Fallout 2 - followers? energy weapons necessary?

ianpwilliams

First time out of the vault
I just completed F1 and I'm about to start F2. I managed to complete F1 without followers (apart from two fights) because I prefer it that way. Is it possible to go solo in F2 or would that make it too hard?

Also, it seemed like energy weapons were essential late game in F1, but I don't really like them. Is it possible to avoid them in F2? Maybe small guns then big guns?
 
Go solo all you want (the only issue would be carry weight. In FO2, you can use companions as mules, free of charge (unlike FO1))
 
If you don't like energy guns, stick to small guns in FO2, there is a badass mofo rifle in the end game that is on par with the best energy rifles. I won't say anything about it because when you use it, hear its sound and see its effect, you'll be like "hoooly shiiiit!!! this is f-awesome!!!" :twisted:

About companions, I say you keep at least the bald oldman if you get him. And give him one of the above rifles as well; you will never ever regret it.
 
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Go for it! I'm going solo usualy, without any pesky orbiter blocking my path in the narrow corridors. Sulik is the only viable companion in fights anyway, others just suck.
 
It is not as systematic as FoNV, but the companions tend to be involved in some quests or events.

Depends on if you playing the Vanilla or the Restoration Project.
If you play vanilla, i suggest you to pick Vic and keep him between The Den & Vault City, as he has a bit of involvement in the main plot and a few side events.
If you take an interest in plotlines related to the jets, you might want Myron around.
You might want to take Miria/Davin from Modoc to New Reno for a funny event.
You could also take Goris with you while leaving Vault 13. He will warn you about another event. You can ditch him after said event.
There is also an mini-event if you bring Lenny at Golgotta.
If you see the pariah dog, kill it on sight, and kill him more if you can.

If you play the modded version, you might want to take Sulick for the anti-slavery plotlines.
There is also a quest involving Cassidy & Lenny but i don't recall where you should go.

Outside the plotlines, you might also fin the companions usefull in non-combat situations.
For instance, you want to repair a well, but your skill are low, the companion with the highest repair will take the initiative to repair it for you.
 
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I'm playing the restoration mod. I can always take followers along to specific locations if it enhances the story.
 
Go solo all you want (the only issue would be carry weight. In FO2, you can use companions as mules, free of charge (unlike FO1))

Fo1 companions can carry your stuff too. You only have to use the stealing skill on them. They will never be angry at you for doing this.
 
I just completed F1 and I'm about to start F2. I managed to complete F1 without followers (apart from two fights) because I prefer it that way. Is it possible to go solo in F2 or would that make it too hard?

Also, it seemed like energy weapons were essential late game in F1, but I don't really like them. Is it possible to avoid them in F2? Maybe small guns then big guns?
Weapons and combat are both VERY different in FO2 compared to FO1. The overall engine is the same, but the numbers are all different. Different dice rolls, different multipliers and reducers, different ammo types, etc. There are MORE Big Guns than FO1, making it a more viable combat choice in FO2, but some of the best weapons in the game are actually Small Guns.

Also, your opponents are ALL very different in FO2, so despite there being better weapons, they'll seem much less effective because you won't be fighting Raiders with 24 HP, you'll be fighting random naked Tribals with upwards of 50 HP, and heavily armed Raiders with 120 HP. Burst and heavy weapons won't eviscerate your enemies like it did in FO1.

Because of the new armors and "particular enemies" you'll be facing, Energy Weapons are actually NOT very effective in FO2. They were the best thing to use in FO1, true, but they're quite mediocre in the sequel. Also, like Big Guns, you go a long way before you get your first Energy Weapon, so for most intents and purposes, they're "useless".

Short answer is: Stick with Small Guns.

As for going solo or not:
Go solo all you want (the only issue would be carry weight. In FO2, you can use companions as mules, free of charge (unlike FO1))

Fo1 companions can carry your stuff too. You only have to use the stealing skill on them. They will never be angry at you for doing this.
I second this. Go solo. I made SEVERAL characters (in vanilla FO2) that were beastly combatants and didn't need a party to go at it with the large-scale fights. Then again, in the late game I AVOIDED fighting as much as possible. But point being it's VERY doable. You don't NEED companions at all! They just make things MUCH easier. More targets for enemies to attack, so less focus on you. More damage output. MUCH more total carry weight. Using Steal makes trading items back and forth much easier than engaging in the interface with them.

But the drawbacks are you have to build your character to be able to "persuade" people to join you, you gotta outfit them with their gear, so they're a potentially expensive endeavor, and they will alert enemies to your true allegiance if you try to disguise yourself.

In short, like everything in the game, companions come with pros and cons. I like both routes, personally. Sometimes I go with a full crew. Sometimes I play the lone wolf. "Season to taste" is, as always, the rule of thumb. =)
 
Yeah I've gone down the lone wolf route. Very little charisma, but other stats are great, including strength for extra carry space. And I've gone with "Gifted" (of course), and Fast Shot, as I hear you need that with Big Guns, which I'm sure I will use later (and because I can't be bothered targeting body parts every time). And obviously I'm a Small Guns expert. So it should all be fine.
 
Fast shot, 10AG, 8PE, Action Boy x2, Bonus ROFL, better criticals, Sniper, H&K P90c or Gauss pistol depending on DR/DT of enemies, Bozar, so amaze.
 
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