There are plenty of balancing issues within weapon groups, but that's not what this is about. This is about weapons that, taken independently, are still either broken or not suitable for any late game use.
Black Powder Blunderbuss – The only black powder weapon that is not capable of having legendary effects. For all intents and purposes, it is a black powder pistol but worse. It's difficult to even test it because getting a high level variant is extremely rare. I've seen it spawn once or twice at the Harper's Ferry vendor.
Crossbow – With the perfect legendary effects, this weapon is just barely viable. Without any mods, it has no redeeming qualities. It is a silent weapon, so it benefits from mister sandman, but even a sneak attack critical headshot is barely good enough to take out a super mutant warlord, and even that is a stretch for its potential. I would love to see somebody take out a scorchbeast with this thing.
Syringer – It's a gimmick weapon, but even as a gimmick it serves no purpose. The bleedout and radscorpion syringes are so bad they can barely kill level 1 scorched. To be fair, they stack and ignore armor, so they are actually a bit better against very tanky enemies like the sheepsquatch. Despite all of that, though, they are still too weak to ever consider using alone. The endangerol barrel looks good on paper, but there are conflicting results about whether or not it even works. Oh, and it still drops from legendary enemies even though it can't have legendary effects.
Broadsider – The weapon has decent stats. It just happens to have the unfortunate issue of not working half the time. The cannonballs have the same issue as the alien blaster, in that sometimes they will be incredibly delayed (and therefore almost certainly miss). Cannonball explosions will also just randomly decide not to work, so you will only deal 5-10 damage from the direct impact. Things with limby hitboxes (scorchbeasts, humanoids, insects) are the most likely to not take damage from explosions. Speaking of explosions, the splash damage is incredibly small, and seems to not even be affected by grenadier. The weapon also breaks way too quickly to be useful.
Flamer – The weapon itself is fine. It's just unsustainable due to how difficult the ammo is to make. Way too little fuel is created for the amount of resources that are used.
Plasma Rifle/Enclave Plasma Rifle – The Enclave variant is impossible to learn crafting plans for, so it's difficult to test. I will simply assume that it's the same as the normal plasma rifle. The main issue is that the sniper barrel does not deal enough damage to justify its limitations. It is barely stronger than a regular rifle barrel. Also, the flamer and shotgun barrels still benefit only from the rifleman perks.
Laser Rifle – Nowadays this weapon is actually usable, although its damage and durability could still use a boost. The issue is that using a scattering muzzle will make its durability go down FAR too quickly without providing any real benefit.
Tesla Rifle – Charging lobbing barrel can not be modded on, it can only be obtained from the obscenely rare instance where an enemy drops you a pre-modded one. Also, tesla rifles that drop with a charging barrel don't have a sight – the attachment in that slot is a "scope", even though the tesla rifle does not have a scope. More importantly, however, an automatic tesla rifle used against a large crowd can consistently cause the damage bug where enemies will heal back all non-melee damage, essentially being invincible. This has been an issue since launch and I reported it multiple times. Last time I checked it was last week, after the most recent update and it still causes this gamebreaking bug.
Alien Blaster – Oh boy, where to begin? So much potential, yet all of it wasted. It suffers from the same projectile issue as the broadsider, where shots may come out extremely delayed (and therefore almost certainly miss). Its damage is a joke – at level 50, it is essentially equivalent to a 10mm pistol, except it can't have legendary effects and the ammo it uses is obscenely hard to get – server hopping its only spawn point might get you a dozen or two alien cells at a time. So you won't ever really be using the normal one, only the fusion cell variant. In that case, it becomes worse than a pipe pistol. Also, all of its mods are one-way transformations – you can't change it back to using alien blaster rounds, or even remove its scope once you put it on.
Missile Launcher – Suffers from the same problem as the broadsider, where explosions will sometimes not deal damage and you will only do 1 point of damage from a direct impact. It happens less often than it does on the broadsider, but appears to have no pattern of enemy type or position. It just sometimes doesn't work. It also breaks too quickly to be viable.
Bowie Knife – Same issue as the cultist dagger, it has a mod but can't be modded. The only way to obtain a serrated blade is to get obscenely lucky by having an enemy drop one that is already modded. This has been changed at one point – when I first got a serrated bowie knife drop, it was called serrated bowie knife and had "no upgrade" attached. Now, the exact same bowie knife is a bowie knife with a serrated blade attachment.
Cultist Dagger – Same issue as the bowie knife, it has mods but can't be modded. There are serrated and stealth blades, which can only be obtained from an enemy dropping a pre-modded one.
Drill – Same issue as all other v. fast speed melee weapons, its damage is awful. Ever since the 200% repair damage glitch was fixed, there is simply no way to make this weapon viable. Oh, and it still drops from legendary enemies even though it can't have legendary effects.
Mr. Handy Buzz Blade – Same issue as all other v. fast speed melee weapons, its damage is awful. Ever since the 200% repair damage glitch was fixed, there is simply no way to make this weapon viable.
Ripper – Same issue as all other v. fast speed melee weapons, its damage is awful. Ever since the 200% repair damage glitch was fixed, there is simply no way to make this weapon viable.
Chainsaw – Same issue as all other v. fast speed melee weapons, its damage is awful. Ever since the 200% repair damage glitch was fixed, there is simply no way to make this weapon viable. It also spawns only at level 20 from a couple static spawns, and can not be legendary. Not that legendary effects would even make this trash useful.
Bethesda pls. The weapon variety in this game is already a bit lacking to begin with, but having so many things either broken or unusable in the late-game really narrows your options.
Auto Grenade Launcher – breaks very quickly, but it's actually a strong weapon and viable against end-game enemies.
Gamma Gun – If not for the buff it received in the latest update, it would have been on this list.
Shishkebab – It's extremely weak, but at least it's good enough to still kill things and can have legendary effects.
Paddle Ball – I'd like to say something about it, but I can't. It supposedly has some mods that you can learn from scrapping, but I have not been able to find anybody selling fuzzy tokens or paddle balls for any price and am not able/willing to farm hundreds for myself just to test this. It's clearly a gimmick weapon though, so I'm not sure if the results would matter
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© Post "Just a friendly reminder, there are still weapons in the game that are in some way fundamentally broken or even completely unusable" for game Fallout.
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