I Have Questions About Fallout Gameplay (1 and 2)

Discussion in 'Fallout RPG Gameplay & Tech' started by DwayneGAnd, Sep 3, 2017.

  1. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    Let me just say this: I'm a picky perfectionist who feels like he has to do something right the first time. I don't allow myself to make mistakes and have frequently started over whenever things go wrong. Fallout seems to be far more complicated than other RPG's I've played, you know, such as Diablo, Final Fantasy, Dragon Quest, and Quest For Glory where you level up and your stats increase automatically. And I'm not too fond of this non-linear sandbox style where you can complete quests in any order as it greatly differs from other traditional rpgs. All too often I would find myself facing a situation where I am far too weak against greater opposition. Especially at the start of the game when by stroke of bad luck you come across some enemies that can kick your ass easily. Whereas in other rpg's, when you're given a quest, you're supposed to complete it in order to advance, and the enemies aren't too challenging.

    Even after all the hours I've spent playing this series, I have yet to master the mechanics. The S.P.E.C.I.A.L system is much more different from other rpg's where your character's initial stats are set automatically when starting a new game.

    Most of the traits seem too useless. A lot of people say gifted, small frame, and fast shot are the best traits and there don't seem to be any others worth taking. And Gifted often feels like cheating because it eliminates the difficulty in balancing your stats, making it easier to pass certain checks. Taking gifted feels like the only way to truly make a great character because you'll be able to max certain stats. I also don't feel comfortable taking advantage of certain glitches to get ahead. And as for altering the difficulty to raise or lower skills so you can raise them higher with skill books, that also feels like cheating to me.

    And when leveling up and gaining skill points to spend, I don't want to feel like I'm wasting them investing in certain skills that some players would call worthless. Waste not want not. Most of the perks seem to be a waste and don't seem all too useful. The only ones that look useful are sniper, slayer, better criticals, bonus rate of fire, bonus hth attacks, and action boy. In fallout 2, the list includes quick pockets and living anatomy. It's as if the game forces you to make a combat oriented character specializing in either guns or melee.

    And as for the option of being evil, that's just not me. Come on, you're the protagonist, you're supposed to be the hero of the story! What's the point of being a villain if you're the protagonist?

    In the past, I used to play on just easy with wimpy combat setting. Then recently, I started playing on normal difficulty and combat setting and the game still feels too challenging for me, especially at the beginning when skills are low.

    Now that all that is out of the way, here are my questions.

    1. Is there any point in maxing certain attributes endgame with power armor and implants or should you just set them so you can qualify for important perks? Are any attributes worth maxing endgame?
    2. Other than small frame, fast shot, and gifted, what other traits are worth taking?
    3. Is there any point in going through the whole game using only small guns when energy weapons and big guns are more powerful?
    4. What skills are worthless and not worth skill point investment?
    5. How can I get the hang of playing on harder difficulties?
    6. Power Armor is so heavy. Do you truly need to wear it endgame even if you specialize in guns and fight long range?
    7. Is there any point in making a themed character such as a diplomat or thief?
     
  2. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
  3. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    I have six builds planned each for Fallout 1 and 2. They are:

    Small Guns/Energy Weapons Sniper
    Small Guns/Energy Weapons Burst Fire
    Small Guns/Big Guns
    Melee
    Pistols
    Dimwit

    For each build, I write down the names of the male and female characters, minimum/maximum stats, weapons and ammo they use, and the important perks they take.

    The sniper build uses single shot weapons with targeted shots. Endgame weapons are the Sniper Rifle for extreme long range combat and the Turbo Plasma Rifle for Fallout 1, Gauss Rifle and Pulse Rifle for Fallout 2.

    Burst Fire uses Gatling Laser and gets both ranks of bonus ranged damage. The .223 Pistol is used to conserve ammo against weaker enemies. In Fallout 2, the Gauss Pistol is used instead of the .223.

    The Big Guns build also takes both ranks of bonus ranged damage and uses the minigun together with the rocket launcher. The .223 pistol is used to conserve ammo. In Fallout 2, I use either the Bozar or the Vindicator minigun together with the Gauss Pistol.

    The melee build uses the power fist and the Super Sledge, the sledge being used to conserve energy cells. In Fallout 2, I use the Mega Power Fist.

    Pistols takes One Hander and uses the .223 Pistol and Alien Blaster. In Fallout 2, I use the Gauss Pistol with the Alien Blaster.

    Dimwit just has less than 4 intelligence, mostly for a humorous role-playing playthrough. I have yet to decide what would be the best combat choices for this character.

    Based on the information on the Hardcore site weblink posted above, the recommended traits are small frame, fast shot, gifted, good natured, finesse, one hander, and possibly jinxed. Pistol users can start with lower strength, rifle users wither at least 5, and melee for at least 6. In the past, I mostly started each character in Fallout 1 with 6 strength to max that stat when getting the implant and wearing power armor. I also started the majority of my fallout 2 characters in the past with 5 strength to have a max of 10 endgame from wearing advanced power armor and getting the strength implant. In both games, I always tried to end with max luck with all my gun users so that every hit would be a critical hit when getting sniper. Hey, slayer converts all your hits to critical damage, why shouldn't it be different for guns.

    For each of my builds in Fallout 2, I want to have at least 1 weapon that can do great damage against Frank Horrigan if I don't want to rely on the turrets.

    In the past, I always tried to max the following stats endgame:

    Strength: increased melee damage for melee characters, increased carry weight for all characters
    Intelligence: more dialogue options, skill points for leveling up.
    Agility: more action points
    Luck: increased chance to hit. With 10 and the sniper perk, all hits are critical. Slayer, which needs 6 upgrades all hits to critical.

    I have a couple of other questions raised from reading the information on that hardcore site.

    Isn't Finesse a waste once you get slayer or sniper? Are you gimping yourself in the beginning if you take both gifted and good natured? What kinds of builds would benefit from jinxed?
     
  4. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    Sniper/slayer are on level 24, when the game is 95% complete. Everything has tradeoffs, you can't eat your cake and have it.

    A gifted character handles Arroyo/Klamath just fine, that's enough to get one combat skill high enough to wipe the slavers. Also note that your tribesmen will not train you if your melee/hth skills are too high.

    Jinxed needs to fail as little as possible. (Which means very high combat skill and no lame ass companions like Vic). Also, high endurance and luck are required, to offset failure effects when you do fail (min 5% of the time according to SPECIAL, 50% of that will be critical fails - every 40th hit).
    Melee works better because weapons can't explode in your face. HTH also, as you can't drop weapons and there's HtH Evade perk to inflict death by "stop hitting yourself" (probably boring, though). But if you really want, a gunman run is also doable.

    I plan to put all that on PlayItHardcore eventually, but don't have much time at the moment.
     
  5. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    The hardcore site mentions something called EcCo for those who use the restoration mod with fallout 2. Should I get that?

    By the way, that hardcore site should update itself to include other fallout games including 3, New Vegas, and Tactics.
     
    Last edited: Sep 4, 2017
  6. Prone Squanderer

    Prone Squanderer A bit of a Sillius Soddus.

    Jan 3, 2016
    Protagonist =/= hero
     
  7. cordelionreaver

    cordelionreaver Look, Ma! Two Heads!

    Nov 29, 2015
  8. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    I recently beat the game with a pistol user taking one hander and small frame. I used the .223 pistol and the alien blaster as my weapons, using the former for longer range, and the latter for tougher enemies such as deathclaws or when enemies come closer.

    Since I started off with 4 strength, I could only carry 85lb at the beginning with small frame, which meant I had to severely limit how much ammo to carry and other stuff. Heavy items such as a scorpion tail, junk, and heavier armors took up a lot of carry weight. Later when I got the strength implant and wore power armor, I ended up with an endgame carry weight of 175lb, 100 of which was used by the hardened power armor.

    I also started off with 6 luck. Even when I got the bonus from chuck of 1 point, (since I have the unofficial patches, the glitch where you can get an extra point of luck has been fixed) it took me quite a while to find the special encounters, including the alien ship where I got the alien blaster. I had to do some exploring all over the desert area of the world map before I found them.

    Is Small Frame only recommended if you have high strength? Should you boost luck as high as you can go in order to get a max of ten so that all critical hits with sniper become critical? Or should you only raise it high enough to qualify for Better criticals with the bonus from Chuck?

    Also, if you have 10 luck and the sniper when all hits become critical, is there any point in continuing to make targeted hits?
     
    Last edited: Sep 6, 2017
  9. MPPlantOfficial

    MPPlantOfficial It Wandered In From the Wastes

    Aug 24, 2017
    Gifted/Small Frame are for minmaxers. Small frame is massively overrated. Time spent for the haul is not worth it if you aren't gonna go for companion mules.
    10 Luck is recommended for Burst/Big Guns playthrough. 6 is enough for sniper/pistol game with Hub boost and getting all encounters.
    Fallout is one of those games designed so you can do whatever you want and explore and still finish the game so at the end of the day it doesn't really matter.

    Follow these guys' advice:
     
  10. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    are there any other times when luck should be maxed? Also, you get the boost in Adytum, not the Hub.
     
  11. MPPlantOfficial

    MPPlantOfficial It Wandered In From the Wastes

    Aug 24, 2017
    I was actually thinking for Fallout 2 where you get +2 luck from the Hubologists thus "Hub."
    In FO1? Haven't played in a year so I can't be sure but it's even more forgiving than FO2 so even a truly broken build can still finish that one.
    Well you can max luck if you want just to get those rare encounters earlier on but no other uses.
    Maybe the Fixt mod has an added feat for 10 luck but I haven't tried that myself.
     
  12. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    the hardcore gaming site link above says you should only max luck if you take jinxed. Would that be a good idea?

    Another thing, I tend to not buy weapons or armor in stores if I can get them a little later for nothing! For example, getting leather armor off the dead skulz ganger after he is shot by Neal for hitting Trish, getting the sniper rifle at the glow or the combat shotgun from one of the rough guards, getting combat armor at the glow, metal armor at the irwin farm, rocket launchers or miniguns at the glow, the flamer from Talius, etc. Is this a good idea or should I buy as soon as I can?
     
    Last edited: Sep 7, 2017
  13. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    I started another pistol user, this time playing on normal difficulty and normal combat setting, taking one hander and good natured. My starting stats were:

    S-4
    P-7
    E-4
    C-6
    I-7
    A-7
    L-5

    After completing shady sands and junktown, I went to the brotherhood to get the glow quest and then went to adytum to get the luck boost and Katja. Then I went to the glow and completed everything including getting the combat armor. Then I went to the brotherhood to get brotherhood armor, and the strength and agility implant. I got the .223 pistol from completing Irwin's quest, and then went to Necropolis to get the waterchip, but by then, the mutants had invaded and I couldn't even deal impressive damage against them. I was only on level 7 and was only doing one attack per turn, having both small guns and energy weapons past 100%. I had the .223 pistol and the plasma pistol at the time, yet I couldn't even properly take on Harry and his mutants. So I just gave up and deleted this character.

    What am I doing wrong? Why the f*** did Interplay make this game so damn hard? If I can hardly take on supermutants, how can I hope to exterminate deatchlaws?
     
  14. Ben Soto

    Ben Soto Professional Salt Shaker

    Jul 7, 2014
    IIRC, and it's been a while since I last played so take my advice with a grain of salt, but super mutants are supposed to be tougher than deathclaws in F1/2.
     
  15. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    then how am I supposed to deal with the super mutants at the watershed? How am I supposed to have any chance against them? And what about deathclaws? Is there something wrong with the way I play the game? Is it my equipment? My stats?
     
  16. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Dude...Its not that hard.

    Get combat armour, a rifle, good stats, and aim for the eyes.

    You can kill deathclaws with nothing but a leather shirt and a double barreled shotgun if you're a tad bit lucky, got Ian and Dogmeat, and aim for the eyes.

    Eyup, Super Mutants wipe the floor with Deathclaws.
     
  17. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    what if you don't have a rifle. What if your character uses pistols instead of rifles?
     
  18. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Then get a good pistol then?

    The .223 pistol is argurably one of, if not the best gun in the game.
     
  19. DwayneGAnd

    DwayneGAnd Still Mildly Glowing

    Oct 12, 2016
    I had the .223 pistol, but I could only make 1 attack per round because I only had 9 action points and did not have the bonus rate of fire perk. And I still got wasted!

    Seriously, how do you know when to fight and when to avoid combat?
     
  20. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    1 attack a round is plenty if you aim, and hit the eyes...

    Are you trolling?

    If you can get the .223 pistol, your build should be pretty good.