so often you see raiders holed up in a huge zone, it ’ mho tempting to run straight in with your trustworthy shotgun but take a minute to use a marksman rifle from roll. The gratification is endless, enemies will have a hard time shooting spinal column and you can clear the area without stepping inwardly at all .
If you ’ re looking to start sniping in Fallout 4, you need to know which weapons to use. This list will detail the 10 best sniper rifles in the crippled, with enough data for you to snipe from level 1 to level 70 !
10. Pipe Bolt-Action Pistol
One of the very, identical first gear weapons you ’ ll meet. Pipe weapons are all over the rate, not just in the early game but for your entire playthrough. Their robust, hand-made nature makes them a darling among small time thieves and soldiers in the Commonwealth .
Bolt-action weapons tend to have extremely low fire-rates with high damage and accuracy. This particular introduction doesn ’ t truly have any of the latter but it ’ s the best option for new characters !
Mod recommendations
Receiver : standard
Barrel : stub
Grip : standard
Magazine : N/A
Sights : Long scope
Muzzle : none
9. Laser Musket
concisely after leaving the starting area, you ’ ll accede Concord, if you ’ re following the quest-line anyhow. You can ’ thyroxine miss the Laser Musket found outside the Museum. While it lacks the range of other rifles, this weapon has a high wrong end product for how early you obtain it .
A awful recharge organization is a nightmare to use though, sol in truth try to use a Laser Musket at longer ranges !
Mod recommendations
Receiver : standard
Barrel : Bracketed hanker
Grip : Full Stock
Magazine : N/A
Sights : Long scope
Muzzle : Beam Focuser
8. Pipe Bolt-Action Sniper Rifle
A weapon ’ s workbench, enough of resources and the Gun Nut 2 perk up is required to turn your Bolt-Action Pistol into a Sniper Rifle. Or you can get golden and find this weapon on a cadaver. The main difference between this entrance and the tenth entry is the receiver, as the Pipe Bolt-Action Sniper Rifle uses .50 caliber rounds rather of the low-damaging .308 .
It ’ randomness angstrom close to a impregnable sniper rifle as you ’ ll get in the early game, you can actually find one in a theater in Concord so I highly recommend new players pick it up equally soon as possible .
Mod recommendations
Receiver : .50
Barrel : hanker Light
Grip : Marksman ’ randomness Stock
Magazine : N/A
Sights : Long oscilloscope
Muzzle : big Bayonet
7. Hunting Rifle
Hunting Rifles can be found all over the place, from raiders to your average weapon crate. With well high damage, acquiring a Hunting Rifle will set you up for dozens of levels to come. absurdly dear in the early game, this weapon translates well into the mid and late game, particularly with workbench improvements .
Mod recommendations
Receiver : standard
Barrel : short lighter
Grip : short stock
Magazine : medium
Sights : Medium Scope
Muzzle : none
6. Reba 2
If you ’ rhenium tired of searching for a half-decent rifle, Reba 2 is correct up your street. A dim-witted pursuit is required to obtain this weapon, merely visit Salem and speak to Barney Rook. He ’ ll need you to switch on 5 turrets, which requires you get past a twelve or therefore Mirelurks .
Reba 2 has the benefit of dealing 50 % more damage to insects and Mirelurks. This doesn ’ triiodothyronine sound besides great but if you ’ ve ever faced a Mirelurk Queen, you ’ ll know precisely how much wrong they can take. Adding 50 % bonus damage can significantly reduce the time it takes to get past one of these gigantic creatures .
obviously it comes standard with a normal scope equipped but mine came with the Night Vision setting shown above ? very eldritch .
Mod recommendations
Receiver : .50
Barrel : long Ported
Grip : Marksman ’ sulfur Stock
Magazine : large Quick Eject Mag
Sights : long Recon Scope
Muzzle : bayonet
5. Plasma Gun
not entirely does the plasma gun hit heavily in terms of physical damage, it besides deals some courteous energy price on top. Why is this important ? Most enemies wear armor with either a balance wheel or unilateral approach toward resistances. Having a weapon that hits both is deadly .
A normal Plasma Gun won ’ thymine be effective at long range but if you upgrade it with the below mods, you ’ ll have a potent long-range weapon. Getting your hands on a Plasma Gun is difficult though, they ’ ll lone start popping up in the global from level 16 !
Mod recommendations
Receiver : Overcharged capacitor
Barrel : Improved Sniper Barrel
Grip : Marksman ’ s Stock
Magazine : N/A
Sights : large Recon setting
Muzzle : N/A
4. Combat Rifle
Number 5 to number 3 on this list are semi-automatic rifles, just letting you know. While you may alone be interest in bolt-action rifles, these other weapons utilise different ammunition types and it ’ s beneficial to use two or three different long range weapons .
Equipped with a .308 receiver, the Combat Rifle will deal big damag at all ranges while retaining a fairly high fire-rate. To find this rifle, there are pre-set locations across the Commonwealth but they won ’ triiodothyronine spawn on raiders/gunners etc until level 15 .
Mod recommendations
Receiver : .308
Barrel : long Ported
Grip : Marksman ’ second Stock
Magazine : Medium Quick Eject Mag
Sights : Medium Scope
Muzzle : large Bayonet
3. Laser Gun
readily available to players at all levels, Laser Guns can be acquired early on and used as an alternative sniper rifle, utilising energy wrong. The addition of a sniper barrel turns a regular Laser Gun into a Laser Sniper Rifle, equipping a Fune-tuned Beam Focuser will further bolster its scope and flinch .
For how much damage it does, with high accuracy and range, you ’ vitamin d think the rate-of-fire suffered a fortune but it actually, actually doesn ’ thymine. Every ex-vault inhabitant should have a Laser Gun in their inventory !
Mod recommendations
Receiver : criterion
Barrel : sniper
Grip : Marksman ’ s Stock
Magazine : N/A
Sights : Medium Scope
Muzzle : calibrate Beam Focuser
2. Tinker Tom Special
basically a normal hunt plunder with some extra mods, the Tinker Tom Special comes amply equipped with the Stalker trait. This grants especial accuracy in VATS while out-of-combat, although it does increase AP use .
such a trait is amazing for starting fire-fights though, it about guarantees a head-shot, even at far ranges !
Mod recommendations
Receiver : .50
Barrel : farseeing Light
Grip : Marksman ’ s Stock
Magazine : boastfully Quick Eject Mag
Sights : Medium Scope
Muzzle : bayonet
1. Mighty Sniper Rifle
even another search rifle, however this one has a very especial trait. The Mighty skill increases price conduct by a whack 25 %, but you can besides go for Plasma Infused which adds 10 points of energy damage. Either is capital, but you shouldn ’ metric ton get besides attached to a sniper plunder without one of them .
a soon as you receive this weapon, you ’ ll have the perfective sniper plunder, specially if you can out-fit it with the downstairs mods !
Mod recommendations
Receiver : .50
Barrel : long Ported
Grip : Marksman ’ second Stock
Magazine : large Quick Eject Mag
Sights : Medium Scope
Muzzle : bayonet