Fallout 2 small guns build
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No Mutants Allowed. Thanks to all my research on the Fallout wikia, I have come up with builds that use what I believe work to maximum effect. Feel free to comment on my conclusions. Fallout 1 Small Guns- Use the. According to the Fallout wikia, the. It's also the only gun in the game with this perk and only one of three weapons to have this perk. For enemies a further distance away, use the sniper rifle.
Fallout 2 small guns build
Log In Sign Up. What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Fallout 2 Small guns and minimum strength. Shnay 14 years ago 1. I'm playing through for the first time with a strength of 4, and some of the small guns I'm coming across now just left The Den have a min strength rating of 5. Or does the increased damage of some of the guns make the lower accuracy negligible? Or should I just stick to ST 4 guns? It seems like there's ways to boost strength later, but I'm not sure I'll catch those without using a guide which I don't want to do at first. Just looking for some general advice if anyone has some.
All trademarks are property of their respective owners in the US and other countries. No idea how this build would work for casual play, but it might be interesting to try. Vic 6 12 EW I'm getting pretty good at this.
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No Mutants Allowed. Thanks to all my research on the Fallout wikia, I have come up with builds that use what I believe work to maximum effect. Feel free to comment on my conclusions. Fallout 1 Small Guns- Use the. According to the Fallout wikia, the. It's also the only gun in the game with this perk and only one of three weapons to have this perk.
Fallout 2 small guns build
This skill determines combat effectiveness with any small gun. Although the skill lacks the wide devastation possible with Big Guns and Energy Weapons , it is naturally high from the beginning, and can be quickly trained with skill books. Ammunition for weapons governed by this skill is usually plentiful. Several perks, such as Sniper , are available to enhance the skill. The skill in Fallout 2 and Fallout Tactics operates in pretty much the same way as it did in Fallout. Fallout Wiki Explore. Fallout games. Fallout
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However, Unarmed builds should take One Hander or Jinxed. If we have another P90c on switch, we can fire 4 bursts on our turn that can do between dmg per burst. Enclavers and other epic-level enemies that would grind Stealth Slayer into mincemeat if both parties squared up and went toe-to-toe. Keeping a big party alive is harder than keeping one character alive and it slow downs gameplay if you have to guide, equip and advise 5 other party members. If you don't want stealth go for stacked Toughness and Lifegiver. For longer ranges, use the Gauss Rifle. Talk to Goris. Guard the brahmin. Find Woody the ghoul for Percy. Melee-Use the Mega Power Fist or the Ripper to take advantage of the weapon penetrate perk these weapons have. Bust up Wright's still beneath the train station. Skillpoints also accrue over 99 even though only a max of 99 SPs are shown to be held in reserve. Abnormally insane though. Even power-built gunslingers often invest in the Melee Weapons skill due to the effectiveness of spears in the early game if playing the game properly rather than cheesing the Prologue; cf.
This rests on its rate of fire, damage and ease of acquisition. While two bursts empties the clip, we still have enough AP to reload and fire the third burst if we have the Fast Shot trait, the Bonus Rate of Fire perk and Action Boy x2.
You could also make a case for having 10 in Charisma, since FO2 is the only game out of the 3 games which is dependent on Charisma for followers, and followers increase your survivability by a lot, until you get power armor, by yourself combat is long and tedious, with followers you can have enemies chase you while they dish out the damage. Jonny is missing. Track down Pretty Boy Lloyd, recover the stolen money, and make an… example of him. On sale now. Find a way to get Jonny back home to Balthas. Fallout Series Interesting fallout 2 builds 5 posts 5 posts. Quests range in difficulty from simple FedEx quests to involved quests that span the length, breadth and depth of the Wasteland. Starting with 10 charisma is a bad idea. That equates to 6 attacks per turn in addition to the PC's max of 6, which results in 12 attacks per turn for the party. If you've haven't played Fallout 1 , go with Awareness at XL Cornelius has lost his gold pocket watch.
I apologise, but it not absolutely that is necessary for me.
Excuse, I have removed this idea :)
Excuse for that I interfere � I understand this question. It is possible to discuss. Write here or in PM.