Where is gun runners




















You'll pass the entrance to Freeside on your right about half-way. Or you could leave McCarrran, head North, take the first right then cut through the farmer's fields and continue due North until you see it. If none of that works for you, there is always the Wiki pages. Last edited by Parrhesiastes ; 8 Apr, am. They're located at a few locations in the New Vegas area. Originally posted by Te Sol'yc Mand'alor :.

You can start from the Sharecropping feilds and walk north near the wall. Just explore thew urban middle-north area of the map and you'll find it if that doesn't work. Trufflez View Profile View Posts.

People above meh have already stated where the Gun Runners are. Still, the Center Platform is an important chokepoint and intersection for traversing across the map, acting as the open air where crossfire from the east Train Yard and west Loading Zone may occur. It also can be a hotbed for Killstreaks given its lack of cover and high traffic tendencies, so it would be wise to use caution and be quick when running through here.

However, objective game modes may force you to play around here. In other words, with so much potential crossfire, you may stay alive longer by not remaining stationary.

One part of the platform that may not seem accessible at first is the yellow roof that marks the Showers. Jumping from either the lone crate or the cargo containers gets you on top of here with a unique perspective of the surrounding area.

This is where the mine tunnel lies; a few coal-filled mine carts sit stationary on the path from the mine itself to the Furnace. The area also serves as the end of the Shipping Warehouse to the southwest. Here, the green metal wall divides combat into two sections and also creates a small alcove. This may be a spot where an enemy could be taking cover, but one could deal with enemies with a well-placed grenade.

It would be wise to consider using the minecarts for cover. During Hardpoint and Headquarters, part of this area becomes the third location in the rotation.

Using the alcove and minecarts for cover may be a wise decision while defending and, while attacking, should be places to check for hostiles.

Especially during objective game modes — this is where the B flag in Domination and the first Cyber Attack bomb location lies — the Furnace can be a hotly contested zone. Not only is there the potential for crossfire from the Mine Entrance and Minecarts, but the area itself can be conducive to short-range weaponry. Ground-based Killstreaks, such as a Sentry Gun, could also be strong here, as their versatility can do wonders by taking a tactical position within this area.

Long range weapons could mount up on the dividing wall and aim across the area, while close quarters Operators could weave through the Furnace to take down enemies. And, if all else fails and multiple enemies are in here, throwing a lethal equipment piece into here could be that explosive start to a winning engagement. The Boiler Room and Office could be places where enemies can set traps at their respective entry points, so be mindful when entering them both.

However, once inside either of these areas, another issue may present itself: a tiny duct that connects the Boiler Room to the Office. This area, the Crawl Space, may be inhabited by a crouching hostile force, or just someone looking to get across the map in a unique way.

Whatever the case may be, throwing an equipment piece into here could smoke out anyone clogging up the ventilation. At night, the power switch for the Boiler Room can be found in the outside entry area between it and the Center Platform, while the Office lights can be turned on with a switch in the corner of the Minecarts area leading to the Furnace.

The opposite end of the Furnace has a few more minecarts sitting on tracks, which become makeshift cover pieces during battle. This, like the Mine Entrance, can be described as a transitionary area; action may be taking place in the Office, Train Yard, or Reservoir, but the Minecarts can still provide a tactical advantage.

Sharpshooters may want to come here if a rival sniper is at the Mine Entrance, using the concrete wall corner into the Furnace as a mounting point. Or, during a potential short-range gunfight in the Office, once can crouch behind a minecart, chuck a grenade in, then slide in to finish the job. No matter what fight may happen here, just be aware of potential reinforcements coming from the Reservoir, Office, Furnace, Back Alley, or Train Yard. If the Furnace is too hot to handle, one can kick open the back door and spill out into the Back alley.

Here, a staircase to a small platform defines this otherwise tiny area. Despite its size, the Back Alley may have a place in your tactical decision making. Outside of being an escape route from the Furnace, or a unique entryway into it, the Back Alley can also provide a unique overwatch point over the Train Yard and the eastern portion of Gun Runner. Although there is little cover to take on the platform, it can be used to cross-snipe those travelling from the Reservoir or even from the southern end of the Train Yard.

A slurry of various liquids and minerals defines this wet portion of Gun Runner. In other words, be thankful that your Operator is wearing boots around here. The Reservoir is a low point within Gun Runner, as the Center Platform, Train Yard, and Minecarts areas look down upon it, while the bombed out lower wall of the Showers leads to it.

Because of its low-lying property, the Reservoir might not be the most tactical position to stick around in for long, rather potentially acting as a transition portion of the map to move between lanes. Fighting within the Reservoir may devolve into close-quarters combat due to its size, with crossfire from its surrounding areas being a potential problem. The area also has a small platform to hop which can be used to make your way up through a window frame into the office, which might be the combat route a run-and-gunner would want to take during a typical match.

Decaying and dirty, the Showers are anything but clean, especially when it comes to its rules for combat. One may have to check those corners — and even a bathroom stall — for potential hostile forces and be wary of traps set either in the doorways to the Train Yard or Center Platform, or even within the Showers complex. At night, you can flip on the lights to the Showers on the southeast outside wall facing the Cargo Containers.

The train cars here can be used for cover in long-range combat, or obstacles to shoot around while fighting someone within the area. Along with the possibility of both kinds of extreme range combat taking place in and around here, this area could also be a popular place for Killstreaks to be dropped. None of them would do anything to upset this arrangement, as working for the Gun Runners is considered one of the best professions in the wasteland. This flat organization does not mean they are incapable of navigating the byzantine politics of the NCR.

The Gun Runners hold a great deal of political influence, using their lobbyists to ensure any measures that impact their business do not leave the Senate - especially if they're tariffs proposed by their nearest competitors. The measures range from assassination [23] to using their influence to deny them access to various markets.

As one of the two largest merchant houses of the New California Republic, the Gun Runners are its natural allies and the single biggest supplier of weapons and ammunition. They are the number one supplier of weapons and ammunition to the Republic's Army and its citizens. As mentioned above, some Gun Runners even jokingly refer to their company as an unofficial branch of the Army. A Gun Runner workshop at New Vegas , Over years of accumulated experience in machining and manufacturing weapons and ammunition have made the Gun Runners one of the most capable organizations in the wasteland.

The Gun Runners can manufacture weapons and ammunition in mass quantities to supply the burgeoning NCR Army, as well as refurbish and restore old and damaged weapons to full functionality.

This has resulted in numerous unique weapons, many of which rarely appear outside of New California. Despite their skill and refinement, the Gun Runners refuse to deal in energy weapons by , due to every caravan that carried these weapons being wiped out or ambushed.

The Gun Runners believe it was a rogue unit of the Brotherhood of Steel and rather than deal with the constant losses, they abandoned the market to the Van Graffs entirely. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors.

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Citation project Speculation removal Suggested merge and splits Template headquarters Template overview. Explore Wikis Community Central. Register Don't have an account? Gun Runners. View source. History Talk We've been at this for the last 30 years. But the last 10 have been hell. They are north of here. But the bombs hit really hard. Now, there's just the Angel's Boneyard.

We Adytowners are just trying to survive in the wreckage. From what I hear, the survivors hid in a big place called a Vault, and came out years later. The Gun Runners aren't from here originally. I think everyone left because it was broken. I think they came from somewhere up north of here.

They started setting up a deal where they trade weapons that they get from their victims or buy from the Hub.



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