The combat shotgun is a weapon in Fallout 4.
Combat shotguntypeCombatdamageAP usedCore Statsfire raterangeaccuracyweightvalueWeapon Infoammoclip sizeRelated Perksdamage
Rifleman (semi-automatic),
Commando (automatic) Bloody Mess Basher Astoundingly Awesome 2 (with scope) Ace Operator (with suppressor) modsMisc.CharacteristicsEdit
The default combat shotgun utilizes an 8 round box magazine, but can be upgraded with a 12 round extended magazine or a 32 round drum magazine. The weapon is semi-automatic, and being magazine fed it does well in clearing out rooms and ripping apart enemies at close range. As indicated by the metal stamping on the weapon's bolt, the combat shotgun is chambered for 12 gauge shotgun shells. Each shell holds 7 (shot) pellets by default.
The combat shotgun can, however, be upgraded to be a fully automatic weapon at the expense of reduced range (in contrast to other weapons where fully automatic modification mainly reduces damage per shot and only has a small effect on range). But the automatic receiver fires barely faster than (manually) rapid firing the semi-automatic version. In fact the Hair Trigger and Advanced semi-auto receivers fire faster than the various automatic receivers, apart from the Rapid Automatic receiver.
Like double barreled shotguns, combat shotguns suffer very severe damage penalties when fired outside of the listed range. The range-based damage penalties are 5x greater than for other types of weapon. This is in addition to the consequences of pellet spread at range, which will cause more pellets to miss as the range increases.
The weapon features rather heavy recoil; even when fully optimized with modifications for recoil control it still remains considerable, which can limit the weapon's ability to accurately make rapid follow up shots anywhere outside of point blank range.
On the plus side, when hipfiring outside of V.A.T.S., unlike other weapons, shotguns suffer no penalty to the aiming reticle size when moving the weapon laterally. This is similar to the effect of finned barrels on pipe guns. Batch delete word images.
The combat shotgun and combat rifle share nearly identical models, with only a few differences. This may make it confusing when clearing out a room of raiders or gunners with combat rifles and shotguns.
Weapon modificationsEdit
VariantsEdit
LocationsEdit
NotesEdit
BugsEdit
The damage of the explosive legendary variant of the combat shotgun is labeled wrong, while V.A.T.S. adds 15 damage to the total damage, the added damage is actually increased per pellet. (7 pellets*15=105 Base, 120 W/ advanced receiver. Leveling up the Demolition Expert perk increases the explosive damage independently from direct hit damage.) [verified]
GalleryEdit
A long barrel combat shotgun with a full stock, medium magazine and suppressor
Combat shotgun modified with a ported long and shielded barrel, marksman's stock, front sight ring, drum magazine and compensator
Richie Marcus loves balls
2 years ago
In my current FO4 run, i've been focusing on accurate, powerful, single shot weapons, since ammo is scarce and they use the ammo more efficiently. I'm now about mid-game, ammo isn't as much of a problem and i can get far more than enough for the single-shot strategy, but i want a high DPS at close range, so i get an automatic sidearm.
They do the job, but holy shit do they guzzle so much ammo! I had to stop using them because not only was it expensive, but the venders simply didn't stock the quantities of ammo i needed to keep using the automatics. Is it just because i didn't have the perks to increase their damage? Or does anyone else find that automatics are too impractical for regular use?
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CommandoFallout 3 / Fallout: New Vegasrequirementsrankseffects
V.A.T.S. accuracy with two-handed weapons increased
Fallout 4requirementsrankseffectsFallout 76requirementsranksperk card pointseffects
Basic combat training means automatic rifles do increasing damage.
Fallout 3 and Fallout: New Vegas perk image Fallout 4 perk image
“While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.”— In-game description, Fallout 3 and Fallout: New Vegas
“Rigorous combat training means automatic weapons do 20% more damage.”— In-game description, Fallout 4
Commando is a perk in Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76.
Fallout 3 and Fallout: New VegasEditEffectsEdit
In Fallout 3 and Fallout: New Vegas, the perk increases your chance to hit in V.A.T.S. by 25%. This bonus is multiplicative, not additive.
Affected weapons in Fallout 3EditAffected weapons in Fallout: New VegasEdit
Fallout 4EditFallout 4 Auto Laser ShotgunEffectsEdit
“Rigorous combat training means automatic weapons do 20% more damage.”— Rank 1 description
Ranks 2 and 3 each add 10% hip-fire accuracy, for +20% total. Rank 4 gives a 4% chance to stagger a target. Rank 5 increases this to a 6% chance. In addition, if Nuka-World is installed, Commando now becomes a crafting perk, mainly for the automatic variant of the handmade rifle.
Affected weapons in Fallout 4Edit
In general, Commando affects any automatic pistol or automatic rifle, but, despite its wording, does not affect automatic heavy weapons. There are also exceptions: for example, a pistol-gripped plasma thrower is automatic, but is affected by Gunslinger, not Commando.
Fallout 76EditEffectsEdit
Fallout 4 Automatic Pistol PerkSee alsoEditNotesEdit
See alsoEdit
Related content
Fallout 4sends you off into the Commonwealth wasteland with just a 10-millimeter peashooter, which isn’t going to cut it for protecting yourself against much more than radroaches. The game starts slow as you learn to survive, and it can feel like ages before you find a kick-ass weapon, let alone one with enough ammunition to use for anything more than special occasions. Fortunately, several of the best weapons in Fallout 4 are not very hard to acquire relatively early in the game, which should give you a leg up in tracking down the harder-to-acquire ones on your constant path to mastering the wasteland. When you walk into a hive of raider scum, you might want to be packing heat.
Kellogg’s Pistol
This pistol packs a powerful punch, and even though it crosses your path pretty early in the main storyline, it remains relevant throughout the game. Featuring staggering stopping power paired with decent range and accuracy, Kellogg’s Pistol fills the classic video game niche of the magnum revolver. The ability to refill your AP on critical hits makes it extra deadly in VATS, too. The catch is that it requires .44 rounds for ammunition, which are far from common. The ammo scavenging perk is helpful in this regard, but for the most part, you’re going to want to save this gun for particularly rough battles or for devastating sneak attacks.
You actually meet Kellogg before you ever leave the vault, but it takes a little while before you can find him again and take his pistol. Head to Diamond City and find Nick Valentine. Eventually you’ll get to a quest called Reunion, where Dogmeat will lead you and Nick to Kellogg by the scent of his cigars. He’s holed up in Fort Hagen along the western edge of the Commonwealth. He has quite a few synth friends and likes to use a stealth boy, so get ready for a pretty serious boss fight. Fortunately for your trouble, his clothes are also a decent set of unique armor that is likely better than anything else you’ve found to that point.
Righteous Authority
Like Kellogg’s Pistol, this is one of the earlier powerful weapons that people tend to find. Fortunately, unlike Kellogg’s it relies on the far more common fusion cell to work, which are everywhere once you start to fight synths. Critical hits do double damage and are ready more frequently, making this especially effective in VATS. If you have high luck, then this stacks beautifully with the Better Criticals and Critical Banker perks to dish out hot, lasery justice.
As you head south toward Diamond City, you’ll pick up a distress radio beacon from the Cambridge Police Department. Follow it and you’ll find a stranded Brotherhood of Steel platoon holding off an onslaught of feral ghouls. After you help them out, talk to their leader, Paladin Danse. He will ask you to come help him collect some equipment from nearby ArcJet Systems, which is swarming with synths. Thankfully, Paladin Danse comes along to help, and he’s wearing power armor and wielding Righteous Authority, so you’ve got excellent backup. Afterward he generously rewards you with his personal gun and invites you to join the Brotherhood of Steel. Whether you want to stick with them in the long run or simply move on, it’s worth heading to their airship with Danse in order to collect your knight’s power armor.
Grognak’s Axe
The types of ammo you rely on can sometimes be in short supply, so even if you’re not going for a strength-based brawler, having a reliable melee weapon with you is always a good idea. This axe does serious damage, too, and the staggering it causes is especially useful if you need it to fight your way out of a rough spot.
The axe is located in a locked case (advanced) behind the counter on the first floor of Hubris comics. It appears empty when you first walk in, but will soon be swarming with feral ghouls. We recommend just coming prepared, and maybe tossing a molotov cocktail or two into the back of the store right when they peek in.
Furious Power Fist
This nasty piece of work does a whopping 57 damage that increases the more you hit the same victim. Sneak attacks with it will also obliterate most average enemies.
Even though this weighs less, it’s a strict upgrade over Grognak’s Axe if you can manage to acquire it. In the middle of Boston Common is a swan pond, with what appears to be a dead swan. Approach and you’ll quickly find out that it’s actually being worn Björk-style by a towering super mutant behemoth named Swan. He’s a nasty piece of work himself, so bring a lot of explosives and keep your distance. Kiting him around a nearby tree while blasting him with rockets is a good way to go. You can loot the Power Fist off of his body once you fell the giant.
Le Fusil Terribles
Most of the game’s shotguns are slow firing, slow to load, have terrible range, and feature small magazines. The one exception — and easily one of the best weapons in the game — is Le Fusil Terribles. It loads 32 shells at a time and showcases impressive damage, especially for its range, with a special ability that just slathers on more damage and makes it especially good for blasting off limbs.
It resides in a raider settlement called Libertalia, on the water to the northeast of the airport. Fight your way across a series of boats strung together with bridges to the top, and you’ll find it on top of a crate in the captain’s quarters. If you cozy up to the Institute you will end up there as part of a quest, but you can get it any time.
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