character creation ideas?

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Thinking of starting over with a new character. Any thoughts on good starting abilities. I'd hate to waste a bunch of time with lame stats.
 
[font size=1" color="#FF0000]LAST EDITED ON Mar-26-01 AT 01:19AM (GMT)[p] Let's see, I have a few tips stored up ...

Gifted is a trait I always take. The down side of the trait is that you have fewer skill points, but with 7 extra stat points to play with you can increase your Intelligence enough to more than make up for this and have points to spare. High stats are good.
Remember that if you have a Strength of less than 5, you will not be able to shoot rifles, at least for a long time. I tend to enjoy playing weak brainiac characters, so I often make this mistake. The character I'm currently using was conceptualized as a puny, sickly, but brilliantly accurate sniper. My 4 Strength ensures that I can't fire anything bigger than an SMG. So I'm a puny, sickly pistolero. It's still fun, but not what I wanted. I'm planning to stick it out until I make L12 so I can take Weapon Handling. Wish me luck.
Gun skills, of course, are incredibly useful. Sneak is also used a lot if you play anything like me. Traps is important for spotting mines, but you can probably get a squad member to specialize in this for you. Thrown weapons (grenades, etc.), Unarmed, and Melee Weapons can be counted on to do hellacious amounts of damage ... but of course they involve getting very close to the enemy, something I try to avoid.
Oh, yeah. Barter is good for getting scads of good equipment for your squad. And with 6 guys to outfit you need a lot. My main character's Charisma is 3, so I am letting a squaddie do my bartering for me. But I often wish I had more Barter.

So much for character tips with Zombra. Tune in next week for wasteland cooking tips.

Luck
Zombra
 
Fast shot rocks -- I rarely use targeted shots -- and then I just have another guy make' em.... I also like gifted ... you cane more than balance the skill point hit by adding to your character's int. I would go with small guns, sneak, and then something else :) ... I took awareness for my first perk (love that recon) but that sort of fit my character's sniping/scouting profile...
 
What I did (as with Fallout 1 & 2) is, from the default SPECIAL stats (strength, perception, endurance, etc.) is give +1 to SPEIA (strength, perception, endurance, intelligent, agility). Then I tag the top 3 skills (small guns, big guns, energy weapons). I've never bothered with the special skills/perks/whatever (like heavy-handed, etc.)... I like to play a balanced character.

Note that I haven't found much use for any of the non-weapon skills aside from the medical ones and lock-pick. Sneak is useful, but I'm not totaly sure how high it needs to be (my main char has a 10% sneak skill and seems to do just fine). I wouldn't waste my time with science, gambling, etc. You could always hire a recruit with those skills should you think you'll ever need them. One of the two team mates you start with is a doctor, while the other specializes in small guns (rifles, pistols, etc.)... good sniper. Have fun! Let us know what you decide ;)
 
Gifted and fast shot are almost a must. I always like to have 10 agility for the AP and AC bonus, but it isn't as important as it is in the Fallout RPGs. 7 or more int is good to balance out the skill loss on leveling. If you use any of the ranged combat skills I recommend at least 7 perception - even with big guns and energy weapons. Combat at long range is critical in Tactics because the maps are often just huge. For charisma, if you aren't going to tag barter or pick of the leader perk, you might as well reduce it to the minimum. Plenty of NPCs have 5 charisma, just have them barter for you. If you DO want to do either of these things get at least 6. Frankly you'd be better off spending your skill points on fighting skills and your character points on strength for hauling the loot. About strength, if you take big guns you'll need 9. Don't expect Power Armor to be much of a help with strength requirements here, its a long way off at the time when you first find the .50 cal. Also, high strenght isn't wasted when you DO finally get some PA - it isn't limited to racial maximums any more. 5 or 6 endurance is ok as long as you pick up at least one rank of the lifegiver perk. Luck is pretty much your choice. I usually don't mess with it to much, leaving it between 4-6.

As to skills, I'd recommend energy weapons along with another skill that will last you the first half of the game(small guns are best for this). I can't tell you why without spoiling things, but you'll face endless amounts of foes that can't be easily damaged by normal weapons. Third skill is pretty much your choice, but I recommend a useful non-weapons skill. A weapon skill needs to be kept high to be useful, and its hard to do with three.

Here is the character I played through with the first time, and the one I just started up:

7 str 10 pe 6 en 2 chr 7 int 10 agi 5 luck

fast shot/gifted

small guns, energy weapons, lockpick(didn't turn out to be hugely useful, keys everywhere)

Current one: 9str 8 pe 7 en 2 chr 7 int 10 agi 4 luck

fast shot/gifted

small guns, big guns, traps


Hope this helps you out.
 
Character creation

[font size=1" color="#FF0000]LAST EDITED ON Mar-26-01 AT 06:48PM (GMT)[p]I have to say i agree with dumping cha to minimum unless you want the leader perk, in which case you need it at 6. I'm wondering about the effectiveness of taking a 10 perception to start with, those sniping skills are very important - I suppose you can just take sharpshooter later (unless it can make your perception 12 for purposes of range!), but those first 9 levels might be worth it. I suppose fast shot would be good since you can make one of your flunkies do the targeted shots. but I like having a 10 agi so I can get 2 targeted shots off, I haven't seen any characters with that kind of agi, well 8 and an action boy would do the trick too. I have kind of mixed feelings about Finnesse as the extra damage on crits isn't enough to offest the decreased overall damage anymore, although getting more unconsious results would be nice. Sneak isn't bad to take, gambling I found kind of nice, I cleaned out a couple people in the BOS bases with it. Since you can't rest in the middle of a mission one of my favorite perk/traits is kind of useless now. I WANT MY PSYCHO! but the down side is kinda icky since you are stuck with it for the rest of the mission. I'm still thinking of using a heavy duty burst type with flower child though, maybe when I can pick up a super mutant party member and can get him the psychotic trait... I
 
Well thanks for the good ideas folks. I'm gonna dive in tonight and I'll let you know what I come up with. I was thinking about gifted and it seems like it's recommended. I wasn't sure about charisma but I am now. Mission 1 round 2....
 
My character is hence. 4 8 5 5 8 8 9
Gifted and good natured. Next time Gifted and small frame.

I perfer to keep my main character out of the front line, and if he must shoot, his small arms (get the skill that raises points gained by books asap) A .44 magnum fired twice will kill any human, and a desert eagle with two shot drop baby death claws.

I tagged small arms, Energy weapons, and gambling.

it makes a intresting play.
 
I just made myself a new character - I took kamakazi and whoa! That's some serious damage he puts out (25% bonus damage). I now think kamakazi and gifted are the best traits to start with, especially if you want a sniper. I took small guns, energy weapons, outdoorsman (since I like wandering around looking for loot and don't want to bother with radscorpions). Comprehension is a must as your first perk, and Brown Noser should come shortly after. My stats are 7 8 8 2 8 8 if I remember correctly.
I'm wondering if it might be worth it to try a character with an 8 cha just to find out what Divine Favor is though...
 
I had
7 9 4 6 8 8 6
Gifted and Small Frame
small gun, big gun, stealing

the small frame now I'm considering as fast shot.. since pulling off 3 shots would be nice, as well as changing stealing to sneaking.
what's the requirement for the perk to shot at one less ap ?

This turns out quite good until I found I'm too weak to use heavy weapon.. damn damn.. oh well, so many good hours went by like a flush of toilet.
 
[font size=1" color="#FF0000]LAST EDITED ON Apr-02-01 AT 08:13PM (GMT)[p]I wouldn't tag Steal, Barter, or Gambling. You get recruits who can do all the dirty work for you. heheheh
I stole everything with Babs & gamble (Stumpy) with the QM for all his ammo.
 
How about making the worst possible character u can imagine...and then playing through....certainly a challenge...
 
hmmm ..
how bout a mutant bursting for 2AP.
All you need fast shot, steady arm and bonus rate of fire
And for a challenge, Try to give him the sniper perk also..
 
a few things i thought about.

1. you dont really need to make your main char a sniper cuase farsight is a great sniper. she has great perception and i put her traps up to 100 and that has been very usefull. farsight is the only recruit i kept from the beginning (stitch fragged himself, its a long story :)

2. To me, Agility is everything. It improves all your fighting skills plus makes it so i can get off 2 bursts before the enemy can get off one. i chose small frame (+1 agility) and gifted and jacked my agility up to 10. i think i should of chose gifted and fast shot now since the only person in my party that takes targeted shots is farsight.

3. like someone else said barter and stealing are useless for your main char cuase the recruits do everything for you.

4. Try to build up important skills of your more permanent characters. like i said, farsight is my traps expert and that really pays off. If you do this then you can get more fighters and not be stuck with a driver that cant hold a gun or a mechanic with shitty strength. the main skills you want to build up are: Traps, Pilot, and outdoorsmanship (so you dont have to fight 47 sets of radscorpions when you go from one bunker to another). some other skills that i think you might use are lockpick and science (maybe later in the game, you never know). It would also be a good idea to get a battlefield medic (i have stein) so that your really good doctor and stay pretty safe if you need some first aid in the front lines.

5. think about what kind of character you want to be before you put all your skill points into sneak or small guns. I am a rusher. i play CTB the whole time and i just charge the enemy with my heavy guns blazing. so its pretty stupid of me to put 30 points towards sneak (wich i did cuase i thought it would be real important) Also, once you hit small guns at 100-125 stop! Unless you helluva long range sniper, you dont need all those points. put them into heavy weapons or energy weapons, trust me when you start fighting robots (sorry to spoil for anyone) the sniper rifle is gonna hit those baddass for like 4 points every shot. it'll take you a month just to get through the first level if all your characters have more than 125 points towards small guns and no points towards BGs or EWs.
 
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