Fallout 4 Unique Weapon Review: The Syringer Rifle
While we await the Fallout 4 Character Building Comic Book Contest and my latest Fallout 4 build, I wanted to provide an in-depth analysis of the Syringer Rifle, including some notes on its use in both combat and roleplay. I planned on using this unique weapon as a component to my mind controlling, mad medicine man...to be announced during the event!
This build has a heavy focus on the various ways one could both pacify and incite enemies in Fallout 4. This included the Charisma tree (intimidation, wasteland whisperer, animal friend), the Frenzy mechanics of Good Intentions unique laser rifle, and Hullicigen Grenades as well as specialty Syringer ammo. But, you’ll have to wait till February 18th for the whole presentation!
But I digress. At level 6, I secured a Syringer from the Greater Mass Blood Clinic and started making syringer ammo. Of note, I was hoping to take advantage of the PAX (pacify) and Berserker (frenzy) effects of the weapon much earlier than I’d be able to obtain any of the other methods of these effects.
This plan actually worked quite well! At early levels, the syringes work great and are easily craftable (no perks required). You can pacify or incite most low-normal level opponents in the game. I even used a PAX syringe on Boomer at Outpost Zimonja at around level 12 (and then slit his throat) to avoid getting blown to smithereens by his Fat Man.
But around level 20, things started falling apart. Pax syringes seem to work slightly less often….and Berserker ammo stopped working almost altogether.
Based on some notes from Fallout Wiki and Modders, syringes have a few known problems:
Usefulness & Solutions:
Early access to pacify / incite: The Syringer isn’t too hard to obtain. And ammo is readily craftable. So, to have access to a powerful effect like pacify or frenzy at say level 6, there is merit to seeking this weapon out. Especially if you’re not interested in putting 10 points into Charisma.
From a roleplay perspective, I think the Syringer add a level of unique immersion unavailable to players in other ways. I'm primarily thinking about The "Mad-Doctor" archetype and a good example of an in game NPC is Dr. Crocker from the Valentine files side quest, The Disappearing Act.
MODS – a few modders have tried to remedy the later level ineffectiveness of this weapon. They’re worth taking a look at. Though, many are contained in large weapon packs that may or may not change the game too much to your liking.
Final Thoughts:
Unfortunately, I think Bethesda missed an opportunity to make this unique weapon useful past level 20. I don’t have in issue with the poison immunity component. I think that makes sense given the opponent type and environment. Sort of like how alchemic poisons don’t work on certain opponents in Skyrim. But, the built in level caps on ammo make the Syringer nothing more than a kitchy, RP option past level 20.
Hope that helps!
Have you tried the Syringer? What was your experience like?
Fallout 4 Unique Weapon Review: The Syringer Rifle
While we await the Fallout 4 Character Building Comic Book Contest and my latest Fallout 4 build, I wanted to provide an in-depth analysis of the Syringer Rifle, including some notes on its use in both combat and roleplay. I planned on using this unique weapon as a component to my mind controlling, mad medicine man...to be announced during the event!
This build has a heavy focus on the various ways one could both pacify and incite enemies in Fallout 4. This included the Charisma tree (intimidation, wasteland whisperer, animal friend), the Frenzy mechanics of Good Intentions unique laser rifle, and Hullicigen Grenades as well as specialty Syringer ammo. But, you’ll have to wait till February 18th for the whole presentation!
But I digress. At level 6, I secured a Syringer from the Greater Mass Blood Clinic and started making syringer ammo. Of note, I was hoping to take advantage of the PAX (pacify) and Berserker (frenzy) effects of the weapon much earlier than I’d be able to obtain any of the other methods of these effects.
This plan actually worked quite well! At early levels, the syringes work great and are easily craftable (no perks required). You can pacify or incite most low-normal level opponents in the game. I even used a PAX syringe on Boomer at Outpost Zimonja at around level 12 (and then slit his throat) to avoid getting blown to smithereens by his Fat Man.
But around level 20, things started falling apart. Pax syringes seem to work slightly less often….and Berserker ammo stopped working almost altogether.
Based on some notes from Fallout Wiki and Modders, syringes have a few known problems:
Usefulness & Solutions:
Early access to pacify / incite: The Syringer isn’t too hard to obtain. And ammo is readily craftable. So, to have access to a powerful effect like pacify or frenzy at say level 6, there is merit to seeking this weapon out. Especially if you’re not interested in putting 10 points into Charisma.
From a roleplay perspective, I think the Syringer add a level of unique immersion unavailable to players in other ways. I'm primarily thinking about The "Mad-Doctor" archetype and a good example of an in game NPC is Dr. Crocker from the Valentine files side quest, The Disappearing Act.
MODS – a few modders have tried to remedy the later level ineffectiveness of this weapon. They’re worth taking a look at. Though, many are contained in large weapon packs that may or may not change the game too much to your liking.
Final Thoughts:
Unfortunately, I think Bethesda missed an opportunity to make this unique weapon useful past level 20. I don’t have in issue with the poison immunity component. I think that makes sense given the opponent type and environment. Sort of like how alchemic poisons don’t work on certain opponents in Skyrim. But, the built in level caps on ammo make the Syringer nothing more than a kitchy, RP option past level 20.
Hope that helps!
Have you tried the Syringer? What was your experience like?
ProbsCoolerThanYou said:Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
[blockquote][b][url=/profile/ProbsCoolerThanYou]ProbsCoolerThanYou[/url] said:[/b]
Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
[/blockquote] Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.
Mottyskills said:ProbsCoolerThanYou said:Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
Yeah, kind of disappointing to a new player after looking at its apperance, with mods though, it definitely can come into its own. BTW, there's a discussion coming in about five minutes that relates to this if you want to pop in.
[blockquote][b][url=/profile/MottySkills]Mottyskills[/url] said:[/b]
[blockquote][b][url=/profile/ProbsCoolerThanYou]ProbsCoolerThanYou[/url] said:[/b]
Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
[/blockquote] Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.
[/blockquote]
Yeah, kind of disappointing to a new player after looking at its apperance, with mods though, it definitely can come into its own. BTW, there's a discussion coming in about five minutes that relates to this if you want to pop in.
Mottyskills said:ProbsCoolerThanYou said:Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
Yeah, kind of disappointing to a new player after looking at its apperance, with mods though, it definitely can come into its own. BTW, there's a discussion coming in about five minutes that relates to this if you want to pop in.
[blockquote][b][url=/profile/MottySkills]Mottyskills[/url] said:[/b]
[blockquote][b][url=/profile/ProbsCoolerThanYou]ProbsCoolerThanYou[/url] said:[/b]
Definitely a good roleplay tool, but a weapon? Marginal. It's a situational weapon at best like Noodles said.
[/blockquote] Indeed...you've made my long story short :) I really had higher hope for it, but in the end, it is what it is without MODS.
[/blockquote]
Yeah, kind of disappointing to a new player after looking at its apperance, with mods though, it definitely can come into its own. BTW, there's a discussion coming in about five minutes that relates to this if you want to pop in.
For my Vagabond build I don't use it a whole ton but there are definitely situations where I've found it to be a game changer. For example, you cannot pickpocket someone when your awareness level is on "caution", which makes planting grenades (which I do a lot for that playthrough) nearly impossible in soe situations. HOWEVER, what the Mind Cloud syringe does is essentially instantly reset a persons awarenss back to "hidden) for a split second which then allows the hostile to be pickpocketed and thus blown to bits by planted grenades. Also Endangerol Syringes on tough enemies helps tons to soften them up
For my Vagabond build I don't use it a whole ton but there are definitely situations where I've found it to be a game changer. For example, you cannot pickpocket someone when your awareness level is on "caution", which makes planting grenades (which I do a lot for that playthrough) nearly impossible in soe situations. HOWEVER, what the Mind Cloud syringe does is essentially instantly reset a persons awarenss back to "hidden) for a split second which then allows the hostile to be pickpocketed and thus blown to bits by planted grenades. Also Endangerol Syringes on tough enemies helps tons to soften them up