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).