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The '''microwave emitter''' is a weapon added to ''[[Fallout 3]]'' in the ''[[Point Lookout (add-on)|Point Lookout]]'' [[Fallout 3 add-ons|add-on]].
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The '''microwave emitter''' is a [[Fallout 3 unique weapons|unique]] [[energy weapon]] added to ''[[Fallout 3]]'' in the ''[[Point Lookout (add-on)|Point Lookout]]'' [[Fallout 3 add-ons|add-on]] as the final reward of the add-on's main quest-line.
   
 
==Characteristics==
 
==Characteristics==
  +
The microwave emitter uses the same in-game model as the [[Mesmetron]] [[Mesmetron manual - summary page|model schematics]]. However, unlike the of the relatively rare [[mesmetron power cell]]s made by [[Implied Hypnotics]] which are intended as non-lethal and to merely daze and confuse a target, the microwave emitter is modified to use the much more common military [[Microfusion cell (Fallout 3)|microfusion cells]] which are common to standard, lethal-force energy weapons.
This weapon ignores [[Damage Resistance|damage resistance]] and its rather large damage makes it ideal for use against heavily armored foes. Fatal critical hits will turn enemies to ash, like laser weapons.
 
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Therefore the emitter is intended as a lethal version of the mesmetron which burns, sets on fire, explodes, or disintegrates a target with blasts of intense and concentrated microwave radiation. Limb shots may cause gibbing even without the [[Bloody Mess (perk)|Bloody Mess perk]], and headshots will cause heads to explode. Fatal critical hits will not turn enemies into piles of goo as with plasma weapons, but will turn enemies into piles of ash, like with laser weapons.
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The microwave emitter has a higher base damage than [[Plasma rifle (Fallout 3)|plasma rifle]], and is even slightly better than its [[A3-21's plasma rifle|unique variant]] in base damage, but not in damage per second. Most notably, the emitter ignores [[damage resistance]] which coupled with its rather large damage makes it ideal for use against heavily armored foes, such as [[mirelurk]]s, [[Enclave soldier (Fallout 3)|Enclave soldiers]] and [[Fallout 3 robots and computers|robots]].
   
 
===Durability===
 
===Durability===
The Microwave emitter can fire a total of about 375 shots, the equivalent of 75 reloads, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
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The microwave emitter can fire a total of about 375 shots, the equivalent of 75 reloads, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
   
 
==Variants==
 
==Variants==
* [[Mesmetron]] - An experimental weapon that can be given to the player by [[Grouse]], the Mesmetron will confuse and daze an enemy instead of disintegrating them but is visually identical to the microwave emitter.
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* [[Mesmetron]] - An experimental weapon that can be given to the player by [[Grouse Jurley|Grouse]], the Mesmetron will confuse and daze an enemy instead of disintegrating them but is visually identical to the microwave emitter.
 
{{clear}}
 
{{clear}}
 
===Comparison===
 
===Comparison===
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==Location==
 
==Location==
The microwave emitter is found in the reward vault at the end of the quest [[A Meeting of the Minds]].
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The microwave emitter is found at the end of the quest [[A Meeting of the Minds]], in the reward vault behind [[Professor Calvert]]'s brain in his [[St. Aubin medical facility|underground lab]] beneath the [[Point Lookout Lighthouse]]. This is the final reward in the Point Lookout main quest-line.
   
 
==Notes==
 
==Notes==
* When you reload this weapon the animation shows the player loading a [[Mesmetron Power Cell|Mesmetron power cell]], not a [[microfusion cell (Fallout 3)|microfusion cell]]. However, microfusion cells are still loaded as normal.
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* When this weapon is reloaded, the animation will show the player character loading a Mesmetron power cell instead of a microfusion cell. However, microfusion cells are still loaded as normal.
  +
* The microwave emitter can double as a torch or light source. Like with the Mesmetron, sometimes the lighted-up display of the microwave emitter will not turn off when the weapon is holstered back onto the hip. This usually happens after using it in [[V.A.T.S.]], or sometimes unholstering it and holstering it again quickly. In these instances its blue-white light may be brighter than your green Pip-Boy light in darkened places, although the light is directed down towards and around your feet instead of all around you as with the Pip-Boy light.
* It is more difficult to use free-aim in first person with this weapon due to its bulk blocking a good portion of the screen.
 
 
* Note that there is a slight delay between pulling the trigger and actually firing the weapon. Keep this in mind when firing on moving targets and adjust accordingly. The emitter is much more effective as a V.A.T.S. weapon for numerous reasons:
* This weapon has a pretty slow fire rate outside V.A.T.S. compared to other energy weapons. Another good reason to use V.A.T.S.
 
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**It is more difficult to use free-aim in first-person view with this weapon due to its bulk blocking a good portion of the screen. The view-obscuring bulk of the weapon, added to the fact there is no targeting aimer or scope on it and the sometimes unreliable direction of the microwave beams, can also make it unwieldy in first-person-perspective. Keeping it holstered when not in use will obviously get around the obscuring factor, and fortunately it doesn't take long to unholster and enter V.A.T.S. with.
* This weapon's attack is similar to the [[Mirelurk king|mirelurk king's]].
 
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***Furthermore, the weapon has a relatively slow rate of fire outside V.A.T.S. compared to other energy weapons, and the microwave beams travel to their targets much more sluggishly outside V.A.T.S. However, inside V.A.T.S. the emitter has a rate of fire comparable to other energy weapons, and the microwave beams will travel very quickly and more accurately.
* Note that there is a slight delay between pulling the trigger and actually firing the weapon. Keep this in mind when firing on moving targets and adjust accordingly.
 
  +
* The blue, spinning balls of microwave radiation are visually similar to that of the head-crippling sonic attack of the [[Robobrain (Fallout 3)|robobrain]] and the [[Mirelurk (Fallout 3)#Mirelurk king|mirelurk king]]s.
*[CAUTION]The microwave emitter WILL ignite explosive/flammable gasses. do not be fooled. This has been tested multiple times -RaggedySquirrel 2013/05/13
 
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** Unlike most energy weapons, the microwave beams will not ignite [[explosive gases]], at least from a distance, since the microwave energy seemingly dissapates or becomes less potent over distance. However if you shoot the microwave emitter in the middle of the gas leak, it ''will'' ignite it in entirety.
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** Although the microwave beams will not travel though solid walls, they have a spread-like nature similar to a shotgun (anything living thing or its appendage within the blue beam will be hit) and so are effective at hitting slight or partial target exposure around corners, or through mesh or bars ect. However this also makes the emitter less practicable as a long-range weapon, and more effective at short to medium range.
   
 
==Sounds==
 
==Sounds==
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[[ru:Микроволновый излучатель]]
 
[[ru:Микроволновый излучатель]]
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[[de:Mikrowellensender]]

Revision as of 01:03, 14 January 2016

 
Gametitle-FO3 PL
Gametitle-FO3 PL

The microwave emitter is a unique energy weapon added to Fallout 3 in the Point Lookout add-on as the final reward of the add-on's main quest-line.

Characteristics

The microwave emitter uses the same in-game model as the Mesmetron model schematics. However, unlike the of the relatively rare mesmetron power cells made by Implied Hypnotics which are intended as non-lethal and to merely daze and confuse a target, the microwave emitter is modified to use the much more common military microfusion cells which are common to standard, lethal-force energy weapons.

Therefore the emitter is intended as a lethal version of the mesmetron which burns, sets on fire, explodes, or disintegrates a target with blasts of intense and concentrated microwave radiation. Limb shots may cause gibbing even without the Bloody Mess perk, and headshots will cause heads to explode. Fatal critical hits will not turn enemies into piles of goo as with plasma weapons, but will turn enemies into piles of ash, like with laser weapons.

The microwave emitter has a higher base damage than plasma rifle, and is even slightly better than its unique variant in base damage, but not in damage per second. Most notably, the emitter ignores damage resistance which coupled with its rather large damage makes it ideal for use against heavily armored foes, such as mirelurks, Enclave soldiers and robots.

Durability

The microwave emitter can fire a total of about 375 shots, the equivalent of 75 reloads, from full condition before breaking.

Variants

  • Mesmetron - An experimental weapon that can be given to the player by Grouse, the Mesmetron will confuse and daze an enemy instead of disintegrating them but is visually identical to the microwave emitter.

Comparison

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Mesmetron 1
1Chance to mesmerize(50%),
frenzy(30%), or head explode (20%)
1.03x106500.0525002500250
Microwave emitter Point Lookout (add-on)60
62.1Ignores DR1.03x21003020.25375850062.5

Location

The microwave emitter is found at the end of the quest A Meeting of the Minds, in the reward vault behind Professor Calvert's brain in his underground lab beneath the Point Lookout Lighthouse. This is the final reward in the Point Lookout main quest-line.

Notes

  • When this weapon is reloaded, the animation will show the player character loading a Mesmetron power cell instead of a microfusion cell. However, microfusion cells are still loaded as normal.
  • The microwave emitter can double as a torch or light source. Like with the Mesmetron, sometimes the lighted-up display of the microwave emitter will not turn off when the weapon is holstered back onto the hip. This usually happens after using it in V.A.T.S., or sometimes unholstering it and holstering it again quickly. In these instances its blue-white light may be brighter than your green Pip-Boy light in darkened places, although the light is directed down towards and around your feet instead of all around you as with the Pip-Boy light.
  • Note that there is a slight delay between pulling the trigger and actually firing the weapon. Keep this in mind when firing on moving targets and adjust accordingly. The emitter is much more effective as a V.A.T.S. weapon for numerous reasons:
    • It is more difficult to use free-aim in first-person view with this weapon due to its bulk blocking a good portion of the screen. The view-obscuring bulk of the weapon, added to the fact there is no targeting aimer or scope on it and the sometimes unreliable direction of the microwave beams, can also make it unwieldy in first-person-perspective. Keeping it holstered when not in use will obviously get around the obscuring factor, and fortunately it doesn't take long to unholster and enter V.A.T.S. with.
      • Furthermore, the weapon has a relatively slow rate of fire outside V.A.T.S. compared to other energy weapons, and the microwave beams travel to their targets much more sluggishly outside V.A.T.S. However, inside V.A.T.S. the emitter has a rate of fire comparable to other energy weapons, and the microwave beams will travel very quickly and more accurately.
  • The blue, spinning balls of microwave radiation are visually similar to that of the head-crippling sonic attack of the robobrain and the mirelurk kings.
    • Unlike most energy weapons, the microwave beams will not ignite explosive gases, at least from a distance, since the microwave energy seemingly dissapates or becomes less potent over distance. However if you shoot the microwave emitter in the middle of the gas leak, it will ignite it in entirety.
    • Although the microwave beams will not travel though solid walls, they have a spread-like nature similar to a shotgun (anything living thing or its appendage within the blue beam will be hit) and so are effective at hitting slight or partial target exposure around corners, or through mesh or bars ect. However this also makes the emitter less practicable as a long-range weapon, and more effective at short to medium range.

Sounds

SingleShotVB ReloadVB
JamVB

Gallery