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I also view the homogenous ammo supply as a DISADVANTAGE given that most vendors have a tiny amount of MF cells and ECPs compared to the Guns ammo they have, and how fast Energy Weapons burn ammo, it's not a good situation. THAT's a problem.Īs far as the Tesla-Beaton Prototype goes, I think 10-15 ammo a shot would be more reasonable. Stuff like the plasma and laser rifle are not viable lategame because they are overshadowed by their stronger counterparts, and yet they're far too weak to be used at the stage in the game for which they are intended. Thing is, there are energy weapons now that are SUPPOSED to be useful mid-game. (The fact that the Energy Weapon skill includes guns of such great variety as Flamers, the Pulse Gun, Gauss Rifles, and the Alien Blaster shouldn't be overlooked as well) This is how they were in the first two games as well, you'll recall.Įnergy weapons are meant to be powerful end-game treats. Early on, they're pretty close to worthless. IF they are maxed out, they are DEFINITELY useful, and you can certainly utilize them to great effect but only in the end-game. The main advantages to Energy Weapons at that point are high-critical damage, low AP costs, and homogenous ammo supplies (You can have a lot of different types of guns all running off the same ammo type, very convenient). You need 100 Science skill to convert regular energy ammo into max charge, however.
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As someone above pointed out, if and ONLY if you use MAX CHARGE ammo will you be able to have energy weapons that compare to (and in some respects exceed) end-game guns.