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Locations[]
One bullet says that the weapon can 'sometimes' be found inside one particular container - if this is a random spawn, then I don't think it should be included on the list, as the others there are definite locations. I'll try to verify whether or not it is a levelled container. 24.108.199.227 21:33, October 27, 2010 (UTC)
I can confirm that it is located on top of the middle double bunk bed (looking towards south) in Camp McCarran in the 1st Recon tent, near where Little Buster trains his punches on those dummies. It maybe clipping though into the bed, so it is hard to find on eye level. Try to get a boost up and you maybe able to see it.
I only noticed it was there after a failed theft of the La Longue Carbine from Corporal Sterling causing him to go hostile and pick up the Sniper Rifle himself as I previously looted his .357 Magnum ammo.
I could post a picture once I re-reach that area as I am playing a new game. Anonymous --118.210.175.19 11:07, October 31, 2010 (UTC)
Oh, the same poster as above. I am playing the game on the 360. Anonymous--118.210.175.19 11:13, October 31, 2010 (UTC)
Here are two pics of the .308 Sniper Rifle clipping into the upper bunk bed in the 1st Recon tent located at Camp McCarran. (360 version) (Note: No theft flag!) --Hydroforge 05:43, November 4, 2010 (UTC)
I just started a new character and rushed to Camp McCarran at level 2. The sniper rifle isn't there (On the bed, in the 1st Recon tent). I reloaded the area several times to make sure. I also checked on my level 20 character as well, no dice. I am on PS3. --Sartanpham 23:28, November 4, 2010 (UTC)
I've just started a new character as well and the locations listed here for Camp McCarran, the Atomic Wrangler, and Mole Rat Ranch all seem to be bunk on my game. In the house near the Ranch the door and other loot is in there as described, but the Rifle isn't and seems to have been replaced by a Doctor's Bag and scrap metal and electronics. In the Wrangler top floor it's just not in any container on the top level, and McCarran it isn't clipped into the bed. I even tried looting the ammo off everyone to see if one would pick it up when I became hostile. I'm level 11 at this point, I don't know if that has something to do with it, and am playing on a PS3 67.164.218.37 15:35, December 21, 2013 (UTC)
I've noticed that the NCR Rangers at Camp Forlorn Hope up in the makeshift towers (or viewpoints or whatever) always carry sniper rifles. This was after I did 'We Are Legion' for Dead Sea and raided Forlorn Hope a couple of times just to kill some profligates. I was near level 20-30. 14.201.8.199 17:40, December 20, 2014 (UTC)
Carbon Fiber Mod Bugged[]
Upgrading the sniper rifle with this mod lowers its weight from 8lbs to 3lbs according to the item's label, however the weight that it adds to the Courier's backpack continues to be 8lbs in the patched up PC version.--Phiont 23:23, November 6, 2010 (UTC)
I can confirm that this mod is also bugged on the 360. While it labels it as 3lbs. It still is effectively 8lbs (unmodified weight). This is disappointing, but to those with low STR and therefore low max carrying weight, the Gobi Campaign Scout Rifle at 4.5lbs is an alternative. Although, you won't be able to have the benefit of the suppressor mod. --Hydroforge 06:34, November 12, 2010 (UTC)
increased rate of fire[]
even with the trigger dicipline trait I found that the sniper rifle had a higher rate of fire than that of fallout 3, and was wandering if anyone else noticed this?Superinsomniac 02:06, November 11, 2010 (UTC)
Superior to Anti-Materiel Rifle[]
With high luck build, and hand loader. Sniper Rifle is superior to Anti-Materiel Rifle in every single way Every shot will do more damage at much faster firing rate Because sneak criticals ignore armor, you can use hollow point for sneaking and the damage is still higher than AMR. and it's lighter, silenced etc etc
- i have 10 luck, finesse, built to destroy, better criticals, and hand loader crafted bullets...
- i killed the legendary deathclaw in 2 shots... "the hardest enemy in the game"
- not to mention i have fast shot trait which is supposed to give me terribad accuracy compared to trigger discipline, i mean minus 20% compared to plus 20% is a whopping 40% difference.... yet i never miss at max viewable distance with the sniper, ever.
- i wish people would just admit to themselves how terrible trigger discipline really is, its kind of pathetic that people out there still trying to sell it as a good trait to people looking for advice when its probably the single worst thing you could take. 20% slower fire rate and 20% higher AP costs for no perceptible difference.... i mean really, its only function is to make you worse.
It has to do with the way the modifier functions. Whatever your percent to hit is it adds or subtracts 20 percent of that amount. So at the max chance to hit 95%, fast shot subtracts 19%. But at longer distances the effect will be mitigated say 35% chance to hit. Then you only loose 7%.
Here's my reasoning behind trigger discipline. I like the sniper rifle as my go to gun, so I centered my build around it. With kamakazie and trigger discipline I still get 3 rounds for a single vats sequence. So I don't loose any shots for a single vats sequence. For most targets (excepting large easy to hit ones) chance to hit at maximum vats range is anywhere from 30-45 percent. So you get a handy 6-8 percent bonus to hit. Combined with concentrated fire it makes for a nice "auto snipe" feature for irritating fidgety enemies like cazadors at long ranges. Rhomb 05:46, November 24, 2010 (UTC)
--Agreed, the suppressor mod is also very useful when you want to kill things without losing rep. I used it during the ncr prison raid, head shotted every ncr soldier with no rep loss. With hand loader bullets do 1.5% damage, heard they nerfed it a bit in the patches. but as far as unpatched off the shelf games, arguably the best gun. also doesn't hurt that you can fire 5 shots in succession without reloading or operating a bolt.
..excuse me but what? why is everyone hating the AMR? sure when you do all of this crap you SORT of get a more powerful sniper rifle, but somehow when I tried the same thing, I only brought the damn things health to half and got killed..an easier way to kill deathclaws? just get 100 gun skill and get an AMR, simple as that, idk why, but with better criticals, bloody mess, lord death, and abominable perks, I just one shotted the legendary deathclaw in the head and gathered my loot..and trigger discipline actually helps a bit, I mean sheesh, I shot a gecko with a 7% chance of hitting in th ehead with a 10mm pistol with all mods on it..once I get finesse, I suppose my sniper rifle and AMR are the only things im gonna carry..that and my Fat Man of course :3 lol
- Ok then, take your AMR and go get the Remnants power armor without taking a single hit or using a single stimpack, I know I did it with a silenced sniper rifle and sneak =D sniper rifle takes skill, AMR is just brute force unskilled means. It wont help you against a horde of Deathclaws once you fire off that first shot and 20+ come running at you because you have given your position away. ☣Avatar☣ 05:19, February 11, 2011 (UTC)
lmfao already got the remnants power armor on Hardcore mode, WITH the AMR :/ it was too easy (especially when you have Veronica and ED-E as Allies) basically we mopped them all up and never took any damage at all (Veronica was equipped with Pushy and ED-E had an attack boost) and AMR is actually a decent weapon on sneak kills (20 of them didnt rush at me at all, so..what are ya smokin?) and just waltzed in, sniped each one with a good hit, when the pack near the end finally noticed, it was a bit too late for them to rush at me..this rifle is great on Dead Wind Cavern on basically overall..so why do you say its just for brute strength? I think its actually made for skilled players (you need a 100 gun skill, weapon handling perks and whatnot..so...yes...I tried your challenge and won successfully, your point is now?? -Zerginfestor
Comment regarding "suppressor useless (?) when equipped by companion"[]
Regarding this:
- Notice that with the Sniper rifle suppressor added onto a rifle it becomes completely useless when the modded rifle is given to a companion (specifically Craig Boone, yet to test other companions) When it is equipped by the companion it looks exactly the same as a regular Sniper Rifle and the sounds are the same as well. This can be particularly annoying when stealth is required.needs verification
Can't speak for the PS3 or PC version, but I'm playing on the 360 and I very intentionally equipped Cass with the suppressor-modded Sniper rifle -- because when I was trying to be sneaky, pop in and out with suppressed weapons, etc, I found it terribly irritating when BLAM BLAM BLAM Cass would come 'round the bend, blasting her way to my (previously unsuspecting) target.
Long story short, I took a trip to the Gun Runners ASAP, modded a sniper rifle, equipped it on her with an appropriate amount of ammo, and it sounds the same as when I fire (the suppressed sniper rifle) it. The only time this *isn't* the case is when Cass runs out of Sniper ammo and falls back on her shotgun ... which (I don't know off hand what Boone starts out with) might be happening in this case? Perhaps the poster is allowing Boone to run out of ammo -- or maybe Boone's starting weapon has a higher DMG than the modded Sniper -- either way, I wonder if it's possible (for this particular poster) that the companion in question is firing/equipping a different weapon...? Just a thought/suggestion; maybe Cass is just quieter than most. :) ⊕Fjord
I don't know, I'm experiencing the same thing on my 360. When I give Boone a supressed sniper rifle, the silencer disappears and the rifle is loud as hell. I can't say for certain if it actually alerts enemies by its sound though. Might be something to look into there. Enemies always go into caution when he starts shooting anyway because they see their friends laying dead on the ground. It'd be nice if someone could look into this in more depth. Zac hemker 18:13, February 1, 2011 (UTC)
Boone uses a hunting rifle by default. Kschang 02:20, March 26, 2012 (UTC)
DPS[]
How the crap does 65 dam * 1.6 attacks/sec = 195 DPS? --DragonJTSLeave me a message 15:59, November 17, 2010 (UTC)
Damage and DPS stats are taken from the geck and are wrong sometimes example the YCS/186 yeah 420 DPS sure. --1stRecon 00:51, November 27, 2010 (UTC)
critical chance[]
On the page with all the weapons for sniper it is written x5 and on the sniper page it is x1!
Which is the right one?
- It was x5 originally, but was nerfed to x1 in the 1.2 patch. Servius 12:56, January 6, 2011 (UTC)
Boone[]
If i give him a sniper rifle he will be a berett wearing killing machine? or will it make him worse?
- It's "beret", but I tried it. He's shooting it like a machine gun (bam bam bam) at everything in sight, and since the gun ain't exactly sturdy I soon ended up with a completely useless gun. Kschang 22:46, March 22, 2012 (UTC)
Possible Glitch?[]
All my scoped rifles (All American, Sniper Rifle and Anti-Material Rifle) have got this shitty pink cracked screen? how do I fix this? or is it some kind of thing to show that they have been broken?
Reason for decreased damage[]
"Prior to patch 1.2 the sniper rifle had a damage rating of 62; this has now been adjusted to 42, to compensate for the high fire rate when compared to the hunting rifle."
- Was this an official reason put out by Obsidian or is it someones personal opinion? (The reference to the Hunting rifle.) I would be curious to see where this came from. I understand fixing glitches, but why the hell would they come along and lower the damage on a weapon? I’m a stealth/sniper type player. The sniper rifle is my go-to weapon and they really cut the punch right out of it with this latest patch! It also doesn’t seem as accurate, I typically free aim from long distance and I keep missing shots I know damn well I would typically make prior to the patch. ReapTheChaos 11:38, January 6, 2011 (UTC)
I think it was less about the Hunting Rifle and more to make the Anti-Materiel Rifle a viable choice. Pre-patch, there was no reason to use the bigger gun. Sniper Rifles fired faster, did more damage (due to the x5 crit chance), and could be silenced. Now the DPS is about the same (Sniper Rifle is a bit higher initially, but drops off faster vs armoured targets), it's harder to pick between them. Sniper Rifle still has a stealth advantage, but will now struggle to one or two-shot stronger enemies. The AM Rifle is noisy, but it WILL drop whatever you fire it at.
All of this is speculation, obviously. Zakrael 14:32, February 23, 2011 (UTC)
Why does the critical chance keep changing ?[]
Wait a minute! the sniper rifle's (along with it's unique variant) critical multiplier was supposed to be set to x2 not x5 as of Fallout: New Vegas patch 1.3.0.452 this was correctly listed recently but someone changed it. --BattleBen 05:04, June 9, 2011 (UTC)
AMR vs. SR, full mods[]
Okay folks, AMR vs. SR, full mods. Which wins?
After running through Lonesome Road with AMR (full mods), I found it to be a GREAT weapon... IF you can catch your target UNAWARE so you can score a critical hit. I've taken down a Deathclaw (you know the ones on the broken overpass) with a single shot to the head. Of course, if you MISS the shot and they realize you're shooting at them, then all bets are off!
So what you basically have to do is take a shot from an easily concealed location, then immediately HIDE and displace to a secondary spot. By then your AP would have regenerated, so repeat.
Sniper rifle, on the other hand, needs to pretty much go for headshots. But if you can queue like 2-3 shots in VATS and each of them hit you'll still get a take down. You just don't get that "critter flies back 10 ft as if poleaxed" ragdoll animation. :D
I've taken down entire Cottonwood Cove with just my sniper rifle (and Boone just sitting there). I didn't even use that many VATS shots.
AMR Pros:
- if you hit in VATS, it's probably a kill
- AP ammo goes through almost any armor
- multiple ammo types (incendiary, explosive, regular, AP)
Cons:
- slow firing, get ONE shot in VATS
- VERY heavy, even with the mods
- ammo extremely rare in Mojave
- not as suppressed as SR
Sniper Rifle Pros
- extreme long range shots possible
- good critical hits
- .308 bullet easy to find (and make)
- can be suppressed
Cons
- slow firing compared to, say Survivalist's Rifle
- flimsy weapon (low durability)
- doesn't always offer one-shot one-kill
Comments? Kschang 23:45, March 22, 2012 (UTC)
Sound[]
The sound we have for the sniper rifle here seems totally off. I'm playing FNV right now and the shot sounds identical to the sound made by This Machine when fired. Can someone do a sound check on the sounds for this one and the Fallout 3 one? Richie9999 (talk) 06:09, March 1, 2013 (UTC)