Perks and stats for a extreme sniper

Discussion in 'Fallout Tactics Help & Tech' started by mongerman, Oct 6, 2008.

  1. mongerman

    mongerman First time out of the vault

    Oct 6, 2008
    Hi guys. I would like to create the most efficient killer at long range. I was thinking stats of

    s 5
    p 10
    e 1
    c 1
    i 7
    a 10
    l 6

    As you can see, he cant take many hits. For perks, I'm considering not taking gifted for once, and going with kamikaze/fast shot.

    Will be using small guns early game, and energy weapons end game

    Question, is kamilaze/fast shot a better combi for a character dedicated to just killing? Or should I go gifted/fastshot or gifted/kamikaze
     
  2. Carib FMJ

    Carib FMJ Nuka-Cola Chaser

    Nov 8, 2003
    Kamikaze would be good. since it offers you a bonus to damage... and fast shot, that is if you aren't targeting body parts.

    Either is a good one...

    Perks
    -Sniper (duh)
    -Better Criticals
    -Living Anatomy
    -Sharpshooter
    -Night Vision
    -Silent Running
    -Tunnel Rat



    These are good perks
     
  3. McRae

    McRae RESERT DANGER *HICCUP* Orderite

    Dec 9, 2007
    Raising your luck could be useful. You know, for the critical hits. There's nothing as fun as knocking an ennemy out and finishing him bullet by bullet.
     
  4. mongerman

    mongerman First time out of the vault

    Oct 6, 2008
    Except that i can't spare any more stat points.

    Just wondering, from someone who has only played Fallout 2, what in the world happened to aimed shots to the eyes? In fallout 2, aimed shots to the eyes were a almost guaranteed critical with huge damage and blindess if it didnt kill the enemy outright. Now, aimed shots are kinda lame. Crits happen only occasionally, and even when it does happen dmg is in the single digits and dont cause blindess etc etc. Is it just me, or does it get better later?
     
  5. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    There's a thread discussing sniper builds further down the page, http://www.nma-fallout.com/forum/viewtopic.php?t=40350 you might want to read it.

    But for your build kamikaze and fast shot are the wrong traits to take, fast shot is a big no no for any sniper build as you lose the big advantage of aimed shots (and they are effective if you use the right weapon and right ammo against your opponents). Kamikaze is a bit of a waste of the armour class bonus you'll get from the 10 agility.

    For that build go gifted/finesse, using the extra points from gifted to raise your intelligence to 8 and luck to 10. With luck 10 and finesse you'll see a big improvement to the rate and effectiveness of criticals. Or if you really don't want to use gifted then small frame and finesse, dumping the extra point into luck or small frame and one hander. One hander works differently in FOT, the engine doesn't actually account for one handed or two handed weapons, instead the trait penalizes your big guns skill and gives a starting bonus to your small guns, melee and throwing skills.
     
  6. mongerman

    mongerman First time out of the vault

    Oct 6, 2008
    requiem_for_a_starfury, I did look through that thread. Got lost about halfway through.

    My original idea would be more suited for a heavy gunner, yes? I may just create a pair of custom mercs then =)

    [Edit] I just read through that thread again, all the way this time, and it seems that the critical based sniper is not focusing on dmg, but rather on status effects and the occasional huge dmg and instant death, is that right? Also, from what I gathered, there is little point in getting x3 more criticals, as long as you are making aimed shots at the eyes etc etc?

    Question, why not just go for more reliable dmg with kamikaze and fast shot? I mean, all we're trying to do is to kill the other guy asap right? Even for a sniper, I rather kill the guy before he gets close, rather then inflict status effects on him, then killing him when he gets closer. Am i missing something here?

    Finally, for a dmg based range character, I should go with my original character, but with focus in big guns instead?

    Thanks
     
  7. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    The massive damage from criticals is more than occasional, and you're not concentrating on the status effects but on aimed shots. Aimed shots to the eyes isn't as instantly devastating as in the rpgs as they had to balance the game for real time and multiplayer but still it's probably the most efficient and (probably) quickest method to dispatch most opponents. Perception 10, Agility 10, Luck 10 gifted and finesse isn't going to do as much damage per shot, but then they don't get as many misses so it balances out.

    No your original character is rather useless for a heavy gunner, not enough strength for a start or endurance. Big guns might have a long range on paper but they are all set to the 'short' range which means they have the most negative range modifiers (where sniper rifles being set to 'scoped' have the least) your high perception is just not going to offset all of them. That means you are going to need to get closer and will probably take damage.

    For a heavy weapons expert with kamikaze/fast shot I'd go

    Strength 6
    Perception 7
    Endurance 6
    Charisma 1
    Intelligence 6
    Agility 8
    Luck 6

    6 strength will be sufficient for most heavy weapons until you can get power armour. Since you won't be doing aimed shots you can get away with a lower perception but with the sharpshooter perk you'll have equivalent of perception 9. Endurance 6 will allow you to survive longer at mid range but will also give you more leeway when using drugs.

    An intelligence of 7 will only give 19 skill points per level, where as intelligence 6 will still give you 17 points, for a cost of one stat point 2 skill points per level isn't really worth it. 8 agility with fast shot will allow you to do two burst attacks per turn for most weapons, 3 attacks per turn with bonus rate of fire. You can always boost your agility with drugs.
     
  8. mongerman

    mongerman First time out of the vault

    Oct 6, 2008
    Thanks for the help man. But what about my question about x 3 more critical? Is that worth taking?
     
  9. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Depends on your build, play style and other perks you might want. If you take the 10 luck & finesse build and are planning on taking the sniper perk you might not feel you need the extra criticals before then.

    One thing with the perk system is you don't have to take them when you earn them so you can save them for when perks that you really want become available or if you really need them. For instance by the time you find the sniper rifle you should know if your character is getting enough criticals or not. Then you can always take a rank of more criticals or two.