What do you think is the best way to sneak in Fallout 1 & 2?

Einhanderc7

Vat dipped, grown and still oozing with perfection
Hello everyone,
I was discussing with a friend of mine about using sneaking in combat with the original Fallout games. They had some interesting ideas, as did I; but I would very much like your take on it as well.

The discussion started on how to approach hardened or well defended locations in the games such as the Mariposa Military Base, Sierra Army Depot, or Navarro.

My typical approach to such locations is to arrive at the location in the middle of the night with a stealth boy and my trusty sniper rifle. Constantly maintaining a good distance from the enemies at the location. But a sniper rifle is hardly ideal for close quarter engagements. While my approach works wonders out in the open, it simply fails when combat is forced into a enclosed space.

My friend on the other hand would focus on sneak kills at close range, quietly taking down foes while avoiding groups of enemies (They prefer melee vs. ranged assaults). However this can sometimes prove problematic with encounters as enemies can run away and alert others. While sound isn't something that is directly factored into the game, the sneak skill is. But once the player engages a group of enemies they will all typically react to the player's presence.

There is also the sabotage option of planting explosives nearby to cripple enemies, but that will typically alert them to the player's presence as well or potentially fail and catch the player in the explosion.

What do you think are optimal options to using sneak in combat oriented situations?
 
Honestly I just assumed that I couldn't always make it work, that it was just one of those hardcore rpg things. So it was only ever a tool in the arsenal for me.
 
I can understand that, most of the time when a sneak murder spree worked I figured it was RNG. However I think there is a system here we can identify that we can all use to our benefit.
 
I've been using sneak a lot in my recent Fallout 2 play through. I'm not sure exactly how it works, but it is lot more powerful than I expected. Here's what I believe so far, I'm not sure if all of this is correct, but it is consistent with what I've seen:

* If you shoot an enemy, they'll become aware of you, and so they'll shoot back, even if you're sneaking at fairly long range.
* Once an enemy becomes aware of you in combat, they will stay aware. (They'll chase and shoot at you etc.) However, if you are able to end combat by standing far enough away, they'll forget about you again.
* It's not hard to end combat while sneaking; but you cannot end combat on the same turn that you open combat. ie. the enemy must get at least one turn before you can end combat. (So I haven't figured out how I can prevent them from shooting back at me.)
* Usually it is possible to engage enemies one at a time, but not always. I've noticed that if an enemy has a gun, then me shooting at them will only alert that one enemy. ie. only the dude with the gun will shoot back even if they have a bunch of friends around. However, if the enemy has a melee weapon, then usually every enemy will a melee weapon will start running towards me.

In any case, I've said that sneak is very powerful... here's what I do to benefit from it:
* I fight just one enemy at a time.
* I start and stop combat so that I get to shoot more often. eg. I start combat by shooting, then end turn and get shot at, then I fire again but end combat instead of ending turn. So I get two shots and the enemy only gets one. Repeat until they die. Usually I do this using a long range weapon. I'm currently using a scoped hunting rifle; but for close range I fall back on burst SMG or something.

By the way, I'm playing with the restoration mod. I'm not sure if that makes any difference to sneak.
 
I'm not sure about the restoration mod, but I know for sure that FIXT does a decent amount of work towards making a stealth playthrough work as intended, as well as some tweaks on sub-factions to differentiate stealth play and make things a little more realistic (e.g. making it possible to assassinate people and not have their entire faction or town come looking for your blood).

As to the original question, I personally find a good stealth strategy to be about flexibility -- the right tool for the right job, and as many super stims as you can get your hands on (it's cheesy and I try to avoid using the stimkill method, but they're about the only thing for those situations where the game is just determined to alert everyone in a two mile radius that you just killed someone behind a closed door in an empty room).

Honestly, Luck is more important than the tool in most cases anyway, IMO. With a high enough crit rate, you can stealth kill the entire wasteland one hapless schmo at a time with nothing but targeted hits from the weakest weapons in the game-- or some of the loudest and messiest. "One shot, one kill" seems to greatly reduce the odds of bringing someone running and often allows you to end stealth combat the turn it began, even if you just blew a mutant into mcnuggets with a rocket launcher and he had two buddies looking straight at him. If they still don't let you end the fight, breaking LOS by rounding a corner or ducking through a doorframe-- or even just sneaking three or four hexes further away-- usually does the trick.
 
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AFAIK modified lighting conditions in some maps is the only thing changed in RP, forcing you to get a little closer (sneak skill) or handling your gun a little better (ranged weapon skill) in order to get the same chance to hit as before in these darkened maps.
 
This is some great input, I honestly never thought of cheesing the system by ending combat. I also never use any chems to benefit my character mostly because they can sometimes be difficult to come across or I simply don't want to deal with my character getting addicted to them.
 
This is some great input, I honestly never thought of cheesing the system by ending combat. I also never use any chems to benefit my character mostly because they can sometimes be difficult to come across or I simply don't want to deal with my character getting addicted to them.

Ending combat is cheesing the system? Huh. My runs were extremely cheesy until I took tagged and raised my big guns skill. Then it was all carefully lining myself up to hit multiple enemies with one volley.
 
While I may consider it cheesing, I wish to convey that in no way am I a definitive source of determining what cheesing is. Therefore feel free to play the game in the way you see fit, from my perspective Fallout was kind of designed with breaking it's systems in mind.
 
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