How Good Are The Alien Guns In Fallout 3?

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Fallout 3
Game:
Fallout 3 (2008)
Duration: 0:00
3,336 views
244


In Fallout 3, the Mothership Zeta DLC introduces a variety of unique alien weapons that further expand the game's arsenal. These weapons are powerful and have distinct attributes, ranging from energy-based firearms to devastating explosives. Here’s a breakdown of how good the Mothership Zeta weapons are:

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Overview:
The Alien Atomizer is a standard energy pistol found throughout the Mothership Zeta DLC. It’s lightweight and deals decent damage, making it a solid mid-game weapon. Its Alien Power Module ammunition is plentiful while you're aboard the alien ship, but finding more after leaving the Mothership can be a challenge.

Strengths:
Lightweight: At 2 pounds, it’s easy to carry and doesn’t weigh you down.
Decent Damage: 30 base damage is comparable to mid-tier energy weapons like the Laser Pistol.
Abundant Ammo on the Ship: While on the Mothership, Alien Power Modules are plentiful, making the Atomizer highly useful during this portion of the game.
Weaknesses:
Limited Use Outside of Mothership Zeta: Ammo for the Alien Atomizer becomes rare once you leave the ship, making it impractical for long-term use.
Lower Damage Compared to Other Alien Weapons: While decent, it doesn’t come close to the firepower of the Alien Blaster or other heavy-duty energy weapons.
2. Alien Disintegrator
Alien Disintegrator Stats:
Base Damage: 75 per shot
Critical Damage: 50
Ammo Type: Alien Power Module
Ammo Capacity: 12 shots per magazine
Weight: 5 pounds
Value: 525 caps
Overview:
The Alien Disintegrator is a more powerful weapon than the Atomizer, functioning similarly to a rifle. It has high damage per shot and a reasonable magazine size, making it one of the most formidable energy weapons in the DLC. It’s particularly effective against tougher enemies due to its high damage output.

Strengths:
High Damage: At 75 damage per shot, the Disintegrator packs a serious punch, making it effective for taking down stronger enemies like Enclave soldiers and Super Mutants.
Good Critical Hit Potential: It deals solid critical damage, allowing for high damage output with headshots or in V.A.T.S..
Moderate Ammo Efficiency: With a decent magazine size of 12 shots, it doesn’t need constant reloading.
Weaknesses:
Ammo Scarcity After the DLC: Like other alien weapons, the Alien Power Modules are limited after leaving the Mothership, so long-term use is difficult.
Heavy for an Energy Weapon: At 5 pounds, it’s heavier than other energy weapons like the Plasma Rifle, which could be a factor if you’re managing your weight carefully.







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