FO2: Ironman Build

JesusC said:
Wow. I thought my friends and I were the only people crazy enough to play Fallout 2 like this. Ironman style.

To all the ironman melee-haters, I registered to let you in on the biggest secret in the world: Jinxed. I pushed an unarmed/melee specialist through all the way to Horrigan twice (a painful hurdle). I was able to violently punch my way out of NCR when my assassination of Carlson got botched. NCR police were powerless as their guns dropped ammo, fell to the ground, or for the very unlucky - exploded in their own faces.

With only my fists to worry about, 90% of jinxed problems did not affect me. A lost turn here or there, occasionally falling down, and between two full games, I broke one leg with a missed punch. Since doctor is tagged to ensure fast healing/combat implants anyways, this is never a problem. It freed up points in luck to boost other stats - allowing some NPCs or whatever additional gimmick you might enjoy.

In combat, always open up with a called shot to the legs - since this provides a motion free knockdown. Shots to the eyes and head will send opponents sliding away, and valuable AP is lost chasing them. Once they're on the ground, you'll get free shots on the eyes anyways.

To the guy who dumped a ton into luck on his melee guy. Don't bother. Even if you don' t believe in the power of Jinxed, Slayer makes all of your attacks criticals anyways, so unless you plan on using Luck rolls for something other than punching (what else is there?) you're fine. Having 1 luck also negates possible a downside with the Hubologists, you can only go up!

You know, the jinxed melee fighter was a build i really thought would work as you say. But every time i tag jinxed on an ironman, i bite it pretty early on. The way i see it, the problem is the missed turns. THEY'RE LETHAL!!! Maybe it's my slight recklessness, but i found missed turns spells death, as it means two full turns of attacks against you without stims. When ganged up on, it's particularly nasty....
 
Did you punch your way though the game with bare hands or with Unarmed Weapons?

Also, I tried doing a Fallout 1 Ironman game. Brought the farm when trying to kill Killian Darkwater. I killed Lars and all the guards in the entrance, but when I tried to gun down Killian, they almost killed me and I had no AP to do anything because I tried to kill Killian. Both Killian and one guard MISSED their shots. Sadly, Tycho hit me in the back instead. Also, Ian died when we were swarmed by six radscorpions near Junktown.
 
Slaughter Manslaught said:
Did you punch your way though the game with bare hands or with Unarmed Weapons?

Also, I tried doing a Fallout 1 Ironman game. Brought the farm when trying to kill Killian Darkwater. I killed Lars and all the guards in the entrance, but when I tried to gun down Killian, they almost killed me and I had no AP to do anything because I tried to kill Killian. Both Killian and one guard MISSED their shots. Sadly, Tycho hit me in the back instead. Also, Ian died when we were swarmed by six radscorpions near Junktown.

For FO2, mostly just my fists (legs). I kept a (mega)power fist around for enemies with damage reduction. The problem with things like brass/spiked knuckles is that you sacrifice the additional critical percentages that come with advanced punches (kicks) - this is essential for getting a decent number of crits as you have Jinxed yourself. You also sacrifice the potential of HtH Evade, but it never seems to work quite as advertised anyways.

Josan12 said:
You know, the jinxed melee fighter was a build i really thought would work as you say. But every time i tag jinxed on an ironman, i bite it pretty early on. The way i see it, the problem is the missed turns. THEY'RE LETHAL!!! Maybe it's my slight recklessness, but i found missed turns spells death, as it means two full turns of attacks against you without stims. When ganged up on, it's particularly nasty....

I try to use lock picks to minimize the number of opponents I am facing at any given time - and generally flee from any encounter that is not easily winnable. Generally, I've found that giving enemies more shots is just more chances for their guns to fall apart. Once you're packing implants, toughness, and life giver, however, you should be able to let an encounter group take a round of free shots at you.

Individual results may vary. :/
 
Just started an ironman with the restoration project. (Surely the next one will come out before I finish) I have it set to normal difficulty and combat, and I've adjusted the encounter rate to something a little more realistic, in my view, for a nuclear wasteland than is the default. It's certainly a new experience as now, instead of falling back on a save, I have to weigh risks carefully and consider the consequences of any action. Heh I'm pretty sure I won't make it the first time, though I'll certainly post my results here, with my character build should I succeed.
 
I wanna keep this thread alive and hear some more ironman experiences. Anyone got some stories to share?

I've been playing my first ironman game with the restoration project, on normal difficulty, and with the encounter rate to something I consider more reasonable for a post-nuclear world. So far, I'm about to leave the Den. I nearly bit it when I gave Vic a magnum, and the first thing he did with it was shoot me in the back. Had a little trouble in the Golden Gecko Cave, since all of the boots melted and I used stims to keep me and Sulik alive.
 
Well, my first ironman playthrough is over. On my way to Modoc from the Den I encountered some highwaymen. With full HP, I tried to get closer to burst one of them. At that point, Vic shot me in the back again, which left me an easy target for the enemy to finish off. Perhaps relying on the SMG alone is a bad idea.
 
Omegawolf said:
Well, my first ironman playthrough is over. On my way to Modoc from the Den I encountered some highwaymen. With full HP, I tried to get closer to burst one of them. At that point, Vic shot me in the back again, which left me an easy target for the enemy to finish off. Perhaps relying on the SMG alone is a bad idea.

Yeah, the Den > Modoc journey is very dangerous as you're still
a low level and very vulnerable. Plus it's mountainous terrain which
in my experience results in more encounters.
 
I believe that's because you're moving slower and encounter rate is based on time travelling not distance travelled. Slower movement means you take longer to get there so encounter more enemies.
Also, why suggest that? I don't do Ironman games (too frustrating from the crappy NPC AI), but I really want to play a jinxed fist fighter and slapstick my way to victory now! There goes more of my time... and I was going to start Neverwinter Nights... damn you :P
 
Minigun Jim said:
I believe that's because you're moving slower and encounter rate is based on time travelling not distance travelled. Slower movement means you take longer to get there so encounter more enemies.
Also, why suggest that? I don't do Ironman games (too frustrating from the crappy NPC AI), but I really want to play a jinxed fist fighter and slapstick my way to victory now! There goes more of my time... and I was going to start Neverwinter Nights... damn you :P

Fallout 2: Three Stooges Edition =P
 
It's ALWAYS the 3 Stooges edition!
Every single Merchant guard with burst weapon will kill his own boss in the first round! :P

But for the real slapstick "how NOT to do an Ironman Game":
The Pariah Dog
Jinxed
Myron with an SMG.
Vic with a Laser Pistol.
Marcus with a Minigun.
ALL set to snipe the enemy and burst always!
 
Minigun Jim said:
It's ALWAYS the 3 Stooges edition!
Every single Merchant guard with burst weapon will kill his own boss in the first round! :P

But for the real slapstick "how NOT to do an Ironman Game":
The Pariah Dog
Jinxed
Myron with an SMG.
Vic with a Laser Pistol.
Marcus with a Minigun.
ALL set to snipe the enemy and burst always!

That sounds pretty brutal. Not sure I'd wanna do that on a vanilla game.
 
Omegawolf said:
I wanna keep this thread alive and hear some more ironman experiences. Anyone got some stories to share?

I've been playing my first ironman game with the restoration project, on normal difficulty, and with the encounter rate to something I consider more reasonable for a post-nuclear world. So far, I'm about to leave the Den. I nearly bit it when I gave Vic a magnum, and the first thing he did with it was shoot me in the back. Had a little trouble in the Golden Gecko Cave, since all of the boots melted and I used stims to keep me and Sulik alive.

I find that sometimes it's worth it just keeping NPC's underarmed to prevent that sort of thing. Vic was using a hunting rifle well past the point of Jackhammers in most of my play throughs.

My story to share: You know those poor farmers that occasionally have wives armed with G11's? Once, around level 18 (decked out with a full party, power armor, and enough gauss ammo to take on the world) I got stopped by a group of farmers being attacked by robbers. Lo and behold, the very next turn, Vic (always the jerk) misses a robber and shoots one of the farmers turning the family against us. Children throw rocks, a pipe rifle is fired, and then the wife turns to me and point blank bursts with the G11. A critical ignores armor, and she must have invested heavily in small guns, because she blew me away for 200+ damage. I blinked. I cried. My effort was for naught, all because of a farmer's wife?

The only solace I got was from a friend who pointed out, "That's why I don't stop for random encounters."
 
JesusC said:
I find that sometimes it's worth it just keeping NPC's underarmed to prevent that sort of thing. Vic was using a hunting rifle well past the point of Jackhammers in most of my play throughs.
I go with only giving Vic weapons with a to hit bonus unless I have no alternative, as well as the policy below.

"Burstfire weapons will only be issued under the following conditions:
-When you are set to Stay Here, and I know the enemy will be coming through THAT DOOR, you are facing THAT WAY, and I an am standing BEHIND YOU.
-When you are set to CHARGE!, and the situation calls for massive overkill.
-When Hell Freezes Over."
 
JesusC said:
I find that sometimes it's worth it just keeping NPC's underarmed to prevent that sort of thing.

Most of the time in an ironman game i find myself with only one or two NPC's at any time. Does anyone else find they just die so easily? Several times i remember i've had to use Sulik as a burst shield while i beat a hasty retreat from highwaymen....
 
Josan12 said:
JesusC said:
I find that sometimes it's worth it just keeping NPC's underarmed to prevent that sort of thing.

Most of the time in an ironman game i find myself with only one or two NPC's at any time. Does anyone else find they just die so easily? Several times i remember i've had to use Sulik as a burst shield while i beat a hasty retreat from highwaymen....

I'm always sad when Sulik refuses to run away with me. As 5 robbers converge on him, I desperately try to make it to the exit grid... never in time. :(

If we survive the Den -> Modoc -> VC journey, my NPCs usually get metal armor and become considerably better at not dying. Sometimes my party will run as high as 3-4 if Sulik and Vic survive the early stages.
 
Oh shit shit. Died again - bit this time me and my entire party blown to bits by mad brahmin. A word of warning to Ironmen - if you get the Mad Brahmin special encounter, switch to combat mode immediately: Per's guide says they don't explode in combat mode :)
 
Josan12 said:
Oh shit shit. Died again - bit this time me and my entire party blown to bits by mad brahmin. A word of warning to Ironmen - if you get the Mad Brahmin special encounter, switch to combat mode immediately: Per's guide says they don't explode in combat mode :)

Sorry for your loss. :(

My jinxed guy just landed that a few days ago. When I travel the world map, I have my A key pressed until I get where I am going. It is kind of lame, but it always ensures you get the first round for running the hell away.
 
After delaying for a while, I finally did finish off that Ironman game. Gave Navarro and then the Enclave their comeuppance and sailed back to San Fran.

Here's the post Enclave stats:

http://members.cox.net/voros/ironman3.TXT

The sniper Ironman build really isn't that hard even on the rough combat settings. It's not easy mind you, but it can (and now twice has been by me) done.

It seems to me it could get much harder trying other types of games though. In particular the two levels of the toughness and lifegiver perks make you a bit of a tank, allowing you to escape the occasional mistake. I wonder how much success I'd have with a melee build.
 
I love playing Ironman builds.

If you are up for a real challenge, build a melee ironman character and
clean out the upstairs/hangers in Navarro! Very, very tough. Tesla armour helps here!
 
After a very quick destruction using 'jinxed' (the crazed robot in Klamath got me on a lost turn), am going to try this build:

STR - 6
PER - 6
END - 10
CHA - 2
INT - 9
AGI - 8
LCK - 6

Primary weapon: Unarmed

Traits: Gifted, Good Natured
Tag: Sneak, Lockpick, Speech

Perk progression: Toughness, Toughness, Dodger, HtH Evade, Lifegiver, Silent Death, Bonus HtH Attacks, Slayer

Right now am planning on strictly using my bare hands and feet rather than brass knuckles and power fists. Will try and fight at night when possible. Will use the sneak skill as a means of escaping battles in which I am in trouble.

Specialty move: targeted piercing strike to the eyes :)
 
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