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Pyromaniac + Incindiery Rounds?

In FO:NV, if the Pyromaniac perk is taken, does bullet damage from the Anti-Material Rifle, using Incendiary ammo, actually hit 150%? (eg base damage/attack 110 x 150% = 165DMG/attack) or does Pyromaniac ONLY affect the "burn" affect applied after the bullets base damage?


-According to the Pyromaniac Perk page, it ONLY affects the secondary burn damage. Since burn damage is 10 overall, pyromaniac ads a whopping 5 damage overall. Stick with match-load rounds or explosive rounds. (Note: I havent actually tested this, so whether you want to believe me or not is pretty much up to how credible you think the Pyromaniac perk page info here on this wiki is.)

Match ammo?

Does it penetrate armor or it just reduces the spread? should i use Match or Piercing againts deathclaws?

It increases the damage of the rifle to the point that it does more damage against all targets than the AP ammo will ever do. Use match. Nitty Tok. 15:03, December 31, 2010 (UTC)

Many thankzzzzz, time to go psycho+slasher+.50 cal match rounds= Deathclaws out of the map :p.

Incendiary Rounds

If you take the Pyromaniac perk, it does NOT add 50% more DAM to the round itself. It only adds 50% more to the fire that the round creates after hitting the target. I tested it out and really couldn't see the benefits of the extra 50% to the flames. If your character's Guns are high enough, you really don't need more than one round to kill anything in the game. So the added bonus from the Pyromaniac perk is just useless. If you really want to beef your .50cal up, just take the Hand Loader perk and make the Match Ammo. It's way more effective than the Incendiary rounds. (Johnny Quest 23:20, January 4, 2011 (UTC))

Empty Casing - Shell Recovery

I'm trying to understand the logic in the 25% chance of shell recovery. Anyone who has ever handled .50 caliber ammo is more than aware of the size of the shell, and the chance of "finding" them after you've fired would be near 100%. I understand on smaller caliber guns (mini-gun, light machine gun especially) how you could easily lose more of them, but even at that losing 80% of them sounds like a stretch...

--Ndmorespd 17:45, February 5, 2011 (UTC)

Yeah, it's probably for balancing reasons or some such shit. --TJbrena 16:44, February 8, 2011 (UTC)

Having the Hand Loader perk increases chance of recovering a shell, so if it's a 25% chance, then with the Hand loader perk, it would be a 50% which is pretty damn good. I usually shoot a whole magazine and get more than 5 shells. --Felix BrehhUser talk:Felix Brehh 03:52, September 28, 2011 (UTC)

Might just be that a portion of the shells are damaged or deformed enough that they're no longer usable. --Doniazade (talk) 23:15, January 19, 2015 (UTC)

Incendiary Rounds - Possible Glitch

The other day I decided to test out inventory editing on my Xbox 360. I gave myself, among other things, about 99,999 Incendiary Rounds. When I rehashed, resigned and loaded it back to my console it took varying amounts of time to load(ranging from thirty seconds, to ten minutes), before freezing on the loading screen. At the time I had no idea why it would not load, however I now think it could be because of the Incendiary-Console Glitch. I do not know anyone who has New Vegas, so I have no way to confirm if it is a glitch or if it is just my crappy editing. It would be great if someone could test this to determine if it is a glitch. I used Modio[1], and FalloutNV VE [2]. (NotAnEnemy 12:16, March 2, 2011 (UTC))

This isn't due to your "crappy editing", nor is it limited to .50 MG Incendiary rounds either. This is a limitation of the game engine; if you tell the game to give you a shitload of stuff all at once, it freaks out. I'm on PC, and I made a batch script to give me 9001 of each ammo type, and it promptly froze the game right up. Sangheili1024 23:56, March 27, 2011 (UTC)
Ok, thank you for clearing that up. I can now actually try editing it. (NotAnEnemy 00:05, March 28, 2011 (UTC))

Weight

The article says that .50 cal. ammo is the heaviest ammo in the game, but wouldn't missiles technically be the heaviest since they are ammunition?

We're talking about conventional firearms. Big guns don't count. If we wanted to include ALL ammunition, we'd say mininke. Kastera (talk) 03:53, May 31, 2011 (UTC)
Even so, I clarified it a bit just to allay any further confusion.--WouldYouKindly 18:04, June 2, 2011 (UTC)

.50 MG=12.7mm

If .50 caliber is the same as 12.7mm, why is it that the .50 MG weighs .25 whereas the 12.7mm weighs .0064? Kastera (talk) 17:37, June 11, 2011 (UTC)

  • It's of equal width, yes, but they are not of equal mass, as rifle rounds are both longer and pointier. Therefore the .50 weighs more than the 12.7. It's simple larger. Hugs Scar: "Say 'ello to my little friend!" 17:46, June 11, 2011 (UTC)
You do realize in the game that the 12.7mm weighs less than a .22LR. We don't know what real world round the 12.7mm game round is modeled after, but there is no way that any 12.7mm/.50cal round would weigh less than a .22LR. --jimnms 22:42, June 11, 2011 (UTC)

Should have DT bypass.

Seeing as how 5mm round (Fallout: New Vegas) ammo became overpowered in the last patch, wouldn't it have made sense to add DT bypass to .50 as well considering it is ammo for the anti-materiel rifle. Sir Wikia 18:45, June 23, 2011 (UTC)

  • While i don't agree that 5mm rounds are now overpowered (seriously they were absolutely puny before they got the armor piercing boost) i do agree that the .50 mg round should have innate piercing abilities, the real .50 BMG can nearly punch through an inch of steel armor at several hundred yards when fired from a Barret M107 and more specialized types of armor piercing rounds can penetrate over 2 inches. I think it would be fair to have regular .50 cal rounds have a -15 DT effect, Match Grade rounds either -10 or -20 DT (depend on in game balancing issues), Incendiary either a small amount of penetration (-5 or -10) or none at all since they are designed to set things on fire not punch holes in armor and last but not least .50 cal AP rounds should cause at least -30 DT or more. If you wanted to get really crazy there could be .50 cal armor piercing sabot rounds with -40 or -50 DT but only inflict 75% as much damage as normal rounds (since such sabot rounds would only be firing a .30 cal penetrator) although the only use i could foresee with these rounds would be killing Joshua Graham at extreme range, destroying some insanely well armored robot at the Big Empty or fending off someone with Enclave Hellfire Power Armor (which is unlikely to be included in anything outside of a mod).--BattleBen 03:17, July 12, 2011 (UTC)

Keep in mind that just because the round is called the .50 MG,it does not necessarily have to be an attempt at emulating a real world round such as the 12.7x99mm (.50 browning machine-gun). also keep in mind that the anti-materiel rifle already has a base damage of 110, while the most powerful 5mm weapon, the assault carbine, only has a base damage of 13. If a sot is unable to defeat the target's DT the shot's damage will be reduced to %20 of it's base damage, making it pretty much useless. The 5mm rounds were given their limited DT bypass so that their rounds actually did some serious damage against lightly armored targets but have a hard time against medium or heavy armored foes. The anti-material rifle hardly needs a basic DT bypass, it already can greatly exceed every piece of armor's DT. ALSO YOU DON"T NEED TO ACT LIKE IT'S NOT REALISTIC THAT A ANTI-MATERIAL ROUND Doesn't HAVE An ARBITRARY DT BYPASS BONUS! (Troper of the Wastelands)

Need a NEW .50 gun

When Lonesome Road comes out I sure hope there's a Browning M2 (or Falloutty equivalent). I don't really understand why there is an ammo type that is only supported by a single gun especially when it says it's a Machine Gun round. With the exception of explosives like missiles, 25mm grenade rounds, and mini nukes and the one and only alien blaster ammo there are very few ammo types that are only used in a single weapon. Even flame thrower fuel is used in at least two weapons. I just want my good ol' fallout tactics man-portable browning heavy machine gun back. Zac hemker 17:10, August 2, 2011 (UTC)

Totally agree. I was shocked and terrified when it was revealed that the K9000 used mere pistol rounds instead of being the heavy round machine-gun everyone thought it would be, it should have used .50mg (Troper of the Wastelands 01:29, August 6, 2011 (UTC))

Thankyou. I can't understand why we get a terrifying ammo type that makes you go 'holly shit' when you see it and then not give us the means to bring the hurt with it. I want a loud, slow-firing, belt-fed heavy machine gun that will shroud the wasteland in pink mist. I want something that will rattle my windows and kill my controller batteries when I fire it. Zac hemker 23:45, August 16, 2011 (UTC)

.50 Explosive round Base ID?

Can somebody put it up? XHunched 00:12, September 28, 2011 (UTC)

Yep... nobody put the base id for the .50 explosive rounds... they're not important or anything. You know, they're just the thing that actually kills your enemy, and without it your gun is nothing... but don't update the page noooo XHunched 01:14, September 28, 2011 (UTC)

Why don't you help out instead of whining. The more you do, the less someone with a PC has to and thus they'll have more time to grab the Base IDs from the GECK. --Occam's Razor 01:21, September 28, 2011 (UTC)

Its more of a pain to go and get Base ID's on an Xbox... Because it will show up in the mod tool listed as an item called "Unknown", i have to empty my inventory (except bottle caps) go to a merchant, buy the items INDIVIDUALLY, because if i buy multiple, they will all be listed as "Unknown" and i won't know which is which. Then after i buy 1 item, i save it, load it up on my computer, and the 1 "Unknown" item i have is whatever i just bought, and it will show its Base ID. I think it's a little simpler on PC but i don't know. XHunched 01:29, September 28, 2011 (UTC)

I am not saying help out with Base Ids, PC users will get around to that soon. I'm saying try doing simple edits like spell checking, adding page icons or pictures, whatever. And if your using FalloutNVVE for your save editing, I think I heard synmuffin say he will try updating tomorrow. --Occam's Razor 01:37, September 28, 2011 (UTC)

Does PC even have GRA yet? I heard some people complaining about PS3 not having it and i think i remember someone saying neither does PC. XHunched 01:39, September 28, 2011 (UTC)

Yep. [[3]] --Occam's Razor 01:42, September 28, 2011 (UTC)

May we assume the .50 Explosive rounds weigh 0.25 like all the other types of 0.50 rounds? XHunched 04:04, September 28, 2011 (UTC)

.50 MG, explosive, needs a note that it is GRA only. GRPeng 17:33, October 10, 2011 (UTC)

Explosive round effects on world objects

Does the explosive round actually increase the chance of nearby explosions as well? Like say, a car or truck. Do they explode on any surface or are they like Incendiary where it only ignites if it strikes an NPC? --Felix BrehhUser talk:Felix Brehh 04:09, September 28, 2011 (UTC)

  • They explode when hitting any surface. If you catch the Legionary Assassins bunched up and put a shell into the ground in between them, you've got a fair chance of killing the lot. One thing, though -- this shell hits with such enormous force that it's more likely than normal to glitch your target right into/through the environment and produce a physics error (and a maddening fit of banging if you're in a metal corridor or something like that). Wunengzi 04:26, October 14, 2011 (UTC)

Usefulness of explosive rounds

Are these more or less useful than match grade? I'm wondering if the explosion effect is applied separately from the bullet damage... If it is then its likely that a targets dt and dr will apply to that separate damage as well, which is much less beneficial. --70.62.200.250 12:58, September 28, 2011 (UTC)

--It really doesn't matter. These things hit like a truck - in fact, I killed the 4-man Lv50 Legionary Assassin hit squad (VH/HC) with only 3 of these bullets. You know that quote about the AMR being a hand cannon? It's finally true :D Randname 10:26, October 1, 2011 (UTC)


I have stopped using any other ammunition for the Anti Material Rifle now. They seem to apply damage from a standard round and explosive damage as well. I play on the 360 so this is just a guess, but from the numbers Living Anatomy shows it seems to be the case.

Also this round is great for its splash damage too, obviously taking out groups in one shot while sneaking thanks to the auto crit, sometimes 2 shots are required but still. Using the round to blast enemies that are behind cover, or around corners also adds to the over all utility. This is the bullet the AMR was made for! ----Hyattsminion 05:13, October 8, 2011 (UTC)

50 МG, Explosive - demolition expert and splash damage perks

50 МG, Explosive - demolition expert and splash damage perk Obvious question-affected or not? Because 50 МG, Explosive with +60% damage and 25 larger AoE would be outstanding.

Not sure who posted the above but I fixed the post for you and put it under a new headline. ----Hyattsminion 05:15, October 8, 2011 (UTC)

Reducing weight?

As the case, powder and primer all weigh nothing, if you use the match-load .50 rounds, it seems that the lead needed to make one of those bullets weighs less than a bullet will (significantly). Would you be able to "carry" more .50 rounds if you only had a few actual bullets (say 10 to 20) and brought along each lead to make 80 more? Specifically, 75 lead to make 1 bullet weighs about 0.1 while the finished bullet weighs 0.25

Of course, this is using ED-E to craft them on the field. I've taken to breaking down everything and making the appropriate hand load round on the field rather than carrying a lot of ammo for each of my guns (take maybe 5 clips/mags worth of each). Alavaria 05:08, November 30, 2011 (UTC)

Nomenclature

From posts Josh Sawyer has made on the BSW forums, I always considered the "MG" portion the the .50MG to be "machine gun", not "military grade". He's stated it's modeled closely to the Browning designed .50BMG. I'll have to did through my old threads over there and see if I can find a quote. Is there any resistance to changing this in the body of this page? The Gunny 380px-USMC-E7 svg 02:15, January 25, 2012 (UTC)

Incendiary rounds setting things on fire?

Not as stupid as it sounds on the first glance. Everytime i have the AMR equipped using incendiary rounds and i enter VATS, it sets everything i aim at on fire, even without attacking anything. E.g. using VATS on ED-E, do nothing and exit, ED-E burns. Happens everytime. Somebody else experienced the same?--93.208.255.158 18:38, March 24, 2012 (UTC)

Update your game, this bug was patched quite a while back. --Bottletopman (talk) 10:50, August 8, 2012 (UTC)

Cowboy Perk + Lever Action Shotgun + .50 MG Explosive Round = damage + 25% x 7 from one round

The way I figure it, this is the most cost effective way to use the .50 MG Explosive rounds, one round at a time. The higher the guns skill and use of cowboy perk really push up the damage on this from say 80 x 7 at a guns skill of 50 with cowboy perk to over 140 x 7 with a guns skill of 100 with cowboy perk. Of course the farther away you are from your target, the less likely you are to get all 7, um "particles?" to hit your target, not sure what to call it seeing as how it takes one round and turns it into seven in a shotgun. Shooting at your target's feet usually helps to at least hit them with all of the splash damage that occurs from this setup. You could also try picking the Trigger Discipline trait to further reduce your accuracy woes. Use of the Hunting Shotgun with the choke modification is the most accurate shotgun, although the Cowboy perk does not have an affect on the Hunting Shotgun, it is still quite powerful and fun to watch in VATS mode. Want even more power? find a Sawed-Off Shotgun or get the Big Boomer from Old Lady Gibson. Now you're talking x14 damage from two rounds firing at the same time. The spread is higher so it could be used for a group at distance. No bonus damage like Cowboy's 25%, but more damage from a single pull of the trigger.

Oh and just for fun, go get the CZ57 Avenger and use that with the .50MG Explosive rounds. You might want to save first as they will go quick. Being up on a ridge or something like that helps so you don't get too close to yourself with the splash damage. You could of course use any fully automatic weapon but the CZ57 shoots quicker and it is more humorous to me if you have at least 100 rounds. "Wasn't there a group of Deathclaws in that valley just a second ago?" Yes, yes there was : )

You have to use the trick to hot key your .50 MG Explosive rounds in order to make this work. Here's how; equip the Anti-Material Rifle, then hold the hot key button and move to the ammo menu and select the .50 MG Explosive rounds to be placed in your favorite hot key spot, you must hold down the button to assign hot key slots the entire time or you will not be able to do this. Now drop all other ammo for the weapon you want to use the .50 MG Explosive rounds on. If you don't, you will not be able to load a full clip or round or whatever your gun of choice has. What will happen if you don't drop the other ammo is you will load one round when you use the hot key button, which is normal, if you fire that round, it goes back to the normal ammo your gun would use. If you try to reload once you use the hot key, you will reload the normal ammo instead. This means no armor piercing or hollow points can be in your inventory either. This trick works on all ammo types, just equip a gun that uses the ammo you want to hot key, and it can be used to fire Euclid's C Finder multiple times in one day. Some ammo doesn't work out the way you might hope in other guns though so experiment a little bit to find your favorite combo. Maybe you would rather use the 9 mm rounds in a Fat Man? Of yeah, this trick does not work in Fallout 3.

74.120.190.101 04:51, December 19, 2012 (UTC)

Unusually High Explosive Damage With Explosive Rounds?

The bonus explosive damage from .50 MG Explosive Rounds seems to be much higher than 80. With zero DT, they do about 240 bonus explosive damage. I tested this by crouching and firing directly down (then checking how much health I lost from the explosion on normal difficulty). I checked the GECK and it does list that the explosive damage is 80, so I reran the tests after disabling all my mods but the results were the same. At any rate, they have an explosive radius identical to normal 25mm grenades, but they seem to do significantly more explosive damage. Has anyone else noticed this?

Locations

Should we link to Freeside as we do for Hidden Valley and the Gun Runners? It seems more consistent to link to either all or none. Shaka1277 (talk) 07:20, May 27, 2015 (UTC)

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