Grenade à impulsion (Fallout 3)
| Dégâts par attaque |
0.0 |
|---|---|
| Dégâts par projectile |
0.0 |
| Dégâts par seconde |
0.0 |
| Dégâts par seconde (avec rechargement) |
0.0 |
| Multiplicateur de critique |
x 0.00 |
| Attaques par seconde |
0.0 |
| Effet |
+200 dégâts against robots |
| Tirs par magasin |
0.0 |
|---|---|
| Durée de rechargement |
0.0 |
| Poids |
0.5 |
|---|---|
| Valeur |
40 |
| Editor ID |
WeapGrenadePulse |
|---|
« The Pulse Grenade is the most effective weapon against robotics. Upon detonation, an intense electromagnetic pulse is emitted, severely crippling any robotics within the explosion radius. They are extremely handy against the many robots and turrets found throughout the Capital Wasteland. »
The pulse grenade est un explosif à lancer dans Fallout 3.
Caractéristiques
The pulse grenade is a arme that creates a large crackling electromagnetic pulse, dealing only minor dégâts to biological creatures, but far more dégâts to mechanical cibles tel que robots and automated turrets. De plus, most robots are disabled for a few seconds by the burst, leaving them open to attack.
Thrown grenades are affected by physics; they may bounce or roll unexpectedly if not thrown carefully. Cependant, in-game physics can also be used to one's advantage by throwing grenades through doorways or bouncing them around corners to attack ennemis, while remaining undetected.
Grenades can be targeted in V.A.T.S. and can ainsi be shot out of the air. Grenades can also be shot and detonated while they are held by an ennemi. Grenades can be thrown at point-blank range in V.A.T.S en raison de the sharp reduction in dégâts taken by the player in SVAV
A grenade that has been thrown toward the personnage joueur will show up on the HUD as a red arrow denoting its direction relative to the personnage joueur. Moving in the opposite direction as rapidement as possible will allow one to escape the explosion radius.
Holding the fire button down for a longer period of time will increase the strength of the throw. Grenades can be thrown for longer distances than normal through successful SVAV hits. Grenades cannot be cooked to détonation earlier.
It is also possible to plant a live grenade on a non-personnage joueur by passing one from the Lone Wanderer's inventory to the non-personnage joueur's inventory via pickpocketing. Cela va kill the non-personnage joueur, quelle que soit of how much health or dégâts resistance they have (making the pulse grenade far more deadly against a single biological cible), while other cibles caught in the explosion radius, will only be dealt minor dégâts, in contrast to other grenades.
étant donné its very low base dégâts, it is fairly safe to throw a pulse grenade at a robot at point-blank range, as it will barely have an effect on the Wanderer.
Emplacements
- Talon Company mercenaries and Regulators sometimes carry pulse grenades with them.
- Can sometimes be bought from armes merchants, tel que Harith and Flak 'N Shrapnel's.
- Grenade boxes have a chance to contain two or three pulse grenades.
- One pulse grenade can be volé from the Capitol Preservation Society. It is sitting next to the doghouse with a frag grenade.
- Four peut être trouvé in the Evergreen Mills bazaar. There is a bar to the immediate right of the entrance with two side-by-side refrigerators. Jump up on the shelves to look behind the refrigerators, they're in a small crate.
- Three in Fort Constantine's bomb storage.
- One peut être trouvé in the Preservation shelter outside the flooded metro.
- One peut être trouvé on L.O.B. Enterprises second floor, next to a skeleton near a first aid box in a cubicle in a room with a partially collapsed floor.
- East of L'Enfant Plaza, the grenade is under a box, in a small camp in a northern corner underneath a partially-collapsed overpass.
- Two pulse grenades se trouvent in the Museum of Technology in the locked gun locker near the planetarium. It peut être obtenu through the Jiggs' Loot unmarked quest.
- At least three pulse grenades and seven pulse mines in the National Archives (some of the pulse mines are armed).
- Four in the National Guard depot's armory, on the shelf.
- Three pulse grenades peut être trouvé in the Nuka-Cola plant. They are on a shelf in the Storage and Mixing vats section, just behind the occupied Protectron pod.
- Six pulse grenades peut être trouvé in the robot repair center in Frank's box in the offices to the left, on the first floor.
- Three grenades are in the Vault 92 living quarters section, in the room next to data storage.
- Three peut être trouvé in the equipment rooms of Vault 112, adjacent to the Tranquility loungers, but are locked by a computer that takes a Science skill of 75 to unlock.
One grenade peut être trouvé in the Outcast outpost's armory after Operation: Anchorage! is completed.
Five in the mobile base crawler's armory.
Two in Olney Powerworks, on a shelf near a sink in the south.
Two in the Presidential metro, on a fallen pillar.
Many pulse grenades peut être trouvé in the engineering core after destroying some engine cores.
In the weapons lab.

