Silencer doesn't even work Edit
I'm not getting the GRA specifically because the silencer doesn't work on this gun. I love being stealthy, and whats more stealthy than a silenced sniper rifle? I guess i'll have to stick to "Christine's COS Silencer Rifle" as it remains the most powerful silenced sniper rifle in the game. 188.8.131.52 18:04, September 27, 2011 (UTC)
UPDATE: A few people claim it does work... somebody put false information up on the page. 184.108.40.206 19:11, September 27, 2011 (UTC)
Funny enough, in FNVEdit the effect the suppressor mod has on the GRA Anti Materiel Rifle is *NOT* silence, like it is for the sniper rifle silencer. Its a new effect listed as <Unknown: 16>. I would surmise that new effect is the reduced effectiveness silencer that was mentioned.
- Exactly. It lowers the volume of the shot: http://web.archive.org/web/20130209011941/www.formspring.me/JESawyer/q/242678826855835774 Tyrasis 06:36, September 28, 2011 (UTC)
I just want the Base ID for the .50 Explosive rounds that came in GRA, but i don't think any of the ammunition for GRA has Base ID's yet -_-... I guess i'll just swing my sniper around like a bat seeing as i have nothing to shoot with it. XHunched 01:02, September 28, 2011 (UTC)
You're not getting it because of one fucking gun? Are you joking?
I have it now seeing as the suppressor actually has some effect, but no i wasn't joking. If i want silenced guns, and if the silencer on the GRA Anti-Material Rifle didn't work, and the only other gun that has a silencer you can put on it the 12.7mm SMG (which you can put a silencer on without the GRA DLC) Why the fuck would i buy a 320 point piece of DLC to get a silenced gun i already have silenced? XHunched 01:07, September 28, 2011 (UTC)
Lol... which is the non-GRA version until you put mods on it. XHunched 01:11, September 28, 2011 (UTC)
The name. Edit
I don't have the DLC yet, but does the in-game name actually have the words GRA? That sounds so BAD. Why couldn't they just keep the name. Now it doesn't sound right. I want my Anti-materiel rifle to be on the top of my weapons list. Now it's gonna be like the 4th. No need to put in GRA, maybe just add a + sign on the gun or something. --Felix Brehh 03:48, September 28, 2011 (UTC)
- It's actually "Anti-materiel rifle (GRA)" in-game. Idk if anyone wants to fix the page name. --Occam's Razor 03:54, September 28, 2011 (UTC)
Well as long as GRA isn't in front. I'm alright with that. It's still a bit of an eyesore to see those 3 Caps locked letters right after your weapon. I'm pretty sure the page name should stay like this, most people who look for GRA weapons type in GRA first and then the weapon name. --Felix Brehh 03:57, September 28, 2011 (UTC)
- Then just have that redirect to the real name of the weapon which is Anti-Materiel Rifle (GRA). Gary 42 06:20, September 28, 2011 (UTC)
I call this gun the GRAA-MR lesson, what do you guys think? --MilkmanAssasin 15:46, September 29, 2011 (UTC)MilkmanAssassin
- I think you are a very funny person who is respectable and in no way love men. --Felix Brehh 17:20, September 29, 2011 (UTC)
GRA Version < Vanilla Version Edit
Topic Title means: GRA Version is SMALLER (in means of Effectiveness) than the Vanilla (Standard) Version.
WHY does the GRA Version HAVE to use 10 more AP to use, just because it can utilize Mods and all that? Typical expample of the Dev's creating a 'balancing' that doesn't even make Sense; it fits Bethesda's 'Elder Scrolls'-Type of making Games (NV wasn't made by Beth., but they sure had a lot of influence), in which you can't have a Weapon/Item that just PWNS everything else, it HAS to be balanced, even if that means that you can be beaten up by enemies way weaker than you, just because the use a weapon that exposes the ONE weak spot your character has, and which doesn't even make sense!?
The completely modded AM-Rifle (GRA) fires (I have the Action Boy perk and 110 AP w/o using Jet or other enhancers) 1x and leaves 6/8ths of AP's for the next Shot, so always have to back out of VATS and wait a second or 5; The VANILLA Version I can fire 2x (55AP each shot, 110AP total) depleting the AP bar, and it does the exact same damage on hit... hm, 'bad Game Designer is bad!'.
Only upside of the GRA version is: CF Parts->less weight Bolt Mod->??? (haven't seen ANY improvement in firing Rate, but I mostly use VATS) Silencer->Makes it possible to score a sneak hit, then crouch away, wait, and go back to score another one. Repeat until all enemies dead...
Doesn't mean that the Dev's need to give out fracking Gundam Cannons which do 1 million damage points and need no Ammo, I'm talking about balancing, but not balancing the hell out of it;
Just like in RL: does my M4 Carbine with picannity guardrails and TA31 fire slower just because it has a Scope and the ability to use other attachments? No, quite the contrary, it fires the same speed and handles just as well, it's even BETTER because of the modability.
Yea and RL a .50 will blow a normal person to pieces just by nicking them, but that isn't put it for BALANCING reasons. quit complaining about a gun cause you can't do what you want with it. MkII Power Armor 18:12, November 2, 2011 (UTC)
- Well try not using V.A.T.S. it's much more rewarding shooting somebody from afar and seeing their body fly 10 feet back. I have 120 AP and yeah, I only get one shot in V.A.T.S. but where's the fun in that when they aim for you? --Felix Brehh 02:28, October 13, 2011 (UTC)
- I agree. Plus, since none of the other GRA guns have downsides like this, it's a butthurt fan complaining about a bug. It's 10 AP, take Math Wrath. >.> Nitty Tok. 03:11, October 13, 2011 (UTC)
The GRA version is much better, i know you can't trust the silencer...but you can fire faster and decrese it's weight AND you can use the Overpowered(just my opinion) explosive ammo. How can 10 ap make such a difference? It's a one-hit-kill sniper rifle! you shot from afar and don't need V.A.T.S. and EVEN if you use it you just need one bullet to kill most enemies, this is a painfully slow weapon, if you use the Vanilla version to shot 2 times on a deathclaw you will be dead before the second shot from V.A.T.S. connect.
Impressive Weapon Edit
This rifle takes out Deathclaw with just one shot to the head (sometimes taking the whole head off). Unfortunately, it uses about all of your VATS AP to make ONE shot.
The suppressor (you can't silence something this big) reduces the sound signature so chance of victim's neighbors noting where the sound came from is less.
Definitely fire from "hidden" (crouched) mode as it will also steady the shot.
One bullet into ANY part you can hit will probably score a kill, esp. if you catch them unaware for a critical hit.
However, for ultimate flexibility I think I still prefer the Survivalist's Rifle, as that bullet is not that much smaller, but is capable of hire ROF (rate of fire).
Kschang 08:47, March 21, 2012 (UTC)
Visual glitch Edit
I've just given a fully modified Rifle to Boone and the mods don't appear visually, and I'm not really sure if they're applied either. (I'm guessing it's only a visual thing, though)--Katikar 14:59, April 23, 2012 (UTC)
"the weapon itself without modifications weighs in at 20 pounds, makes it one of the heaviest shoulder-fired weapons in the game. "
Shoulder fired? Like the rocket launcher? No, I'm pretty sure its a rifle. Anyone know why this is in the article?
- It is classified, as all normal rifles are, as a "shoulder arm" or "shoulder weapon", therefore, saying it is shoulder fired is correct as it is fired while holding the buttstock against the shoulder. 21:50, May 1, 2012 (UTC)
Now Even Better Edit
Until now the AMR wouldn't be equipped by by Boone, but the fire rate increase does the trick and now he can be equipped with incendiary and explosive rounds to be fired from this 50cal. deathclaw destroyer
Explosive round praise Edit
Before I got the GRA package for Fallout:NV, this gun was one of the most reliable and powerful gun in the game for me. I would save my incendiary round like they were precious commodities only using them on the toughest of foes. Even though it is not a close combat weapon, I would stubbornly use it at close range for everything until I used up all my .50mm ammo! NOW after installing the GRA package I AM IN LOVE with the fully upgraded Anti-Material Rifle and ONLY use EXPLOSIVE rounds! HOLY CRAP! These beauties will snipe every thing from far away marked men in the divide to the centaurs in the Devil's Throat making it easy to clear to nab the CVS7-Avenger minigun! It even takes out Deathclaws from a safe distance more so than it used to with the old build and rounds. Explosive round are easy to stock up on to they are always sold in the qnty of 25-26 at the vendortron and on traveling merchants. The GRA guy under the bridge sometimes has them too, but he doesn't really restock if he does. Every 3 days I buy up every batch of EXPLOSIVE round and have a good 200+ rounds sooner than later! It's a matter of using it for select sniping only and you'll find you can keep up the ammo stack in your inventory at a constant qty. to use them liberally for fun, fast, and far shots!(in normal gameplay mode of course Hardcore ammo has weight!) The best thing here is you don't even have to nail the perfect shot critical hit to snipe from afar the splash damage from the explosive round kills just as nicely as a flawless shot! Though in close range the explosive element may cripple your own limbs and knock companions unconscious...much like the Meltdown energy weapons perk does with splash damage from the arc blast bonus damage. So be cautious in close combat. Never-the-less explosive rounds are the ONLY rounds you need, and it weathers SO WELL w/ this as a constant back up sniping weapon in your own arsenal. You will get very attached to this special .50mm explosive ammo (and the GRA mods, all tricked out, on an Anti-Material Rifle+)! I use nothing less.(Not2shabbyBABY (talk) 15:12, August 23, 2013 (UTC))