A Vic-type party member would be great for FOO. Not only to cover the flank, but for his repair skill. It's too damned expensive paying others to repair your weapons, and it's annoying being forced to increase your repair skill when the level cap is at 20.Slowhand said:Still, It'd be nice to have a FO2 Vick-type in tow to snipe/occupy Wasteland adversaries, allowing me a comfortable flank and personally acquaint them with my combat shotgun.
Shattering Fast said:I almost feel as though he should have been available as a follower...imagine having sniper cover from a mile away. Sweet.
Oh, btw, I recommend maxing out INT to 9 before exiting the Vault and making a run to Rivet City for the INT+1 Bobble Head in the Science Lab immediately afterwards. It's a suicide run but, INT 10 at level 2 - combined with the 'Skilled' perk in Level 4 - will give you a total of 137 additional skill points to distribute during normal gameplay, allowing you to max both Heavy AND Energy Weapons. No need to worry about which end-game weapon route to take when they're both at 100%. Simply awesome.
Mikael Grizzly said:I never had any problems with Arkansas, I entered the town over the hill.
Here's what Prima's FO3 Game Guide says about Arkansas:cratchety ol joe said:And I still have no real clue as to whom he is, what he does, why he's there, my other char took him slave, still none the wiser.
The last of the military survivors who made Minefield their town, Arkansas was a small boy when the Slavers first came and captured nearly all of the tribe, but they never found him. Swearing revenge, he spread rumors of a new band of inhabitants and set a trap for the Slavers. When the Slavers came to raid the town again, they were harried by a hidden sniper and decimated by land mines. The Slavers took heavy losses that day and never came back. Now an old man, Arkansas still shuffles around this place.