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Fallout 4 Unique Weapon Review: The Junk Jet

Tags: #Valentine Detective Agency Article 
  • Member
    May 24, 2017

    Unique Weapon Review: The Junk-Jet

    It seems that I am a glutton for punishment. I love trying to make a unanimously declared crappy weapon work in the wasteland. First, The Syringer…I knew there was probably no way to make that weapon work for very long, but alas I pursued and posted my review.

    Now, the Junk Jet. This weapon was meant to be a focal point of my Gearhead build until I got to about level 15 and realized what most other people already knew: it kind of sucked.

    History

    In Fallout 3, a weapon called The Rock-It Launcher could be built. It allowed users to load and fire a variety of items for ammunition. Classified as a Big Gun, this launcher certainly seems to be the first in the lineage of junk guns.

    Acquisition and Description

    In Fallout 4, the only way to acquire the Junk Jet is to go with Palladin Danse to Arc-Jet Systems during Call to Arms. It’s found on a bench in the Rocket Control room along with a skeleton and a holotape labeled “Technician’s Personal Log.”

    Holotape Transcript
    Jeering. Leering. Laughing. Mocking. Taunting. ‘Oh he graduated all right. From high school.’ ‘It’s fine, I’m sure he took shop class.’ ‘Oh look, he’s reading the science mags. How cute.’ Har har har. Shop Class. Let’s see them make this in shop class. My marvel of engineering. The finest in weaponized refuse acceleration. My beauty. My Junk Jet. They’ll see. The engineers, with their suits and fancy degrees. Come Monday morning, they’ll all see.

    Ammo & Damage

    One can load just about any piece of scrap in the junk jet as ammo up to the amount of carry weight that you can haul. Damage does not change regardless of junk chosen as ammo. The used ammo can be recovered, if you can find it. A popular ammo choice is Pre-War Money as it has no carry weight. The combination of this plus virtually no ammo limit can be appealing.

    The damage done outside of VATS seems to be better than in VATS. This becomes problematic because even with the addition of a “gunner sight” mod, aiming with the Junk Jet is not easy. There is a “hold trigger longer for more damage” option much like a Gauss Rifle. However, you have a mid-range, heavy weapon with poor maneuverability, poor accuracy and a slow fire rate. This makes mid-range and close quarters combat quite awkward.

    Usefulness

    Despite its many down sides, the Junk Jet has some utility. First, finishing enemies in VATS provide endless hilarious kill-cams (reddit thread on fun ammo). Who doesn’t want to kill a supermutant with a Teddy Bear? With a 2 or 3 ranks of Gun Nut and 1 rank of Science, you can add electrocution or fire to your ammo, boosting the damage a little bit.

    Perhaps the biggest use of this weapon is its potential for Role Play. Because you can scrap and use almost anything as ammo, role-playing as a scavenger or scrapper type of character who relies solely on found “ammo” becomes quite immersive.

    One could also argue for its usefulness as a back-up weapon, simply because ammo is everywhere. For example, in a Big Guns Build, one might use the Junk Jet as an ammo-sparing counterpart to the missile launcher.

    Conclusion

    Unfortunately, even fully modded and perked, the damage falls quite a bit short compared to many other weapons. This combined with poor sighting and poor maneuverability makes it very hard to argue as anything more than a fun addition to a specific role-play style build.

    Have you tried it? Any advice to make it work?

  • Member
    May 24, 2017

    Awesome article! Thanks Motty! Although I am slightly nervous about trying to make my next build have this weapon as a key part of it due to it's innate crapiness, I'm sure I'll have plenty of fun experiences and tips to bring back at the end of it. I'm really bummed that all junk has the same damage :( would've been cool if weight of junk was a factor in there. Oh well, guess that's up to modders to fix

  • Member
    May 24, 2017

    It's worth trying it out. heck I may just stink at hip firing type of mechanics. but yeah the no change in damage based on weight is a bummer. If I were to build around this gun, I'd make it more of an RP build, make sure to perk gun nut and science to get electrocution in there and maybe do like a tesla - sciencey - techy - elektra hero or something goofy like that. Or Junk man :D

  • Member
    May 24, 2017

    Mottyskills said:

    It's worth trying it out. heck I may just stink at hip firing type of mechanics. but yeah the no change in damage based on weight is a bummer. If I were to build around this gun, I'd make it more of an RP build, make sure to perk gun nut and science to get electrocution in there and maybe do like a tesla - sciencey - techy - elektra hero or something goofy like that. Or Junk man :D

    My general plan at this point is something similar to The Technician build but instead of having the more advanced type gear it'll be like scrap stuff. Like Raider Power armor., junk jet, and shredding minigun. Junk man XD I love it

  • May 25, 2017

    I followed your link to that reddit thread, followed a few more links, and ended up here:

  • Member
    May 25, 2017
    Wasn't sure where that was going but I'm sure glad you found it lol