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Charon's Ammo No Longer Infinite?[]

Is it true that followers no longer have infinite ammo for their default weapons as is listed in this article? I'm playing on Xbox 360 with the most recent patch, and Charon never has a single shotgun shell in his inventory -- I took the 30 he started with and have never given him ammunition of any kind. However, the lack of ammo doesn't seem to affect him in the least, and it's really difficult for me to believe that he's looting enough ammo to keep firing as often as he does while somehow managing to completely deplete his supply whenever I want to trade with him.--VwllssWndr 04:11, 31 January 2009 (UTC)

It seems that on some people's systems this is so, whether it's a bug or not hasn't been determined. Ash Nuke AshRandom (Talk) 04:14, 31 January 2009 (UTC)
Interesting. I've seen it come up in discussion at times, thanks for the clarification. Even if it really isn't much of a clarification yet. Heh.--VwllssWndr 04:19, 31 January 2009 (UTC)
Apparently, Charon's shotgun is not just a unique weapon -- It also uses unique ammo. A unique kind of shotgun shell, to be precise. He carries an unlimited amount, and they can't be removed from him. Hence why he never seems to run out. Try giving him a normal Combat Shotgun or The Terrible Shotgun -- He won't use it, since they're not chambered for his unique ammo.Graves 18:59, 24 February 2009 (UTC)

useing charon's gun?[]

would it be possible to use his shotgun via console and ofcourse also using the special ammo inculded??

  • if so here the base ids:
  • weapon:000372b8
  • ammo:0004c5f9

update1: ammo is not unlimited and only uses the special ammo.

weapons stats

  • dmg 43 3 more then original
  • spread almost nihil
  • clip size is 5 (while original has 12)
  • value 70

maybe more, somebody should look it up in geck

Ocwil 20:51, 12 May 2009 (UTC)

Strategy (moved from article)[]

  • The Combat Shotgun is a very effective choice for fighting in close-quarters, such as inside of buildings. It really shines in the metro tunnels, where the majority of enemies encountered rely upon melee attacks (such as Mirelurks and Feral ghouls). Feral Ghouls are very easily snuck up on for shots to the back of the head; alternatively, when they notice you, they will growl before charging at you, giving you several seconds to allow them to come closer before shooting them.
  • Close sneak attack criticals with this weapon (outside of V.A.T.S., and especially with the Better Criticals perk) can effortlessly dispose of (or do serious damage to) high-level enemies such as Deathclaws and Sentry bot. This is because outside of V.A.T.S., the critical damage bonus is applied to each pellet individually; the Combat Shotgun fires 9 pellets, each of which get the +27 critical bonus (40.5 with Better Criticals). So 9 x 27 = 243 (or 364.5 with Better Criticals) total critical damage. Add in the weapon's standard 55 damage, and then double the total because of the sneak attack bonus, and you have a pretty huge amount of damage dealt to your unfortunate, unsuspecting foe.

Kingclyde 23:46, 13 May 2009 (UTC)kingclyde

Drum-Magazine Combat Shotgun?[]

It's just called Combat Shotgun in Fallout 3. Why the extraneous title? Suggest we change it to Combat Shotgun since that's what people will be searching for. BigMill 07:02, 21 July 2009 (UTC)

I totally agree. Icko 21:38, 28 July 2009 (UTC)

in past fallouts there are combat shotguns that do not have the drum clip so they add the clip to the title to show there is a difference between the twoYou have failed again young one 21:42, 28 July 2009 (UTC)

The combat shotgun in Fallout 1 and 2 is also called just "Combat Shotgun" in-game. Therefore the Combat shotgun page is a disambiguation page that links to both (and to other combat shotguns in Fallout games). Ausir(talk) 00:01, 3 August 2009 (UTC)

No Need to Call it Drum-Magazine Combat Shotgun[]

I agree with the others and disagree with BigDogW, its called a combat shotgun in game and should be left as such, the fact that its drum feed is obvious when you look at it, and if its that import to discern it from its predecessor we can just add a redirect to the fallout 2 and 3 version:

"Where you looking for the Fallout 1 & 2 Combat Shotgun? (click here)" (example)

Regards,


Jake

http://fallout.fandom.com/wiki/City-Killer_Combat_Shotgun Five Star Genral Of The Dead BigDog 23:42, 2 August 2009 (UTC)

Thing is, the FO1 and 2 version is also called simply "Combat Shotgun" in-game. And the Combat shotgun page has a list of all combat shotguns in Fallout games. Ausir(talk) 23:58, 2 August 2009 (UTC)

More Suitable Page Name[]

If we have to give the Combat Shotgun a different page name can we at least simplify it to "Drum Combat Shotgun"?

"Drum Magazine Combat Shotgun" is simply too long and "Drum Combat Shotgun" sums up the differences between the two alot better.

Regards,

Jake

Hmm... Drum? That's not very descriptive. Maybe... Improvised Combat Shotgun? The trivia about the Russian gun and the thing obviously not being tooled for Shotgun Shells would make sense. Nitty 20:21, 20 August 2009 (UTC)

It should look like the "Sniper Rifle" page where it has all versions of it from all games, that way you just type in Combat Shotgun and you get Fallout,Fallout 2 and Fallout 3's combat shotgun. - Dante

A hypothesis on the absurd critical damage (best exhibited by sneak attacks)[]

Crit damage for all scattershot guns seems to be absurdly huge. I have a hypothesis as to why: It is miscalculating crit damage due to a bug. Instead of dividing crit damage per shot fragment, it does full crit damage for each. Thus, each pellet that hits inflicts the damage intended to be the total crit attack for the gun. Sneak attacks, where crit damage is guaranteed, is thus incredibly powerful because each shot fragment does the full crit damage meant for the entire shot.

In essence, it's a bug. --MadCat221 18:33, October 31, 2009 (UTC)

It's not hypothesis. It actually works like that. Each fragment can crit on its own, and each one gives full critical. Is it bug or unbalanced feature? Does it matter? It is just he way it is.
Anyway, this is only true outside VATS, since in VATS critical damage bonus is checked and added once per VATS attack. P22 18:45, October 31, 2009 (UTC)
Two things:
  • This is old news (not to be mean). Check the pages for any scattershot weapon and there's usually a note about SAC damage being obscenely high.
  • Who said it was a bug? It's very possible the devs are perfectly aware of how this works.
98.249.221.158 00:24, November 8, 2009 (UTC)
One thing I noticed in VATS is that oftentimes shots only do bare minimum damage (1-2 bars of health with predicted 5-8), even when every pellet hits.

Simulation Item Health[]

Anyone know the item health that the simulation only Combat Shotgun has? and is there any differences between the simulation gun and normal version? - Dante

Most simulation items have large, virtually infinite health. The shotgun is no exception. -Virgil —Preceding unsigned comment added by 173.55.93.14 (talkcontribs). Please sign your posts with ~~~~!

weird look[]

Ok,maybe I'm not a gun expert,but why is the magazine located so close to the end of the barrel? The receiver is close to the trigger,so the shells would have to be somehow loaded backwards before opening fire,which doesn't make much sense... [EL] 19:41, June 10, 2010 (UTC)

You see during the reload animation that the charging handle is close to the barrel, which means the receiver is also close to the barrel. The mag could be close to the barrel to make for a more comfortable and accurate grip, and for wider spread.

I don't know how the hell the shells are ejected from above the trigger though. Maybe an extra-long gas tube? 84.249.199.61 11:11, June 11, 2010 (UTC)

My guess is that they had the basic design from the PPSh-41, but then didn't want the weapon to be used as an SMG, fired from the hip. In firing the PPSh-41 from the hip, your off-hand grips in front of the drum magazine. By having it fired from an aimed position and semi-automatic, though, the hand placement is awkward (even though the PPSh-41 can be fired semi-automatically with the iron sights), so I'm guessing they just swapped the grip and magazine positions to make it look more natural in grip, if not in function. Faran Brygo 02:34, July 14, 2010 (UTC)
Gun expert here, and it's possible that there is a tube that goes down the wooden hand grip, and a spring pushes up the shells in to the tube into the reciever.
I agree that it seems to be a PPSH-41 fix, the images are uncannily similar, the trigger, the sights, but in the PPSH the mag is closer to the trigger,so the grip<->mag position switch does make sense.
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