Fallout 2: overcapping melee skill pointless?

hal900x

First time out of the vault
Hey guys. In Fallout 1, you can get to 95% chance to hit eyes with a ranged weapon at, say, 100 in Small Guns (just a guesstimate). But that is for point blank range. If you want to keep that capped chance to hit at ranged distances, you need to keep investing in the skill. Now I'm on to Fallout 2, and I'm going with Melee or Unarmed. So my question is: are these skills less demanding in terms of skill points because they are ALWAYS point blank? I would assume that overcapping melee skills wouldn't be needed because they aren't ranged. Make sense?
 
That depends, since CTH is being calculated with many attributes - skill, Perception, perks and traits of your character; as well as opponent's AC, Perception, and many others. While 100% in melee/unarmed skill is more than enough against squishy geckos, you'll need a little more for accurately landing these sweet aimed critical strikes against APA wearing Enclave patrol. The good news is that you'll find many characters willing to train your melee/unarmed skill for free, yay! (~135-150 should be enough)

edit: The lighting level plays an important role too, so it's good to have higher skill for these fights in dark places.
 
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edit: The lighting level plays an important role too, so it's good to have higher skill for these fights in dark places.
Doesn't that only apply when the enemy is at least 2 tiles away? (or something like X tiles away for X>1 anyway)



Also, for unarmed you get more special attacks as the skill increases, with the last one unlocked at 130%. http://fallout.gamepedia.com/Unarmed#Unarmed_skill_attacks
Doesn't really matter if you have a (mega) power fist though, but could be useful until you can get one or if you run out of ammo for it.
 
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Doesn't that only apply when the enemy is at least 2 tiles away? (or something like X tiles away for X>1 anyway)
Yes, seems that lighting level doesn't affect the CTH at point blank. My mistake.
 
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