This talk page is only for discussing improvements to the page "Lucky (Fallout: New Vegas)."

I haven't really had the chance to test this bug, but having converted my stack of standard rounds into the handload .357 JFP version, I found that equipping another weapon and then switching back to the Lucky left it with only 1 round loaded, regardless of it being full before the switch. This is not funny when you whip it out to defend yourself against Golden Geckos only to find it nearly empty. Anyone else had any similar issues? I haven't messed around with the varying ammo types until now, so I'm not sure yet what the culprit is, be it weapon or ammo. 15:34, October 24, 2010 (UTC)

Welp, seems like the problem is that when the weapon isn't selected, it defaults to standard .357. When re-selected, the game remembers that it needs the load switching, but forgets to add more than one bullet. I don't have any other weapon to test this on currently. Mighty annoying considering how slowly it reloads 5 rounds. 12:21, October 25, 2010 (UTC)
Tested Maria with +P rounds with no standard 9mm in my inventory. It had no problem at all, readied it with a full magazine every time. BAH. 20:13, October 26, 2010 (UTC)

If you begin reloading it in Vats the enemy will sometimes freeze in place upon exiting Vats letting you get a quick headshot. Mictlantecuhtli 17:41, October 24, 2010 (UTC)

The real gun Edit

Found out how the real version looked like (shadow108)

ooh, i want one of those

Uh . . . That is not even close to the same gun. Lucky is a .357 magnum, and that gun is a .45 SAA.--The.true.samiam 16:53, April 26, 2011 (UTC)

But it's based off the same gun and gun frame, which is really all that matters. The .357 is based on a Colt Single-Action Army. C93 X 06:47, August 22, 2011 (UTC)

Quick QuestionEdit

I have yet to test this appropriately, can you smuggle this gun through security? (*If so, I presume Lv.50, like with the Maria. Confirm?)Troy242621 16:43, November 7, 2010 (UTC)

Confirmed, I managed to smuggle this (along with Mysterious Magnum and Maria) through the Ultra Luxe. Flaktrooper November 9, 2010

Not sure if bug or feature.. Edit

but this gun will sometimes 'jam' or just refuse to fire. It does not happen with any of my other guns - maybe 'Lucky' in this case is ironic.

That happens with all guns once their condition drops below a certain level.-- 00:16, February 29, 2012 (UTC)

Enemy pickup? Edit

Does anyone know a good way to get the convicts to take Lucky out of the safe? I've disarmed them, but they either punch me (even while standing over the safe) or run. RadRuler 03:16, November 10, 2010 (UTC)

Enemies will only retreat and get a new weapon if you weaken them enough. They will then run away shouting "THIS IS HOPELESS" and eventually they will get the gun.-- 18:01, November 19, 2010 (UTC)

this gun is useless.... Edit

the agonizing Reload! soooooo sloooooow

A great many of the guns have small magazines and/or long reloads. For a crit build, Lucky is a brutal standard sidearm. If it wasn't for the reload/ammo bug issues noted, it'd be substantially better. Consider taking 5 shots in VATS and then switching, or consider ensuring a VATS reload each time. Every weapon has its downside. You just pick the ones that you find easiest to deal with. 18:25, January 18, 2011 (UTC)

I disagree. This is my favorite weapon, and while I agree it reloads really slowly, it also has a very quick fire rate and is great for crits. If you want to try it, take the Rapid Reload perk. I did just for this gun, it makes it an effective close quarters or long range weapon that way. Also, consider JFP rounds, as they pack a better punch and you will, therefore, have to reload less. (And yes, my profile image is Lucky) --Valoopy

I've found that Lucky's performance in V.A.T.S. is highly deceptive, because even with extremely displayed low hit chances, with a high critical chance, IT WILL CONNECT on criticals, which if you're anything like me, is 63% of the time.Kara MacNamara 14:44, May 18, 2011 (UTC)

This to be noted... I have 85 Guns skill and have these perks that affect Lucky. Cowboy, The Professional and better Criticals. I do not have Bloody Mess or Abominable and when using JFP rounds Lucky Sneak Attack Crits Deathclaws 1 Shot on Normal and 2 shots Legendary Deathclaw... Don't believe me? try it. FalloutJoe 08:30, June 15, 2011 (UTC)

That Gun is just as capable, getting slightly higher crit-accounted DPS even, as well as access to more ammo types like full on armor piercing. Its higher spread can now be made up with match ammo Furoar 10:38, October 15, 2011 (UTC)

True Grit reference Edit

In the movie True Grit there is a guy named "Lucky" Ned Pepper. Could this gun be based on the revolver he carries? I couldn't see the detail of the weapon in the original movie but in the new one I noticed a clover on the weapon. TrailerParkApe MkII 20:51, January 2, 2011 (UTC)

Naming a gun "Lucky" is not a reference to anything in particular. It's like saying, "This is my lucky sweater." There's no reference here.--Gothemasticator 02:22, January 3, 2011 (UTC)
i thought that too when i saw it! i saw the club symbol on the grip in the movie also after just playing fnv and finding lucky. i think it is a reference since there is a lot of cowboy/western reference in fnv. also you may want to read in to the book, cause maybe they go in enough detail to find that Ned Pepper's gun was named Lucky. i'm not sure, but i definitely caught that.
Agreed, the reference is likely to the Gambling, Casino and Las Vegas theme of the game, the location of the weapon (a casino) and the raised crit chance not to mention the card decals on it. It is not a reference to anything beyond gambling. Artyom2033 08:49, June 8, 2011 (UTC)

one good gun Edit

the gun is awsome you go around boom boom boom dead Bighorner
BUT the reload sucks!!!!!

!!--Themasteroffalloutnv 04:04, January 18, 2011 (UTC)

Unique Models Don't Get What They Deserve Edit

Why is this a mid-level low damage per hit high dps weapon. It has THE BEST looking weapon model IN GAME. Honestly what is the point of a unique weapon if it is lowly and replacable. It's supposed to be PRESTIGE. When I attain such a good looking unique weapon, I want to keep it forever. It's now a part of my character's identity. There is no point other than bad communication during game design or something. Just like the Ratslayer. Stainlees Steel shiny black parts = one of the best weapon models in game yet it's just an upgraded varmint rifle that once again get's replaced mid game. The fact that it takes 75 lockpick skill to attain it too is also more reason to make it actually worth something. I gave myself this weapon in console. That should tell the devs something aka this weapon was not worth going for legitimately when compared with the Ranger Sequoia. If I can figure out how to get the RS to use Lucky's model I'm sure the person who put the time and effort into designing these models would appreciate that more than the game designers throwing them on sub par mid level weapons that no one cares about passed level 15.

If your build uses high luck, better criticals, a strong agility and favor VATS, this weapon is actually better than Ranger Secoia. The critical multiplier of Lucky is almost the double of Ranger Secoia, you can fire exactly the double in VATS, the weapon weigh much less, the ammo needed is utterly common and cheap, is a holdout weapon and very easy to maintain. You are comparing two different classes of pistols, is like I compare the Sniper Rifle with the AMR. But we are talking about what here, the effectiveness of the weapons or the look? I use a weapon for the effectiveness, Shishkebab is horrid to look, but kick ass hard, specially if you have the Pyromaniac perk (it became at the same level of Oh, Baby!). And I back the devs behind this, Lucky is too powerfull for the player have in the earlier levels, the lock is very balanced, unlike the Gobbi sniper rifle. Heck, in level 25 I use Lucky to kill Cazadors and Fire Geckos. Brfritos 05:08, February 11, 2011 (UTC)
Seconding this, I picked the thing up really early on my first run and it is ridiculously good with a critical build. If it wasn't for the ammunition issues noted at the top of the page, I'd never have stopped using it. Ironically, it is you, complainer-guy, doing it a disservice. I think it's one of the best weapons in the game. Some would also argue that you're doing Ratslayer a disservice too, but rifles aren't my thing, so I'll leave that one alone. Wrong page, anyway. 03:08, March 6, 2011 (UTC)
Just a quick note, I've taken down Deathclaws with this sweet piece of weapon. And you claim it's terrible? You just ain't doin' it right. You gotta get Rapid Reload and JFP's (as I stated above), and it also helps to shoot 'em in the head. I see no reason why this should be called a "mid-level gun", as this makes 3 perfect examples of high leveled players using this as a truly amazing gun. It is, in fact, the first weapon I usually pull out in a session of New Vegas. --Valoopy
Not to mention the mention of the Cowboy perk, which increases revolver damage by...what, 25%? I forget, haven't actually used it. My first playthrough came down to me hauling Lucky, Ranger Sequoia, and a Lever Action Shotgun. Lucky was my sniper. o__o GiMpLiE 03:15, April 14, 2011 (UTC)
It is a very handsome in game model, I must get this gun as I am using a 357 for my latest character. I guess its interesting that they can be great guns or not so good depending on your skills/perks, much like a real cowboy gun I suppose compared to a modern semi-auto, it takes skill to use well! Artyom2033 09:01, June 8, 2011 (UTC)
so what youre are all basicly saying is that this gone is only good if you build your character from the beginning for that and a few other guns so most people doing a good playthrough for fun will pick the gun up and stick it on a shelf in their house as a decoration because its nothing compared to anti material rifles with anti armour rounds wich require no special character builds to do alot of damage and is usable from a distance. i never use it because its not worth it i think alot of guns on fallout perform underwell and often get outclassed by plasma rifles am rifles gauss rifles etc very early on. on f3 i was still using the chinese assault rifle because it was good gun throughout the game but in fnv the assault carbine i never even used because it was hard to get and not worth the price and so i quickly disposed of it in my locker
Are you seriously complaining that a character needs certain skills or perks to make a gun perform optimally? Sure, the game has balance issues with high-end gear, but you seem disgusted by the fact that a small handgun available right at the start of the game is only quite awesome, instead of being downright overpowered. Although with some people claiming secret accuracy bonuses and 1-shotting Deathclaws, I have to wonder if it isn't actually in the same category despite your complaint. 20:12, October 12, 2011 (UTC)

reload bug Edit

I have experienced a reload bug simalar to one with the trail carbine and cowboy repeater I have read about - when changing ammo type with the d-pad, this weopan will continuously play the reload animation, with the clip counter unchanging. Changing to another weapon using the d-pad hotkeys solved this glitch but entering the pip-boy and changing ammo types using d-pad again did not work (both were blocked by the animation). I was wondering whether I should edit the article or try the glitch again.

This fits with the description found on the cowboy repeater article, but from a player on the PS3. --KusseldorfEggcup 16:52, May 25, 2011 (UTC)

The reload bug is common to all the internal magazine weapons that are reloaded one round at a time. It may have been patched recently however, I should check my game and confirm as I did suffer this bug in early versions of the game. Artyom2033 08:59, June 8, 2011 (UTC)

Dirty Harry Reference Edit

Please stop including that this is a reference to dirty harry, he used a .44 magnum and is referenced with the weapon, Calahans Magnum in fallout 3. As this is a Colt Peacemaker it is very unlikely to have anything to do with him, more likely to do with the gambling theme of the game and increased critical chance. 08:22, June 8, 2011 (UTC)

It's still a revolver and that's what he had and it's not just a coincidence that it's named lucky so step down anon.Saxony4 08:25, June 8, 2011 (UTC)

Couldn't have anything to do with the raised critical chance? That its found in a casino? The card decals on it? The fact the game is set in Vegas? The overall gambling theme of the game? This has no correlation with Dirty Harry Callahan's .44 magnum, which is already referenced in Fallout 3's Broken Steel add-on as "Callahan's Magnum" - You are laughably wrong 08:28, June 8, 2011 (UTC)

I agree with the anon on this one. Lucky is a .357 Magnum, not a .44. Saying that its a dirty harry reference just because its a magnum is like saying that a hunting rifle with a scope is exactly the same as a sniper rifle. There are many variables involved, not just ammo type, but also caliber, style, attachments, personalization. 'Dirty' Harry Calihan had a memorable .44 magnum, which is why Lucky is most certainly NOT a Dirty Harry reference. JerichoRCDF 12:04, August 19, 2011 (UTC)

Lucky or the Police Pistol? Edit

While I haven't gotten around to playing the Dead Money DLC yet, I've been using Lucky for quite a while. I've been wondering if stats wise replacing Lucky with it would be a wise choice. While Lucky has a higher critical hit rate than the Police Pistol, the latter has a higher critical damage and a higher reload speed when loading all 6 shots. Would someone who's done something like this tell me if there is a difference in terms of reliability for each, and which they prefer to use.

Thanks. 07:24, July 19, 2011 (UTC)

First off, this probably belongs in a forum. Secondly, why can't you just keep both with you? Doesn't that bypass any issues regarding which one you want? Yes Man default 07:26, July 19, 2011 (UTC)
Sticking with Lucky is a no-brainer to me. Cowboy doesn't affect the Police Pistol (yet) so Lucky has a higher normal damage. Much more frequent critical hits with Lucky outweigh the lower critical damage, IMO. And as long as you make sure you get VATS reloads, speed shouldn't be that big of a deal. Parsecboy 23:34, August 20, 2011 (UTC)
Besides, the Police Pistol is bugged in VATS (on PS3) and doesn't have vertical aiming, which makes it essentially useless for a VATS build. Let me tell you, it's annoying as hell to have to wait for ghost people to climb stairs to be able to kill them. Parsecboy 12:00, August 24, 2011 (UTC)

Reloading Glitch is Not Unique to This Gun Edit

In Fallout 3 and even in New Vegas though less commonly, I'v used VATS and have completely frozen for about 30 seconds, or until the enemy hit me about three times and snaps me out of it (And not just with single-fed bullets, I'v had it happen to my Fallout 3 Hunting Rifle as well,). It's not unique to this weapon, it's just more prevelent. Thought I'd point that out. Troy242621 17:12, September 5, 2011 (UTC)

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