Location[edit | edit source]
They can be obtained in the Anchorage Reclamation simulation from the terminal opposite to Patterson's in the U.S. Army field headquarters' command tent. As explained by Lieutenant Morgan, the quartermaster in the camp provides the Lone Wanderer with the equipment specified in the holotape for their missions. One can change their loadout once by talking to the quartermaster who in turn will direct them to the terminal to obtain a new holotape.
Available packages[edit | edit source]
Close assault package
Heavy weapons package
Fire team package
Overview[edit | edit source]
Due to the unique constraints of the Anchorage simulation, the loadouts have variable levels of usefulness. The Lone Wanderer must choose a fire team and loadout that complements their own abilities, whether it be heavy weapons, sniping, or the utilization of robots. With a high enough Speech skill a Gauss rifle can be obtained from the quartermaster, giving any loadout much-needed long-range punch and offsetting the disadvantages of some loadouts like the close assault package. Ammunition is limited, however, and must be found loose in the environment, often near ammo dispensers. Along with microfusion cells, fragmentation grenades and mines can often be found lying about on shelves, near missiles. Because of this, some area effect damage is offered even if one happens not to be issued grenades standard. Because of the availability of a Gauss rifle, frag grenades and frag mines in the environment for looting, the sniper rifle and issued grenades and mines are somewhat less vital than they may otherwise be.
Resupply stations are found frequently but are not so common as to make ammunition a non-issue. The ability to kill 20-30 targets without a resupply can be vital in some areas, or if one chooses not to backtrack to resupply after fights.
Specific loadout analysis[edit | edit source]
The close assault package provides the only unarmed weapon available, as well as more options for killing than any other loadout. While none of them are viable at long ranges, the Anchorage simulation has many close-in fighting situations that make it entirely workable. Throw in a Gauss rifle from the quartermaster and looted grenades and mines and the close assault package has outstanding damage capability in the environment of the simulation. The only drawback is the short range of a primary combat arm and potential ammunition troubles if one goes too long without hitting a resupply station. For those that are counting, the shotgun can deal more damage than any other standard loadout weapon if all of the buckshot connects at close range. Given that three of the areas of the map can involve very close-range fighting, this can be significant.
The fire team package offers a great main arm. The grenades are useful, especially because several objectives involve bunkers with sentry guns, but one can find plenty of them throughout one's path. The assault rifle is a formidable main weapon for use throughout the simulation and it comes with plenty of ammunition for some protracted firefights.
The heavy weapons loadout offers a very potent main sting, but ammunition is limited. Though many missiles can be found lying about (often along with frag grenades and mines as well as microfusion cells), one still can't deploy it as liberally as one might in the main game where you can purchase them freely from vendors. The SMG, however, is an adequate backup weapon, giving fairly decent damage if not outstanding. With Chinese soldiers less armored than you may expect, the missile loadout can be useful for destroying chimera tanks but otherwise suffers from a lack of ammunition. The SMG is not a bad weapon but has less raw damage than the assault rifle.
The sniper package comes with 19 .308 rounds and a 10mm pistol for engaging enemies. The one niche of the sniper rifle, long-range engagement, can also be fulfilled with the Gauss rifle available from the quartermaster with a Speech check.
Notes[edit | edit source]
- It is possible to take objects outside of the simulation by simply not using it after acquiring it from the terminal, causing it to become a permanent part of one's inventory.
- Dropping all weapons and ammunition after first acquiring a holotape can result in an exploit whereupon acquiring a second holotape, the first set of equipment can be picked back up off the ground, ad infinitum.