Not even a need to loot corpses since you have access to various snowballs at level 1, plus if you put 8/9 into luck you can just bankrupt the casinos to get lots of money.
yeah I can understand that, I don't increase SPECIAL through perks eg at level 2 I like getting "Lady Killer" just for the atmosphere of it as a 007 kind of character, even though its not as useful as other perks (like confirmed bachelor which applies in more cases)
- Heavy VATS usage or not? Snipers and sneakers tend to use VATS significantly less so perks are sometimes wasted here.
- Weapon choice? With a guns character (especially of the sneaky variety) I think it's pretty easy to skip 2h weapons, but a lot of people enjoy sniping and it's easier to engage at that range with rifles. It's not that hard to fit both in a build but you can find room for neat stuff if you're intended to lean one way or the other. It can also save you at least one point in STR.
- Trait selection? Particularly Logan's Loophole (requires OWB), which would cap you at level 30 instead of 50 meaning your perk selection has to be planned differently.
is there some kind of benefit from logan's loophole I am missing? chem addiction seemed pretty trivial to me since you can just pay a doctor to remove the addiction. double duration isn't bad but there are other ways to increase duration
ironically, one of the nicest chem perks is GRX Implant and you cant get that to level 2 with logan's loophole.
is there some kind of benefit from logan's loophole I am missing? chem addiction seemed pretty trivial to me since you can just pay a doctor to remove the addiction. double duration isn't bad but there are other ways to increase duration
ironically, one of the nicest chem perks is GRX Implant and you cant get that to level 2 with logan's loophole.
It's to give people the option to avoid the increased level cap caused by the DLC. 20 additional levels of skill points and perk selections hurts the balance a fair amount in terms of actually making you choose what to take. The fact that it actually as a positive effect is just the result of them making it a trait.
It's to give people the option to avoid the increased level cap caused by the DLC. 20 additional levels of skill points and perk selections hurts the balance a fair amount in terms of actually making you choose what to take. The fact that it actually as a positive effect is just the result of them making it a trait.
To add to this, if you ever make a low strength character addiction immunity is worth it if only because it allows you to eat Buffout like it's candy. You effectively have an additional +2 STR as long as you keep some around, and don't have to worry about ending up with less STR than you started with because you got addicted and couldn't cure yourself or feed your addiction.
It really depends, but some chems have such severe withdrawal that being immune to addiction is extraordinarily useful. Also, at the very least it means that you don't have to carry Fixer around (which is hard to come by) and increases the amount of time you can be out and about before having to head back to "civilisation".
To add to this, if you ever make a low strength character addiction immunity is worth it if only because it allows you to eat Buffout like it's candy. You effectively have an additional +2 STR as long as you keep some around, and don't have to worry about ending up with less STR than you started with because you got addicted and couldn't cure yourself or feed your addiction.
It really depends, but some chems have such severe withdrawal that being immune to addiction is extraordinarily useful. Also, at the very least it means that you don't have to carry Fixer around (which is hard to come by) and increases the amount of time you can be out and about before having to head back to "civilisation".
Yeah, being immune to addiction is a fucking great ability, not to mention all consumables double in duration (it's supposed to be only chems, but... well, Obsidian) which stacks with Chemist, as well as challenge perks like Day Tripper or Fast Times. Full minute Turbo, half hour Med-X, etc. Not to be underestimated.
Yeah, being immune to addiction is a fucking great ability, not to mention all consumables double in duration (it's supposed to be only chems, but... well, Obsidian) which stacks with Chemist, as well as challenge perks like Day Tripper or Fast Times. Full minute Turbo, half hour Med-X, etc. Not to be underestimated.
Totes. I can understand if you make certain types of build, like a high strength heavy armour build doesn't get as much out of addiction immunity than a high agility light armour build does because of the fact that most chems have a combat focus, but even then the Mentats buff is insanely useful for the extra PER.
Plus that's not even taking into account "chem builds" with high Science and Survival for all the sweet super chems you can create with crafting.
dude totally, and these are just relatively minor sidequests. I didn't find places like the irradiated town, or the freakin' red mountains of the Tribals for a long time! such variety.
or don't forget the beauty of the northwest and eventually Jacobstown. or the hidden Enclave fueling station? there's so much history and cool stuff in the game
Very well said. <3 Fallout so much for all the rich history of the universe. The sci-fi/post-apocalyptic atmosphere is nearly unmatched for me in games. Just always something super interesting to see or do.
I'm all about giving the people what they want, so here's my min/max sneaky guns or energy weapons build:
SPECIAL
Code:
S - 2
P - 8
E - 1
C - 2
I - 10
A - 9
L - 6
TRAITS
Four Eyes - with glasses and a hat you now have 10 PER
Small Frame - You now have 10 AGI
I may have got a point or two wrong in the above, but the important parts are maximum INT for the most skill points and AGI/PER both at levels where you can max them easily with buffs. You can mix and match LCK and CHA, I just find that guns builds do better these days if you can pick up the Junk Rounds perk, which requires 6 LCK. If you go for energy weapons it's all about Science and the Vigilant Recycler perk so you can afford to put some points into CHA to boost your base Speech skill.
Notice that END is extremely low. You will be super-squishy with this build, it's designed to be one where you use Sneak constantly. With the low STR you will obviously be at a disadvantage regarding weapon choice so pistols are usually the order of the day, combined with The Professional perk so that you can execute your targets Sneaky-style. Also, a lot of unique variants of weapons have lower STR requirements (like the Ratslayer varmint rifle or the Q35 Matter Modulator plasma rifle) so it's worth hunting them down for the bonus damage and handling.
Lastly this build generally uses a lot of chems to compensate for the low STR/END so swapping out Small Frame for Logan's Loophole can be a big help. And as I mentioned earlier in the thread, in Old World Blues you can
respec out of the trait and uncap your level if you change your mind.
You know, despite how awesome the Gobi and the CoS are, I still prefer AMR for sniping (especially with the new explosive rounds).
But then again, I do not care for stealth past the first shot.
Also, I am really unimpressed with the Bozar. I am not sure what I expected, but it was not that. Of course, I chose Quarry Junction as my first outing with it...
You know, despite how awesome the Gobi and the CoS are, I still prefer AMR for sniping (especially with the new explosive rounds).
But then again, I do not care for stealth past the first shot.
Also, I am really unimpressed with the Bozar. I am not sure what I expected, but it was not that. Of course, I chose Quarry Junction as my first outing with it...
Nah, to be fair it is not on the level of the Bozar proper in Fallout 2. It's really not a whole lot better than the default LMG outside of having half the spread, partly because the Grunt perk does not work with it due to load order conflicts (so it doesn't get the 25% dmg bonus like the LMG does).
Not that it won't cut down most things in the game, especially since 5.56mm has AP rounds. But there are far more overpowered weapons in NV; it's not top shelf broken like it was in F2.
Nah, to be fair it is not on the level of the Bozar proper in Fallout 2. It's really not a whole lot better than the default LMG outside of having half the spread, partly because the Grunt perk does not work with it due to load order conflicts (so it doesn't get the 25% dmg bonus like the LMG does).
Not that it won't cut down most things in the game, especially since 5.56mm has AP rounds. But there are far more overpowered weapons in NV; it's not top shelf broken like it was in F2.
Nah, to be fair it is not on the level of the Bozar proper in Fallout 2. It's really not a whole lot better than the default LMG outside of having half the spread, partly because the Grunt perk does not work with it due to load order conflicts (so it doesn't get the 25% dmg bonus like the LMG does).
Not that it won't cut down most things in the game, especially since 5.56mm has AP rounds. But there are far more overpowered weapons in NV; it's not top shelf broken like it was in F2.
I don't usually mess with them, but you'd certainly be justified if you ask me. Obviously I was pretty disappointed that I waited to long to see it in NV only to have it get Sawyer'd.
Those caps are better spent on the GRA 12.7mm SMG if you're looking for a full auto. It only requires 6 STR anyway.
This might sound geeky but.... I'm going to do write-ups of the four characters I've played through before too. I love reading other people's builds and it's made me re-evaluate some of my own. One love, FNV-Gaf.
Also, I tested out another round of mods and I'll be writing them up too.
Does anyone knows how explosive entry works in Project Nevada? I wanted to open a 100 skill closed door, used 10 frags and 4 dynamite sticks and couldn't do it. Wanted to try C4 but i don't remember where to find it.
So, I haven't played any of the FO:NV expansions yet but I'm considering it. Which ones would I get most of out of, my character being:
- kinda like an rp-character, with the theme of bringing civilization back to wastes
- skills: energy weapons, science, speech
- built my own robot army in the end
How do I even start these packs if I get them? Do I have to load a pre-ending save?
Yeah, being immune to addiction is a fucking great ability, not to mention all consumables double in duration (it's supposed to be only chems, but... well, Obsidian) which stacks with Chemist, as well as challenge perks like Day Tripper or Fast Times. Full minute Turbo, half hour Med-X, etc. Not to be underestimated.
So, I haven't played any of the FO:NV expansions yet but I'm considering it. Which ones would I get most of out of, my character being:
- kinda like an rp-character, with the theme of bringing civilization back to wastes
- skills: energy weapons, science, speech
- built my own robot army in the end
How do I even start these packs if I get them? Do I have to load a pre-ending save?
Whatever you do, don't get Dead Money. Get Old World Blues. (Unless you mean the recently released "previously only available by pre-order" packs).
The DLC will start when it loads onto your save.
You think I can complete the game in 10 days?? Doing only the main quests etc...I'm on Novac now after the ghouls sidequest, next week i'll be getting Dark Souls and I know that I won't touch NV again after that...sad,but true.
Honestly, I hated it. Maybe cause I'm stupid and its just to difficult for me. I don't know!
Old World Blues is my favorite than Honest Hearts. I haven't played Lonesome Road yet
Honestly, I hated it. Maybe cause I'm stupid and its just to difficult for me. I don't know!
Old World Blues is my favorite than Honest Hearts. I haven't played Lonesome Road yet
The level design is bad (repetitive, confusing layout), and the art direction is pretty poor (everything looks shitty and the same). But the writing and the overall story arc in it really makes up for that imo. My favorite DLC is OWB too.
Yes well, all the DLC have their strong points and their weak points. Honest Hearts has really shitty quest design, and poor characters outside of Graham. OWB has no real story to speak of, and no companions. LR has no optional quests and not much exploration.
The level design is bad (repetitive, confusing layout), and the art direction is pretty poor (everything looks shitty and the same). But the writing and the overall story arc in it really makes up for that imo. My favorite DLC is OWB too.
Level design is awful. The toxic clouds, radio frequencies and the hard to kill enemies didn't help it. I will agree though the writing and story arc is great. Though I still prefer OWB's writing.
Level design is awful. The toxic clouds, radio frequencies and the hard to kill enemies didn't help it. I will agree though the writing and story arc is great. Though I still prefer OWB's writing.
I don't think a scenario being hard and challenging is a bad thing. If your character is poorly equipped to handle any of the challenges in DM, it can be very frustrating to play, I agree, but if you approach it with a more cautious mindset, it can be pretty fun. I had quite a lot of fun tackling the hostile environment.
Level design is awful. The toxic clouds, radio frequencies and the hard to kill enemies didn't help it. I will agree though the writing and story arc is great. Though I still prefer OWB's writing.
I feel pretty much the same as you, (the radio frequencies are a fucking nightmare) but the enemies for me got significantly easier when I realized that I was using the throwing spears in my non-melee build.
I feel pretty much the same as you, (the radio frequencies are a fucking nightmare) but the enemies for me got significantly easier when I realized that I was using the throwing spears in my non-melee build.
Are there any recommended level ranges for the DLC's? I only played DM before when it came out, and I got the rest of them now for a proper ultimate playthrough. FO3 DLC's were pretty forgiving in this regard, but I hear Lonesome Road for example is pretty darn hard at some points?
Are there any recommended level ranges for the DLC's? I only played DM before when it came out, and I got the rest of them now for a proper ultimate playthrough. FO3 DLC's were pretty forgiving in this regard, but I hear Lonesome Road for example is pretty darn hard at some points?
Some of the DLC recommends levels. Dead Moneys is Level 25 and Old World Blues is 15. Its all up to you and what skills you have. Old World Blues you'll need a lot of Energy Weapon or you might end up ded.
I'm gonna have to say I agree with you, though I haven't played Lonesome Road yet. At first, I hated Dead Money, but I've really come to enjoy it over my last few playthroughs. It's just so different, you really have to make use of everything you've got.
I picked up OWB and LR and am waiting for a sale on Dead Money and Honest Hearts. DM is nearing the one-year mark, plus we have Black Friday coming up, so I can see a sale coming soon.
400 MSP each for DM and HH seems like a fair price.
All the DLC are awesome. It's usually up to personal taste. Dead Money just got lower ratings because people don't like being tossed in a frail situation. Personally, i didn't like HH so much, and thought DM was way better. Great characters, atmosphere, plot, and it ties really well with the other DLCs.
All the DLC are awesome. It's usually up to personal taste. Dead Money just got lower ratings because people don't like being tossed in a frail situation. Personally, i didn't like HH so much, and thought DM was way better. Great characters, atmosphere, plot, and it ties really well with the other DLCs.
Definitely. Honest Hearts was a fantastic little sideshow to the main event, and a great bit of Fallout lore, but the Avellone trilogy is spectacular from start to finish. I still look forward to playing Dead Money when I start a new character even though I've done it half a dozen times at least.
Dead Money has the best characters out of any of the DLCs, hell I'd argue they're just as good as some of the best in the main game, if not better. I wouldn't skip it.
Hey, I'm bored and I want some help with build theory crap.
I'm building a couple theme builds; that is they aren't entirely min-maxed, they're more like kind of optimized around a general idea that sounds interesting. I've been messing with them for a while ever since markot asked about build stuff.
STR 6
PER 5
END 4
CHA 3
INT 4
AGI 9
LCK 9
Built to Destroy
Kamikaze
Guns
Repair
Survival
Implants: AGI, LCK, STR, DT
(2) Rapid Reload
(4) Travel Light
(6) Cowboy
(8) Gunslinger
(10) The Professional
(12) Light Touch
(14) Finesse
(16) Better Criticals
(18) Hand Loader (Repair 70)
(20) Jury Rigging (Repair 90)
(22) Silent Running (Sneak 50)
(24) Grim Reaper's Sprint
(26) Nerves of Steel
(28) Action Boy
(30) Sniper
Atomic!
Rad Child
Tunnel Runner
Grunt
Action Boy (2)
Quick Draw
Run n' Gun
Concentrated Fire
Commando
Lucky to be Alive
So I broke the perk ordering off at level 30 so it would be easy to mess with these builds if someone liked the general idea but wanted to run Logan's Loophole. The first one above there is kind of a 1h pistols/revolvers/SMGs build sticking to light armor. I like to call it the quick crittin' cocksucker. I just made that up but it's pretty funny to me right this moment.
I don't have a funny name for this build really. Sorry. It's not based around crit, but more just being a nerd that spams the shit out of VATS with crazy sci-fi looking guns and walking around like a power armored boss.
Give me some ideas for these builds. The stuff after the level 30 perk order break are just ideas that sound good for perks beyond 30, and since I've only recently even thought about building past 30 or using any of these new perks from the DLCs I'm a little fuzzy on them.
Dead Money has the best characters out of any of the DLCs, hell I'd argue they're just as good as some of the best in the main game, if not better. I wouldn't skip it.