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Pushy is a unique weapon in Fallout: New Vegas.

Characteristics[]

Compared to the standard displacer glove, Pushy does higher damage per strike at a slightly faster attack speed, thus having a higher damage-per-second (DPS) value. It also deals higher critical hit damage at the same AP cost, but has higher durability as well as the same weight and a higher caps value. It requires the same 100 Unarmed skill level and a halved 2 Strength to the standard's 4 to use effectively.

Visually, instead of the usual silver plating, the forearm unit and knuckle plate emitter are dark gray with additional external fixtures, and the glove is a tan and brown color instead of red and black.

V.A.T.S. Special Attacks[]

Legend
Type of attack- Type of attackSkill required- Skill required
Damage per attack in V.A.T.S.- Damage per attack in V.A.T.S.Action point cost- Action point cost
Damage per action point- Damage per action pointAdditional effects- Additional effects
Type of attackSkill requiredDamage per attack in V.A.T.S.Action point costDamage per action pointAdditional effects
Normal0120284.29
Stomp502402012Only on knocked down enemies
Uppercut50138206.9
Cross75132206.62.5x damage to limbs
Note: Unarmed weapons do double normal damage in V.A.T.S.

Durability[]

Pushy can successfully strike about 595 times from full condition before breaking.

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 secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Ballistic fist 80
87.31.09x180285.73956780013001009
Two-Step Goodbye Gun Runners' Arsenal70
76.41.09x410175Explosion2853956200003333.31009
Displacer glove 50
68.21.36x150283.649563500583.31004
Pushy 60
88.41.47x160284.3595642007001002
Zap glove 35
57.3+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x135282.549565200866.7754
Paladin Toaster 41
67.1+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x141282.9395668001133.3754
Note: Unarmed damage is doubled in V.A.T.S.

Location[]

The weapon is located in Ruby Hill Mine, a short distance down the road east from Jacobstown, found on the body of a dead Jackal gang member lying near the dry tunnel entrance in the underground lake area.

Notes[]

  • Despite having energy cells visible on the forearm unit, Pushy does not require nor consume ammunition to use (see the BTS section below).
  • If one learned the Ranger Takedown from Ranger Andy, while performing the leg sweep in the third person view, it still creates the same wave of energy even though the fist isn't actually being used.

Behind the scenes[]

  • Pushy was designed by Joshua Sawyer and likely modeled by Paul Fish, though Sawyer does not remember for sure.[1]
  • Joshua Sawyer stated that the developers intended for several unarmed weapons to be capable of using and consuming ammunition as a way to distinguish their use against other weapons, but problems with implementing such a system ultimately resulted in the idea being scrapped and weapons like the displacer glove and Pushy simply having an independent, invisible, infinite ammo supply.[2]

Gallery[]

References[]

  1. Fallout: New Vegas 10th Anniversary Charity Stream (reference starts at 3:04:31)
    Joshua Sawyer: "I designed Pushy. I don't remember who modeled it, probably... Paul Fish?"
  2. "Did you ever intend for the Ballistic Fist in Fallout: New Vegas to use shotgun shells as ammo?"
    J.E. Sawyer: I intended for several of the Unarmed weapons to use ammo, but we encountered some problems with implementing it. I would have liked to continue with it because I think ammo use/reloading could have helped distinguish those weapons in more interesting ways."
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