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....