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YCS/186

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For an overview of Gauss rifle models in the of games, see .
YCS/186
Requirements
skill 75
strength req.5
Attack statistics
dmg/attack
140 (166.6)
DPS
420 (599.8)
DPS (reload)
52.5 (82.2)
crit dmg
70
crit % mult
x2
attacks/sec
3 (3.6)40
projectiles1spread0.0275
Ammo & reloading
ammo type
ammo/shot
4
shots/rel.
1
ammo cap.4
reload time
2.3 (1.7)
Other
weight8value3000
item HP100
repair
0015b38d
Perk effects
perks (dam.)
(+5.6)
perks (att.)
(+0.6)
perks (rel.)
(-0.6s)
 

The YCS/186 is a unique in .

Contents

[] Background

This section is from . To change it, please .

The Gauss rifle, also called a coil gun, is a device used to propel a ferromagnetic projectile by accelerating them through a process of magnet induction, known as asynchronous linear induction, to reach violently piercing speeds. The Gauss rifle (and Gauss gun) are named after mathematician , who formulated mathematical descriptions of the magnetic effect demonstrated by magnetic accelerators.

[] Characteristics

The YCS/186 is a unique variant of the . Its appearance is that of a standard Gauss rifle with a sandy or rusted texture along the barrel and main body; it also appears to have black stripes on the wooden stock. Additionally, the lens of the scope is tinted red instead of the regular untinted lens found on the standard Gauss rifle's scope. It also has 4 more coils around the barrel, possibly explaining the greater , while still remaining the same length. This weapon uses 4 per shot, instead of the normal 5 of a standard Gauss rifle.

Possibly due to the added coils, this weapon is 1 pound heavier than the standard version. It is also slightly more accurate. The YCS/186 also is 25% more more durable than its standard variant.

Like the standard Gauss rifle, it boasts several advantages over the . In addition to its increased damage output, it also tends to on a direct hit, providing you do not kill the enemy immediately. When using max charge microfusion cells, this weapon can deal a devastating 210 base damage. With all related , this can be increased to 226.8 per shot.

[] Variants

The following is based on and has not been confirmed by sources.
End of information based on .

[] Comparison

Name Type Dmg/shot DPS Att/sec Crit mult Crit dmg Spread AP cost Ammo Ammo cap Weight Item HP Value Notes
Energy sniper rifle 120 360 3 x2 60 0.03 40 5 7 80 3000 Energy Weapons:75 Strength:5 Uses 5 MFC per shot
YCS/186 Energy sniper rifle 140 420 3 x2 70 0.0275 40 4 8 100 3000 Energy Weapons:75 Strength:5 Uses 4 MFC per shot

[] Location

The YCS/186 Gauss rifle is found at the east of . A hostile mercenary with or is carrying this weapon and will attack the on sight.

The following is based on the and has not been confirmed by sources.

However, if the player has the , the mercenaries are replaced with who have the instead, making the YCS/186 unobtainable during gameplay.

End of information based on the .

[] Notes

  • Like the Gauss rifle, the magnification is 3.5x for the scope of this weapon.
  • may pick up this weapon without the player noticing. Check companion if the weapon cannot be found after assaulting the mercenary camp.
  • The mercenaries may not be hostile when you approach them. Killing them to loot the YCS/186 results in no gain or loss of .
  • A single shot in will use 0.4 pounds of ammunition, costing at a combined value of 12 caps per shot.
  • Because the Gauss rifle uses 4 per blast (which only accounts the fact that you fire once), it's only possible to get 1 empty microfusion cell from firing the Rifle, the same with all energy weapons that uses more than 1 cell per shot.
  • It is NOT possible to obtain if you change your traits at the Sink Auto Doc in if you have already retrieved the alien blaster. This only applies if you have the Wild Wasteland trait.
  • Sometimes using max-charged cells will raise the damage to 230.

[] Behind the scenes

  • The YCS/186 is a reference to the "Your Console Sucks" section of the . Additionally, 186 is the forum ID number of YCS.

[] Bugs

  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png The 's displayed damage per second (DPS) for the gun doesn't account for the need to reload every shot, unlike other single shot weapons such as the . This is due to the game mechanics not taking into consideration the weapon use of more than 1 ammunition per shot.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png Extremely rarely a projectile is fired, but no hit is detected although the projectile can clearly be seen to travel through the target. On the Xbox 360, this occurs primarily at long-range and most frequently against and is very rare to happen on anything else (9/10) times it is mistaken for the glowing blue corona around it hitting the target instead of the fragment therefore dealing no damage but being mistaken for going straight through the target.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png The impact power of the gun is very high, resulting in the enemies being knocked through solid objects and into the terrain or through the game world (falling beneath it) making retrieval of their bodies and any goods impossible. Surprisingly does not exacerbate this problem, but somewhat remedies it by changing the trajectory of the corpse or causing the impact force of the shot to dissipate when the energy explosion occurs.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png The Gauss rifle in Fallout: New Vegas is almost identical to the one found in Fallout 3, and thus suffers from similar bugs, including the one that affects its damage output when fired via V.A.T.S. When used in V.A.T.S., any hit will do exactly 95.244% of the maximum damage, regardless of enemy , , or . This means, that with of 100, the Gauss rifle shot will do 114.29 points of damage with every V.A.T.S. shot. This is still lower than free aiming, and no bonuses are applied to head shots. The damage bug is related to the Gauss rifle's "explosive" visual effect, which affects its V.A.T.S. damage calculations. Removing the effect via user-created mods is currently the only known solution to the issue. Notably, the , which applies a similar visual effect on impact, is not affected by this bug.
  • PCIcon pc.png An incorrect normal map texture is specified for this weapon when it is equipped by the player, resulting in highly irregular shading across the weapon. Additionally, the weapon uses lower-resolution textures than most other weapons found in the game.
    • The YCS/186 has separate mesh files for the first- and third-person models. It also specifies incorrect normal maps which don't line up with the textures, and doesn't use the high-res textures on all the appropriate parts of the weapon. This can be fixed with .
  • Xbox 360Icon xbox360.png In very rare circumstances the projectile will not fire at all, but still depletes the loaded ammunition (could be the same as the real world coil guns when the batteries or cell do not magnetize the projectile fully therefore it is unable to fire and the cells can not be used again). Possibly similar to the aforementioned bug.
  • Xbox 360Icon xbox360.png Sometimes if given to a companion (i.e. ) it may disappear from their inventory and they will not have it equipped either.
  • Xbox 360Icon xbox360.png The weapon may become stuck at maximum condition. Even using max charge ammunition won't reduce the weapon's condition.
  • Xbox 360Icon xbox360.png The weapon may stay scoped in the center of the screen after scoping

[] Gallery