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==Characteristics==
 
==Characteristics==
The weapon acts very similarly to the plasma pistol it formed the basis for, barring several prototype features. First and foremost, this weapon does more than three times as much damage as the regular plasma pistol, and has a higher critical multiplier (3x as opposed to 2x). However, it uses two [[Energy cell (Fallout 3)|energy cells]] to power each shot, and weighs twice as much as the normal, almost as much as an [[Assault rifle (Fallout 3)|R91 assault rifle]].
+
The weapon acts very similarly to the plasma pistol it formed the basis for, barring several prototype features. First and foremost, this weapon does more than three times as much damage as the regular plasma pistol and has a higher critical multiplier (3x as opposed to 2x). However, it uses two [[Energy cell (Fallout 3)|energy cells]] to power each shot and weighs twice as much as the normal plasma pistol, almost as much as an [[Assault rifle (Fallout 3)|R91 assault rifle]].
   
 
===Durability===
 
===Durability===
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==Location==
 
==Location==
The weapon is found in the [[cargo hold]] area of [[Zeta|Mothership ''Zeta'']]. In one area is [[Reid Underwood's terminal]] (hard) which can be hacked to unlock a safe, to get to the terminal go to the Research lab door go north then a bit east one should see a group of terminals, it's the only one that isn't broken. The safe itself is found in another area among several piles of rubble, next to a machine that is dropping items into a pit. Inside the safe is the weapon, a [[MPLX "Novasurge" prototype plasma pistol|note]] detailing the weapon, and energy cells (amount may vary due to the [[Scrounger]] [[Fallout 3 perks|perk]]).
+
The weapon is found in the [[cargo hold]] area of [[Zeta|Mothership ''Zeta'']]. In one area is [[Reid Underwood's terminal]] (Hard), which can be hacked to unlock a safe. To get to the terminal, go to the research lab door, go north then a bit east, and one should see a group of terminals. It will be the only one that isn't broken. The safe itself is found in another area among several piles of rubble, next to a machine that is dropping items into a pit. Inside the safe is the weapon, a [[MPLX "Novasurge" prototype plasma pistol|note]] detailing the weapon and energy cells (amount may vary due to the [[Scrounger]] [[Fallout 3 perks|perk]]).
   
The Cargo hold becomes inaccessible after teleporting to the [[Bridge (Mothership Zeta)|Bridge]], making it impossible to obtain the weapon afterwards.
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The cargo hold becomes inaccessible after teleporting to the [[Bridge (Mothership Zeta)|bridge]], making it impossible to obtain the weapon afterwards.
   
 
==Notes==
 
==Notes==
 
* [[Elliott Tercorien|Elliott]] can pick this weapon up if one unlocks Underwood's safe but doesn't go and collect the weapon.
 
* [[Elliott Tercorien|Elliott]] can pick this weapon up if one unlocks Underwood's safe but doesn't go and collect the weapon.
* [[Somah]] can pick up this weapon without opening the safe, making it possible to obtain it without 75 science.
+
* [[Somah]] can pick up this weapon without opening the safe, making it possible to obtain it without 75 points in Science.
   
 
==Bugs==
 
==Bugs==
 
* {{Platforms|pc,ps3,xbox360}} While using [[Vault-Tec Assisted Targeting System|V.A.T.S.]], selecting a target causes the ammunition counter to drop by one, not two. The bolt will still use two energy cells, but this may force an unexpected reload sequence. {{Verify|verified}}
 
* {{Platforms|pc,ps3,xbox360}} While using [[Vault-Tec Assisted Targeting System|V.A.T.S.]], selecting a target causes the ammunition counter to drop by one, not two. The bolt will still use two energy cells, but this may force an unexpected reload sequence. {{Verify|verified}}
 
* {{Platforms|ps3,xbox360}} Sometimes [[Hoss (Fallout 3)|Paladin Hoss]] will unexpectedly show up (even though he's not supposed to) and take the pistol after one has unlocked the safe. {{Verify|verified}}
 
* {{Platforms|ps3,xbox360}} Sometimes [[Hoss (Fallout 3)|Paladin Hoss]] will unexpectedly show up (even though he's not supposed to) and take the pistol after one has unlocked the safe. {{Verify|verified}}
 
==See also==
 
* [[MPLX "Novasurge" prototype plasma pistol]] - the notes on the development of the weapon.
 
   
 
==Sounds==
 
==Sounds==
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| [[File:Wpn pistolplasma jam.ogg|noicon|200px]]
 
| [[File:Wpn pistolplasma jam.ogg|noicon|200px]]
 
|}
 
|}
  +
 
==See also==
 
* [[MPLX "Novasurge" prototype plasma pistol]] - the notes on the development of the weapon.
   
 
==Gallery==
 
==Gallery==
<gallery widths=210>
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<gallery widths=200>
  +
MPLX_Novasurge_safe.jpg
 
Novasurge back shot.jpg
 
Novasurge back shot.jpg
 
Novasurge side shot.jpg
 
Novasurge side shot.jpg

Revision as of 02:56, 3 November 2019

 
Gametitle-FO3 MZ
Gametitle-FO3 MZ
The Novasurge has proven to be a tough nut to crack. The output is still very high, causing massive injury to targets, but it's drawing far too much power from its energy cells. We also need to get the weight down on the weapon, as it's a bit heavy for a simple replacement sidearm.— Unknown author, MPLX "Novasurge" prototype plasma pistol

The MPLX Novasurge is a weapon which is added to Fallout 3 in the Mothership Zeta add-on. It is a unique version of the plasma pistol.

Background

This section is transcluded from Plasma pistol. To change it, please edit the transcluded page.


Characteristics

The weapon acts very similarly to the plasma pistol it formed the basis for, barring several prototype features. First and foremost, this weapon does more than three times as much damage as the regular plasma pistol and has a higher critical multiplier (3x as opposed to 2x). However, it uses two energy cells to power each shot and weighs twice as much as the normal plasma pistol, almost as much as an R91 assault rifle.

Durability

The MPLX Novasurge can fire a total of about 188 times, the equivalent of 24 reloads, from full condition before breaking. That's 212 times fewer than the common plasma pistol.

Variants

Comparison

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Plasma pistol 25
753x225211.20.5164003360120
MPLX Novasurge Mothership Zeta (add-on)80
2403x375213.80.516(8)1886850141.7

Location

The weapon is found in the cargo hold area of Mothership Zeta. In one area is Reid Underwood's terminal (Hard), which can be hacked to unlock a safe. To get to the terminal, go to the research lab door, go north then a bit east, and one should see a group of terminals. It will be the only one that isn't broken. The safe itself is found in another area among several piles of rubble, next to a machine that is dropping items into a pit. Inside the safe is the weapon, a note detailing the weapon and energy cells (amount may vary due to the Scrounger perk).

The cargo hold becomes inaccessible after teleporting to the bridge, making it impossible to obtain the weapon afterwards.

Notes

  • Elliott can pick this weapon up if one unlocks Underwood's safe but doesn't go and collect the weapon.
  • Somah can pick up this weapon without opening the safe, making it possible to obtain it without 75 points in Science.

Bugs

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 While using V.A.T.S., selecting a target causes the ammunition counter to drop by one, not two. The bolt will still use two energy cells, but this may force an unexpected reload sequence. [verified]
  • Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Sometimes Paladin Hoss will unexpectedly show up (even though he's not supposed to) and take the pistol after one has unlocked the safe. [verified]

Sounds

SingleShotVB ReloadVB
JamVB

See also

Gallery