SNIPER PERK

Jun

First time out of the vault
plz, how to fix the sniper perk?
there is any patch that fix that?
or any unofficial mod or sumthing????
 
I wasn't aware that it was broken, I've never had any problems with it.

You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll.
As the description says, the catch is you need to make a luck roll, even with a high luck you won't always make the roll.
 
requiem_for_a_starfury said:
I wasn't aware that it was broken, I've never had any problems with it.

You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll.
As the description says, the catch is you need to make a luck roll, even with a high luck you won't always make the roll.

heh. Every Fallout Tactics FAQ I've read has said 2 things:

1. Take 1 or 2 CH + LK since they're "worthless" (or 6 to get the good perks / 8 to get devine favor,)
2. Sniper is broken.

Guess I should find better FAQs. ;)
 
It's been a while and I don't have the exact figures anymore, but last time someone mentioned the perk was broken I made a test map to try it out. I populated a small map with a few dummies (for targets) and made a character in the entity editor, levelling him up until he'd legitimately received the sniper perk. Then I equipped him and in the test map proceeded to shoot up the dummies, counting the hits he made and how many were critical. Then I edited him to remove the sniper perk and went played the map again.

IIRC when I played the map, approximately 50% of the hits made by the version with the sniper perk were criticals and only 25% of the hits by the other version (identical in every way except for the lack of the sniper perk) were criticals. Of course there are other factors involved, so it's impossible to tell for certain, but it seems likely that the perk works to me.
 
KiTA said:
heh. Every Fallout Tactics FAQ I've read has said 2 things:

1. Take 1 or 2 CH + LK since they're "worthless" (or 6 to get the good perks / 8 to get devine favor,)
2. Sniper is broken.

Guess I should find better FAQs. ;)

The Sniper perk is NOT broken. I think what the FAQ should have stated was that the Sniper perk is practically useless in a normal game of Fallout Tactics. The reason? If you play the game the way it is meant to be played, chances are that you'll only get the Sniper perk in the last mission! And thus, it becomes a quite useless perk. To get it somewhat earlier, you'll have to do lots of extra random encounters, so you'll level up sooner. Still, it's not really worth it. Take a high LK and go for the good perks.

The fact that FAQs mention that CH isn't all that important is simply because it's true. A high CH will basically only let you get your hands on more and better recruits. It might also affect other stuff (rank, ...), but that's it. If you are someone who likes playing and finishing a game with your initial squad, take a low CH and use the stat points to boost AG and IN and such. If you like good and more qualified recruits, pump some stat points into CH.
 
Hmm I normally get the sniper perk before the last mission and I'm not one to go hunting random encounters.

Charisma affects your bartering skills, so if you want cheaper goods then it's useful to take and charisma also allows the leader perk which I find very useful.
 
The divine favor still rocks but since you get it in 14th level that means you will get 5 more perks till 24 (I went on to 26 on tough guy so count 6, which i found too easy to say behemoths were falling like crazies so i wonder if it gets you too strong, but i doubt it)
Compare that with the 3 you will get otherwise so you have 2 more perks. But that costs you 2 points from 6Charisma and more if you don't even want the leader perk.
So it's up to you. (To me i tried it and i don't think it's worth the effort the divine favor comes too late)
 
requiem_for_a_starfury said:
Hmm I normally get the sniper perk before the last mission and I'm not one to go hunting random encounters.

Yeah, well, I must admit I always go for a high Outdoorsman skill so I can avoid as much random encounters as possible, because I hate them and they happen much, much too often (even in the patched game). So, yeah, maybe you get it a little sooner, but still: is it really worth it? There are other perks which are more interesting, imo.

requiem_for_a_starfury said:
Charisma affects your bartering skills, so if you want cheaper goods then it's useful to take and charisma also allows the leader perk which I find very useful.

Yeah, bartering skills, forgot about those, but yet again: do you really need those? I mean: there's more than enough loot in this game (I rarely buy anything) and there's enough recruits with a high enough bartering skill. Also, that leader perk you mention is indeed handy, but again: I wouldn't boost my CH for it. There are some recruits with a CH of 5 which will get CH 6 if you use the Mutate! perk and make them gifted. If you give one of them the Leader perk, your own character will benefit from that.

So, yeah, I admit they are not totally crappy things, the Sniper perk and the CH trait, but I think it has a lot to do with the way you like to play the game. I usually play FOT with a CQ character (high agility, high perception, high intelligence, high sneak/small guns and throwing skills). This is a mighty good loner if you give her (I always go for females since they can pass through small openings and such on the maps) a shotgun, so I don't care about CH. You can clean entire maps with a stealthy CQ character (silent running is soooooooooooooooooooooooo good) and the auxiliary throwing skill is handy as hell. So I usually take the Loner perk and a small squad (Stitch, Rebecca (Lockpick! and good sharpshooter) and maybe Rage or Farsight).
 
Blade Runner said:
There are some recruits with a CH of 5 which will get CH 6 if you use the Mutate! perk and make them gifted. If you give one of them the Leader perk, your own character will benefit from that.
Since my character is the only one I can't let die (and I very rarely reload if I lose a recruit) I tend to give him the useful, perks such as leader. That way, once I've chosen them I've always got them.

Blade Runner said:
but I think it has a lot to do with the way you like to play the game.
So true, other than the fact I can't let him die, I treat my character as any other squaddie. I prefer to play a charasmatic sniper/firstaider with 3 other combat specialists permanently in my squad, usually Jax, Brian and Rebecca and then taking two other specialists (traps, lockpicks whatever) per a particular mission. As I said above if a squaddie dies I get on with it and only very rarely will I reload. Usually only if they died because something in the real world distracted me.
 
...what if they walk into a 'bypass defenses' minigun critical?

I reload if they take over 100-200 damage from a single attack.

But yeah, Sniper perk is unneeded, cuz you have Voodoo, so when you can have a 50% critical chance after 2 voodoo at level 6.... WHY bother getting to 24 for said perk?

though I do tend to hunt random encounter reavers cuz I like the EMP pulse grenades and plasma grenades they carry.
 
red255 said:
WHY bother getting to 24 for said perk?
Why bother? You know it's called finishing the game, if you do that you tend to reach 24 along the way.

And try to avoid digging up 3 year old threads in future unless you have something really important or relevant to say.
 
Topic was linked to, because ... said FAQ is read alot on the Gamefaqs board.... which purges every few weeks, and I get tired of saying critical chance isn't that hard to come by in Tactics thanks to Voodoo.

Voodoo has no addiction withdrawl (+1 PE is actually a benifit) and .... lasts long enough. There really is no reason NOT to use it.

...sorry if saying Voodoo is a good drug for critical chance bothers you... but it gives +AGI, +LUCK +DR +CRIT.... and is easy to get, and easy to use. I felt it was relevant to the thread.
 
Doesn't bother me but we do have rules around here and how great voodoo is or isn't has nothing to do with whether the sniper perk is broken or not.
 
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