. When wearing power armor helmets, recon armor helmets, or the stealth armor helm (if using Operation Anchorage), you can now turn on night vision using a hotkey. There are two stages of night vision depending on the ambient brightness level. If wearing power armor on your body, night vision does not require any power to operate. If not using Power Armor, night vision drains a small amount of energy cells over time. The hotkey and energy use rates are configurable. Open the FWE Control Panel and go to 'Sub-Mod Configs > Night Vision


Power Armor Overhaul

FWE completly overhauls power armor, in terms of acquisition, training, repair, and armor stats.

Obtaining Power Armor and Training

Regular (non-unique) power armor looted that you find in the wastes or loot from enemies can no longer be worn immediately. It must be carried back to a workbench and CRAFTe’d into a “fitted” version that your player can wear. This change applies to regular power armor, brotherhood armor, enclave armor, outcast armor, tesla armor, and hellfire armor (if using the Broken Steel DLC). Both the body armor and the helmet must be fitted.

Once power armor has been fitted at a workbench, it can be worn immediately, even without the power armor training perk. However, without training you will suffer additional agility, perception, and weight penalties when wearing power armor. Acquiring basic power armor training (through the usually methods or those added by the integrated “more ways to obtain power armor training mod) removes these extra penalties and provides additional benefits.

Finally, an Advanced PA Training perk has been added as a level 12 perk requiring 7+ END that can be selected during level up, and which provides additional benefits. The breakdown of power armor training benefits is as follows:

No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.

Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER

Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END

Alternative Power Armor Training (by Gryphon)

This feature adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. Highlight the space below to see spoilers for what these other means of obtaining training are:

  • Branchtender Linden's reward for the Oasis Quest
  • Graining the Outcasts trust
  • A book near the Medic Power armor
  • A terminal near the T-51B power armor

Power Armor Stat Changes (Armor/Helmet)

*** Note that power armor continues to provide extra effects specific to their type (i.e. hellfire armor continues to provide fire resist)

T-45d / Brotherhood Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1000 / 75

Outcast Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1200 / 100

Enclave Power Armor Mark II
Weight: 80 / 5
DR: 70 / 15
Condition: 1500 / 120

Tesla Power Armor
Weight: 60 / 5
DR: 55 / 10
Condition: 950 / 60

T-51b Power Armor
Weight: 110 / 10
DR: 75 / 10
Condition: 1800 / 150

Enclave Power Armor Mark I
Weight: 110 / 10
DR: 80 / 15
Condition: 1600 / 130

Hellfire Power Armor
Weight: 120 / 10
DR: 75 / 15
Condition: 2000 / 200

Repairing Power Armor

Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and sensor modules (for the helm).In addition, you can CRAFT a power armor repair kit at a workbench. These repair kits are made from 3 scrap metals, 1 abraxo cleaner, and 1 conductor, and will yield two power armor repair kits. You need at LEAST 50 repair skill in order to CRAFT the repair kit.

Disabling Power Armor Fitting Requirements

You can disable the Power Armor fitting requirements, allowing you to immediately wear looted power armor (provided you have the basic training perk) by going to the FWE Control Panel > FWE Settings > Power Armor. You will no longer be able to create fitted PA suits, but you can wear found power armor normally provided you have basic training.


Equipment Tweaks

Weapon Condition

  • Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
  • When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
  • Weapon condition has a slightly greater effect on fire rate for automatic weapons, with slower rates of fire at progressively lower conditions.
  • Reduced equipment condition degradation rates [credit: XFO]. Damage to weapon and armor condition is roughly halved. This option is configurable:

Equipment Wear Rates Control Panel Options ( Combat > Wear Rates )

Option 1 - Very Low Wear Rates - 12x slower

Option 2 - Low Wear Rates (FWE Default) - 6x slower

Option 3 - Moderate Wear Rates - 2x slower

Option 4 - High Wear Rates (Vanilla Default)


Medical Equipment

Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a 'Medical Kit' misc item that provides +10 to your medical skill when in your inventory.


Item Values

Full rebalance of item values, in particular weapons and food/chem items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.


Misc Items

The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].

FWE includes T3T's Misc Item Icons mod, which adds new pip-boy style icons for many misc items in the game.

A configurable option has been added to control the rarity of misc items in loot, containers, and vendors.

Misc Item Rarity Control Panel Options ( Loot Settings > Misc Supplies Rarity )

Option 1 - Abundant Loot (Vanilla)

Option 2 - Less Loot (FWE Default)

Option 3 - Rare Loot


Ammo Overhaul

Ammo now has weight [Credit: Weighted Ammo Mod] when held in your inventory. Now you can't carry an entire ammo supply dump around with you. Ammo weight is applied to used CALIBR ammo types as well. Ammo weight is as follows:

  • 0.01 lbs : Darts; BB Ammo; 5mm
  • 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel
  • 0.05 lbs : 44 Magnum; .308 Caliber; Rail Spikes
  • 0.10 lbs : Shotgun Shell; Mesmetron Cell
  • 1.00 lbs : Missile
  • 3.00 lbs : Mini Nuke

The weight of the different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].

The total weight of ammo carried can be seen by looking at the < Ammo Supply > item in your misc items tab.

You can DISABLE ammo weight by opening the FWE Control Panel and going to 'FWE Feature Settings > Ammo Weight' and choosing the disable ammo weight option.

Ammo is typically 2-3 times more valuable. This makes ammo a significant commodity for trading.

Ammo is now much less common (by default) throughout the wasteland, including ammo found at vendors, in loot containers, and on NPC's. This option is configurable:

Ammo Rarity Control Panel Options ( Loot Settings > Ammo Rarity )

Option 1 - Abundant Ammo (Vanilla) - Chance none ~25%

Option 2 - Common Ammo - Chance none ~40%

Option 3 - Limited Ammo (FWE Default) - Chance none ~66%

Option 4 - Uncommon Ammo - Chance none ~75%

Option 5 - Rare Ammo - Chance none ~90%


Repair Overhaul

Cross Repair

The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].

  • Many weapons and armor are now cross-repairable with logical counterparts.
  • Schematic-built weapons repairable with original parts
  • Clothing and leather armor repairable with fabric items and wonderglue
  • Weapons and metal armors repairable with scrap metal
  • Wooden stuff repairable with wooden stuff

Scrap Metal

Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT 'repair parts' out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effecient solution.

Toolkit

You can now CRAFT a tool-kit at a workbench by combing a lunchbox with a hammer, wrench, scissors, and iron. The 'toolbox' will provide +10 to your repair skill when held in your inventory.

Other Repair Changes

Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].

Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.

Ant's Sting

The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.

The Best Weapons In Fallout 4, And Where To Find Them ..

The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.