Fallout 76: Burning Springs PTS - Testing the Furious Gauss Minigun (PA) VS The Terror
Автор: Fearlessblue
Загружено: 2025-11-05
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(Post-Patch 10/31/25) Fallout 76: Burning Springs PTS - Testing the Furious Gauss Minigun (PA) VS The Terror (Ghoul)
Full Burning Springs PTS Playlist • Fallout 76: Burning Springs Public Test Se...
The videos in this Playlist are clips that I've taken while testing mechanics on the Fallout 76 PTS. As the PTS is updated, many of these videos will become outdated.
Any content, such as speedruns, character builds, etc, that is produced as a result of this testing, will be uploaded once this version of the game is fully released.
// Notes:
Min-Maxed Solo Test Run (Excluding Sneak Damage - Follow Through + Covert Operative, Adrenaline, many buffs from Strange in Numbers, and any Team based damage multipliers, like Taking One for the Team)
The best of 10 runs is chosen for comparison, after optimizing the build
Start was slowed to be consistent (Test Run)
10-12 Coffee were used per run. ( Number of Coffee = 11 * ( 141 / 10 ) / 12 = 12.925 )
[ AP Cost * ( Fire Rate / Rounds fired in 10 seconds ) / 12 AP per second = Number of Coffee Needed ]
No stat locking or any other exploits were used
No Multiboxing or Buff Alting ( Using an alt account, or absent teammate, specifically to provide buffs, bonuses, or stat boosts.)
Same results were achieved without Power Armor
I'm planning to test variations of the Min-Maxed builds that require less maintenance, such as Sustained VATS.
I'll release the build after the new season starts. If you have any other questions, just ask in the comments.
// Weapon for this run:
Gauss Minigun ( AP Cost 11 - Fire Rate 141 - Damage Falloff 96/189 )
Furious ( Anti-Armor and Two-Shot were within 2-3 seconds on average. )
Rapid
VATS Optimized
Pin-Pointers
Penta Barrel
Tesla Coil Capacitor
Gunner Sights
INT is at 30 to boost our energy damage with Science. (30 is the point of diminishing return)
With this setup and the Penta Barrel, damage falloff starts at roughly 8 foundations (96/189), so you'll need to stay within that range while targeting the eye.
If you're using Down Ranger, you'll want to stay at least 4 foundations (48) of range away from the eye.
So, with both, the Penta Barrel and Down Ranger, the sweet spot is within 4-8 foundations (48-96) of range.
// Armor for this run:
Union Power Armor ( Any PA will work )
Lucid ( Overeaters for Ghouls )
Luck
Active ( Max AP +20 per piece )
Limit-Breaking
Core Assembly
Calibrated Shocks
VATS Matrix Overlay
// Luck Requirements:
I went with 35 Luck to allow us to Crit every other shot and fill the meter instantly on misses.
(5) Limit-Breaking, 3* Crit-Savvy, Four Leaf Clover, plus 35 Luck
35 Luck = 12 base + 5 Legendary + 6 Seared Venison + 2 Herd Mentality + 10 from Armor Mods
// My PTS Testing Process:
Identify and Evaluate Changes
Discover any changes in mechanics from the previous release and test for Bugs. (A lot of the changes have to be found, as they are not included in the patch notes.)
Establish Baseline Survivability
Find the minimal amount of protection needed to survive the encounters. (I usually run them naked with 0 DR/ER and no perks to start. I add perks back as needed until I can survive. Armor is only added later, as I don't need it to survive, but to add mods for the build.)
Assess Weapon Performance
Find the best performing weapons in each class by testing them while min-maxed. (I go in blind here. Instead of relying on what worked previously, I test every reasonable option, such as combinations of different modifications to a rifle or new mods added for armor. There are a lot of options, so this takes a bit and can only be done after the devs have a stable PTS. Stable is usually the last 3-4 weeks of the PTS, when they aren't likely to make any more big changes.)
Develop and Test Optimized Builds [Elite]
Create min-maxed builds with all of the info that I've gathered and test them against the encounters. (The fun part.)
Develop and Test Balanced Builds [Pro]
Create more casual, lower-maintenance, builds and test them against the encounters. (There's a large part of the player base that prefer these. These are less performant builds than their min-maxed versions, yet powerful, and would require the player to put in more effort in the encounter, but less effort in maintaining the build. I won't release builds that can't contribute greatly in a team based encounter, otherwise the builds should be able to solo an encounter in a reasonable amount of time.)
During this process, changes are made by the devs, so I may have to repeat a few of the steps above. For example: A single change to a perk could require me to start back over at step 1 or 2, depending on the overall impact of the change.
I try to do all of this testing for every playstyle, such as Ghoul, Full Health Human, Bloodied Human, when I can. The testing environment makes this extremely difficult, so I usually have to focus on one.
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