Fallout 2 Tips?

.Pixote. said:
.. convince the enclave soldiers to help kill Frank
Yup, they are pretty effective. Just pump them with Jet & Psycho and stay close with a Superstim, watching the show.
 
valcik said:
.Pixote. said:
.. convince the enclave soldiers to help kill Frank
Yup, they are pretty effective. Just pump them with Jet & Psycho and stay close with a Superstim, watching the show.

combined with the turrets it's all just like watching fireworks
 
Well, just wanted to let you all know that I am about to start a new game of Fallout 2. I got halfway through Fallout Tactics, and it just isn't my style of gaming. After a bunch of missions, it just got so dull to me. I even began cheating so I could at least see the ending, haha. But even then it was no fun. It was pretty much, shoot these people, arrange and sell gear, reload everyone's weapons, head back out, shoot people, repeat. So for the people who had the patience to beat Tactics, you are awesome, but I can't do it, it is such a yawn fest. So back to Fallout 2 for me. But I will be giving Fallout POS a try soon too, but I have a feeling that is a horrid game as well. But anyway, I'll be using your tips to help conquer Fallout 2 the proper way. :D
 
YellowNuka-Cola said:
I got halfway through Fallout Tactics, and it just isn't my style of gaming. After a bunch of missions, it just got so dull to me. I even began cheating so I could at least see the ending, haha. But even then it was no fun.

Tactics IMO is a better game if you play as a solo character - forget the extra team members. It's far more challenging, but I will agree the latter third of the game quickly becomes repetitive...and I could never understand why they thought Reavers and Robots were a good addition.
 
Reavers were far better addition than silly tribals. Their worship was technology, not shamans, voodoo magic, and damn stone heads. And this makes them far more convincing, since world (before the war) was full of advanced technologies (like walking tanks, nucular powered cars, serving robots, etc.). Not to mention about all these Al Capones, Mongols/Romans, and Jackie Chans... but yep, that Samurai flag sucks... other than that their design is great...
 
If at all, they should have cut out the Beastmaster stuff.
 
Now that I know they were humans who worshiped technology I can accept them somewhat more - (originally I thought they were a Ghoul breed, it was those skinny legs of theirs)...but robots WTF. Tactics should have stuck with just Ghouls, Raiders, and Super Mutants...even playing as a BOS lackey left me feeling dissatisfied.

As for tribals - they should have been replaced with hillbilly scavengers, tribals never made any sense. :roll: Beast Masters - please don't remind me. :x
 
.Pixote. said:
Tactics IMO is a better game if you play as a solo character - forget the extra team members
I remember doing that once and getting stuck at that later mission where you had to pull the three switches all across the level at the same time. Is it possible to beat that mission with only one character? I haven't played it in a long while but I still clearly remember having to restart my game at that point.
 
..just place at least one C4 charge close to the power nodes, or whatever it is. Set all the igniters to the same frequency and finally, press a detonator's button.

edit:
Ah, sure you are right. There is also an underground mission, where the turrets are controlled by a switch. This can be pretty tricky for a solo character.
 
I don't recall, i just remember it was a set of switches across the level in trailers or small buildings. I went around flipping them one by one only to find them disengaged when I came back after nothing happened. I thought maybe an enemy way going in and messing with them when I went away but when I toggled it and stood there I saw that it went back to normal way quicker than I could run around to flip the other ones.
 
valcik said:
..just place at least one C4 charge close to the power nodes, or whatever it is. Set all the igniters to the same frequency and finally, press a detonator's button.

edit:
Ah, sure you are right. There is also an underground mission, where the turrets are controlled by a switch. This can be pretty tricky for a solo character.

Maybe one mission will require a few buddies, but that still leaves 20 others. At least as a solo man you can run away fairly successfully when things get dicey, thats a bit tricky with 5 other members...I'm not sure if the experience is shared across a party, or if each member gets the so called allotted amount. :shrug:

I played Baldur's Gate as a solo character - it was very difficult at first, but eventually I was good enough to defeat Drizzt in a clean one on one, mind you I was a level 10 fighter/thief, and a master of hiding in shadows...I just had to get his cool weapons and armor, mind you I needed a 20 just to hit him. :roll:

23-24.JPG
 
I kind of like picking:
S-4 (power armour can boost it +4, and +2 from red module and perk)
P-8 (green module and perk can boost it)
E-6 (more than enough endurance, also allows all the perk requirements)
C-7 (+3 from blue module, perk and mirrored shades. Dermal enhancements reduce charisma by 2, so worth keeping it high a few extra points)
I-8 (+2 from yellow memory and perk)
A-9 (+1 from perk)
L-6 (+2 from NCR hubologist, +2 from perk and killing dog from random encounter)

with small frame + gifted
Also small gun, lockpick and speech as tag skills, for a few reasons:
1. Small gun is very powerful early game.
2. Lockpick is very handy for getting more loot, and frustrating when you cant loot a container)
3. Speech is extremely powerful early game for getting into the vault without combat, and talking your way into Navarro

As you can see pretty much ALL the special stats can be taken up to 10, except endurance.
This basically maximizes all your stats to make you a superpower ingame with no flaws?
Hope this helps you guys.
 
It depends on what you think is fair and what you want from the game. The Gifted trait makes the game much easier. However, NOT taking Small Guns at the start but adding it with the Tag perk at level 12 is a complete game-changer. If you take Small Guns at the start it's difficult to raise the stat much beyond 185. Alternatively it's possible to have Small Guns maxed at 300 at level 12 if you choose Tag. Then again is that how you want to play the game?
 
I usually take Gifted and Small Frame because the extra stat points are just too good.
I also max out Agility and Intelligence from the very start of the game. Having less than 10 AP's seems stupid to me. INT 10 will get you a lot of skill points/level.
I don't mind a low Endurance or a low Charm, I think having Sulik and Cassidy in my party is more than enough, more followers just get in the way, you have to constantly push them aside whilst looting buildings.
A high Luck is great to have because of a higher Critical chance. This becomes really important towards the end of the game.
Also: the new content in killap's RP allows you to reach level 30 (easily) before leaving for the Enclave. So you can take the Sniper perk and score critical after critcal.
 
I usually take Gifted and Small Frame because the extra stat points are just too good.
I also max out Agility and Intelligence from the very start of the game. Having less than 10 AP's seems stupid to me. INT 10 will get you a lot of skill points/level.
I don't mind a low Endurance or a low Charm, I think having Sulik and Cassidy in my party is more than enough, more followers just get in the way, you have to constantly push them aside whilst looting buildings.
A high Luck is great to have because of a higher Critical chance. This becomes really important towards the end of the game.
Also: the new content in killap's RP allows you to reach level 30 (easily) before leaving for the Enclave. So you can take the Sniper perk and score critical after critcal.
I play it the same way...only I get frustrated with the game's anomalies and quit before I get as far as the Enclave.
 
My set up:
S - 4 --> 9 (power armor and module)
P - 9 --> 10 (chip)
E - 4
C - 4 --> 6 (chip, mirrored shades)
I - 10
A - 9 --> 10 with the EPA drug if you're playing the restoration project
L - 8 --> 10 with NCR hubologist scan.

Traits: Small frame, Gifted

Tags: Energy Weapons, Big Guns, and then whatever non combat skill I think I may need this playthrough.


With this you have 10 in the major combat-oriented stats (Perception, Intelligence, Luck), but you aren't too weak in the others (though your initial HP will be a bit tough to get over). Overall, I think this is one of the stronger builds for power playing. Other than tagging small guns and maybe fast shot with the Sniper perk. But I like aimed shots myself. Admittedly, it may be a bit wasteful to start any stats at 10, but I think the few skill points you get in the beginning before you get the intelligence module makes up for it.
 
My character right now is a young dark haired female named Faith:

S - 10
P - 6
E - 4
C - 2
I - 7
A - 9
L - 9

Traits: Jinxed, Gifted

Tags: Unarmed, Sneak, Outdoorsman


And before anyone says anything, I am really regretting not tagging Speech. Never again (maybe).

I used to always pick Speech, Unarmed, and Small Guns, but I am now thinking that maybe only one combat skill should be tagged at the beginning of the game (with Big Guns ALWAYS getting tagged from the Tag Perk). Either Unarmed, OR Small Guns, but not both. This makes it possible to Tag the Sneak skill, which I am becoming fonder of as I get older and more devious. :wink:
 
I dunno, but if I want to create a non-rp character, like a terminator who can easily kill everyone alone, I pick 10 endurance. I just love those tons of HP. And it help when you play on maximum difficulty, because if you screw up and put yourself in a deadly situation, those HP's surely will carry you to victory.
 
^ Oh yeah, high melle or unarmed + 10 endurance + doctor = teh brokenzz. The ratio of resurces invested to resources gained per fight is silly. It's quite boring, though, since you never realy need anything you can find (no ammo to deal damage, you heal a lot of what you recieve, etc).

Well, my most enjoyable playthrough yet involved party control enabled, one perk per level (self imposed no sniper/slayer/extra criticals/cheeze, only "power" perk was bonus rate of fire), a mod which balances down the tons of loot everywhere, 25% of the vanilla drop rate from monsters (so practically no loot from random encounters), 25% value for items you sell, 4X price on anything you buy (that one I didn't work very well in practice), almost no stealing, no rushing to caches of strong loot ahead of time and... only 7 AP :) Bruiser + Gifted. Tagged speech, lockpick and traps (mod adds traps, they're not too strong but are fun and tackticky). Oh, and hardest difficulty and hardest combat. And stimpaks which irradiate you on use.

Also, semi-self imposed - always try to clean up every quest in an are before returning if possible, so as to enjoy local fights without skipping ahead for equipment. And ofc, no grinding levels (loot I couldn't grind as nothing dropped stuff).

My advice? Do everything you can in an area before moving on to the next area (it's a bit tricky with places where that's impossible, so you need to judge it). Play smart, don't waste resources and skill points, loot all the containers you can. Run away from fights before you know you can take them. It's pretty doable with insane limitations, so as long as you play it anywhere close to the default settings you shouldn't really have problems.

Also, try this in the early game - don't sell meat, but drop it on the ground to bait gecko's while you run through toxic caves and then back out. If you can get gecko skinning and then kill all the gecko's in the klamath-arroyo arrea you should have a nice time.
 
Last edited:
... can you bait geckos with meat?

I've been playing this game for nearly 15 years, and never knew that.
 
Back
Top