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Discussion in 'Fallout Tactics Help & Tech' started by Tokk, Jul 30, 2011.
What is the best way to deal with super mutants? Sniping them from far? Heavy burst weapons?
It depends ©
If you need universal arguement against Muties - you get your sniper rifle and shoot them one by one.
But in most situations you need to use other tactics (tactics, not weapons). Ambush with 3-4 shotgun/burst carriers works. Mine roads work, and extremely well against patrols (Osceola, Jefferson for ex.).
Sometimes you might use grenades, but you need extreme awareness of their traectories and behavior, especially when you are in tight places with different height levels.
Good expierence of ambushing can lead you even to close combat tactic. Just for fun
General rule of thumb: Mutie must be dead before he actually shoots at you.
Best way to deal with mutants? Sneak character with a shotgun. Sneak up to them and blast away. The purple shells are the best in this case.
One guy with an M249 can clear every super mutant level besides Kansas City. It's really easy, no teammates or tactics required.
However, I strongly recommend getting energy weapons on all of your characters at least to 120 when you've got the points to spare, because outside of the Browning M2, big guns won't cut it once you start encountering robots.
Thanks for the tips people.
The robots are more vulnerable to energy weapons then regular weapons?
Caw's, Assault rifles (ak47, FN Fal) anything that dishes out lots of damage and fast with some decent range 9 mm bullets start to be useless here.
Most of MUTIES! pack saw's so you don't want to get at their effective firing range.
About energy weapons and robots: YES furthermore everything is less resistant to them
Snipers do good but they take a lot of time... imho sniper are only good for status affecting attacks. I was trying solo FT old sniper style from FO 1 & 2 but that's just different story here. MUTIES! stoped me because it was bloody boring to hit them ocassionally for 20 dmg ( hunting rifle ) and the sniper rifle wasn't much better
Create your character with 9 strength and use Browning M2 as soon as you find it. This hellofagun will reduce all muties to sauerkraut in no time!
Recently went back to FT to finally finish it...long time ago, my first playthrough went bust right before opening the Vault 0, because I killed Behemoth at wrong spot and the corpse blocked nuke carrier's path.
On topic of muties...it's about finding the right tool for the situation. In St. Louis and Jefferson, you can deal with most muties simply with drive-by. Don't ever underestimate the power of your vehicles. Just don't forget a lot of tool kits and decent repairman for these missions.
In close combat, muties can be overpowered easily by two guys with Jackhammer and SAW. They usually react slowly in CBT so they can be easily ambushed by "execution squad". Set it up right, like one guy opening door to room while rest of the squad gets a clear shot on mutie just as the door opens, and most muties don't stand a chance. Most mutie encounters that aren't drive-by are this kind.
There are only two really problematic spots with muties. The "command post" in St. Louis, which doesn't have to be eliminated (but it's preferable, because you can get a lot of XP and .50 cal DU ammo), and Osceolla outside. In both situations, your biggest trouble are mutie "elites" packing M2 Browning with skill good enough to match your snipers in range and get a hit or two per spray on that distance...which is enough to turn one of your recruits into red paste. St. Louis can be dealt with, thanks to the cliff, using decent sneaky grenadier and high perception spotter. In Osceolla, your only choice is perfecting your ambush tactics. It's one of locations where sneaky trapper with mines or remotely detonated explosives can come very handy, as you can use sniper to lure out the muties into the blast zone you set up earlier.