Fallout Wiki
Advertisement
Fallout Wiki

For Christ's sake![]

It's just a ****ing regular ass Sniper Rifle with mods? LAAAAAME.... --99.154.247.56 22:58, July 19, 2011 (UTC)

If the stats here are correct, this does 17 more damage, has a higher critical multiplier (2.5), has a bigger crit damage bonus, but has a greater ap cost, and a slower rate of fire. And this is the second unique weapon with a silencer in NV. Firehwk 00:02, July 20, 2011 (UTC)

  • It's a good gun, no mistaking that. I just wish they'd taken the time to reskin the frickin thing. I'm happy it doesn't look as plum stupid as the Gobi Campaign scout rifle, but would it have killed them to slap a BoS logo on it or something? (SPAMLibArmy 19:01, July 23, 2011 (UTC))

Considering it's damage is only a few points different from the Gobi the only thing that makes it a little better is the silencer, but that's at the cost of one less round in the weapon and an extra pound of weight. I say screw it and carry them both, I will play each for a few more hours before deciding on which one to carry the rest of the game. GlassJAw667 19:47, July 23, 2011 (UTC)

Whoever called this weapon "lame" above, maybe you should consider that this this the only silenced weapon in the game except for the ratslayer that gives the player a real chance to get the critical chance to 100%. Except the Ratslayer does only low damage, so on higher levels it's useless, but this weapon is so powerful, a critical non-sneak hit will kill everything, no matter the hp/DT, without betraying your position to the enemies. And if the enemies don't know where you are they can't shoot you. They will aggro when they see dead camrades, but if you reach 100% crit chance you just keep shooting, all enemies drop dead, exterminate entire Hoover Dam, Bitter Springs, all NCR troops during the attack on NCRCF, you name it, most difficult fights gets totally easy with this weapon, cause enemies will never know where you are.

So how to reach crit chance 100% with this weapon? The weapon has a 2.5 crit modifier, as such you need 38% crit chance on the player character:

10 luck - 10%

sniper beret - 5%

Joshua's armor - 3%

Light Touch perk - 5%

Built to Destroy - 3%

Finesse - 5%

Crit chance magazine with proper perk - 10%

41 x 2.5 == 102,5% + 5% VATS bonus == 107,5% crit chance

Use Jsp or hollow point depending on DT, better criticals, Eye for an Eye perk, you think there's a single enemy in the game that will survive a non-sneak attack from this rifle, now that it got 100% crit chance? I think not. Granted, the crit chance magazines are limited, but there are at least 20 in the game, should be enough for really difficult fights.WRFan 08:03, December 13, 2011 (UTC)

Eh, math is wrong. Light Touch adds in after the multiplier.

So lets say:

10 Luck, 10%

Snipers Beret, 15%

Finesse, 20%

Ulysses Duster, 25%

Built to Destroy, 28%

True Police Stories, 38% X 2.5 =95% + 5% + 5% = 105%

However this requires tradeoffs, for example the duster and built to destroy. I would argue that the courier duster with the AP bonus would be more usefull, as more AP would essentally allow you to roll more often for criticals and still take advanatage of light touch. I also tend to think that the usefullness of Built to destroy is mitigated for the same reason since traits like fast shot or kamakaze allow more AP for more critical rolls (and the 5% vats bonus) and very likely a higher overall damage output. But better yet, Logans Loophole allows players to abuse the drugs steady (excelent synergy with fast shot) jet and rebound without consequence (which are also more readily available than True Police Stories magazines). This would greatly increase damage output by both adding AP and increasing chance to hit drastically. Rhomb (talk) 03:55, May 6, 2013 (UTC)

Not really, if you have both "better criticals" and "just lucky i´m alive" (1,5 x 1,5 =2,25 times critical damage ) you want that to trigger as much as possible and with "voracious reader" you can easily make 100 + true police stories. As for AP, sugar bombs and some drugs add AP and there are also ways to reduce AP-cost like "fast shot", "math wrath" and rushing water. + to crit chance is much harder to come by.

Typo or no[]

Should the part of the sniper name "cos" be "bos" for brotherhood of steel because Christine is in the BOS or does cos mean something else?

The Circle

Not so bad...[]

With crit mult it will do 70% crit chance (w/o VATS) And its have a silencer for sneak attack criticals. So the damage in a head with sneak critical and handload ammo will be more than 700 on unprotected targets. And little less with armored.

  • 10 Luck, Built to Destroy, Finesse, Light Touch, Joshua Graham's Armor and 1st Recon Beret x2.5 = 77.5 Possible crit chance, but without built to destroy (Since Old World Blues there is some better traits around) 70 is the best it can get. -FieryWrath 21:05, August 21, 2011 (UTC)

what do you care[]

its a free silenced sniper rifle that does more damage what do you care

Note[]

I don't like to edit pages without being 100% it won't get removed for a reason or another (possibly changed for place/gramar I can accept) but I'd like to remove something from the page. "Due to its low weapon health of 85, it degrades rather quickly." The regular Sniper Rifle only has 80 item health, so it's still an improvement over the average rifle.

You see a lot of opinionated comments like that on these pages.

Missing Bug[]

In the page for the Anti-materiel rifle GRA it mentions that it "...will rarely alert enemies to the Courier's presence, unlike other rifles such as Christine's COS silencer rifle." but I see nothing in the bugs on this (COS rifle) page indicating what that means.

http://fallout.fandom.com/wiki/Anti-materiel_rifle_(GRA)#Notes

LzT--74.215.30.130 15:51, November 27, 2011 (UTC)

It means it suffers from exactly the same bug as the Ratslayer - there's an error in the template, to fix, set the onHit effect to "No Dismember/Explode," "Explode Only" will always alarm the enemies, making a silenced weapon completely useless. Also, comparing the GRA Anti-Materiel Rifle with truly silenced weapons - unless bugged, as described above, truly silenced weapons will never alarm enemies, so you can sneak kill up to 3 enemies before the rest notices the dead bodies and gets alarmed, but the anti-materiel rifle uses a suppressor mod, NOT a silencer, as such it decreases the weapon's noise from Load to Normal, but not to Silent, while Christine's sniper rifle is truly SILENT, except Obsidian always does the same mistakes all over again. See standard varmint rifle template, it uses the proper setting "No Dismember/Explode," so when silenced, a varmint rifle will never alarm enemies until they notice the bodies, but for people who don't have access to the toolset to fix the Ratslayer/Christine's rifle, these weapons are throw-away crap- useless.WRFan 07:52, December 13, 2011 (UTC)
I'm not convinced this is a bug. It's a more powerful weapon, so it can explode heads. People tend to notice when their buddies' eyeballs are flying past their face. Besides, it alerts enemies to your presence, not your location, so with a good sneak skill and a well-chosen sniping spot you can still wipe out small groups of enemies without ever being seen; they're even nice enough to gather up in a small group around their dead buddies for easy disposal. Hardly "useless".24.129.75.168 22:28, May 3, 2012 (UTC)

Incorrect DAM listed?[]

I just picked up this rifle, and it's listed DAM is only 57 though the wiki says it does 62 damage. My guns skill is 83, so I meet the minimum skill for full damage. Am I missing something or is the listed stats wrong?

Is it fully repaired? User:Great_MaraMessage 03:29, September 7, 2012 (UTC)
Ya, the condition is beyond the 75% mark.
I'll look in the GECK for you. One moment. ~ Toci ~ Go ahead, make my day. 03:30, September 7, 2012 (UTC)
According to the GECK, the DAM of the weapon is in fact 62. You may have something offsetting the number, such as an addiction or anything of that nature. Please let me know if there is anything else I can do for you. Thank you for your concern. ~ Toci ~ Go ahead, make my day. 03:37, September 7, 2012 (UTC)
Correct me if I'm wrong, but doesn't a weapon's damage scale depending on your skill, going from 50% at 0 skill to 100% at 100 skill. So using that formula, DAM * (Skill / 200 + 0.5), 62 * (83 / 200 + 0.5) = 62 * 0.915 = 56.7. Doesn't 57 damage then make sense? Paladin117>>iff bored; 03:39, September 7, 2012 (UTC)
Oh, I was under the impression that the listed skill amount was what was needed to take full advantage of the weapon's base stats. So when it says Guns 75 I thought it meant that to get full base stats I would need a minimum of 75 in Guns.
Regardless, Paladin, the GECK never lies. Lol. ~ Toci ~ Go ahead, make my day. 03:44, September 7, 2012 (UTC)

(From the Guns skill page:

The skill determines the player's accuracy and damage with every kind of conventional firearm, from pistols and rifles to miniguns. With higher Guns skill the player will be more accurate (have reduced sway with the larger rifles) and deal more damage (100 skill level deals twice the damage compared to 0 skill).

The 75 skill requirement is for reducing gun sway when aiming. The Gunny  380px-USMC-E7 svg 03:50, September 7, 2012 (UTC)

The DPS(reload) calculation of this or the Gobi Campaign sniper is wrong. The Gobi has a higher DPS listed, a higher fire rate, a larger magazine and the same reload time as Christine's rifle, which makes it absolute nonsense that its page lists lower DPS(reload).

It is not "nonsense", while the Gobi Campaign rifle does have a higher attack speed and ammo capacity, it has a lower damage (14 points lower without perks) which is the main factor for its slightly lower DPS. Paladin117>>iff bored; 01:35, September 15, 2013 (UTC)
Read it again. The Gobi has a higher DPS, but lower DPS(reload), although having a bigger magazine and the same reload time as Christine's. It's complete nonsense, like your edit, since you apparently did not even bother to look at the listed values.
Advertisement