Stonewall, Silent Running, Night Vision, Throwing: Useful

el_jefe_of_ny

Still Mildly Glowing
THis is about Fallout2....

I noticed a lot of people making builds here with low endurance, 4 or 2 or even 1. now, the obvious hp defecit is manageable being that you can reload the game until level 12 and from then on there's Lifegiver which obviously does a lot of hp fixing.

But, Stonewall is poo-poo'd. I noticed how, before I realized it, I was getting knocked down and sometimes knocked out with endurance of 4 or 2 quite often. I chose stonewall as it was early and seemed like a logical fix. It did fix it. I never had to worry about falling down on THAT character. Now, I dont have it and get knocked down all the time by the lowliest of creatures. So, it has my vote for highly useful perk if you have low endurance and fight up close.

Silent Running: So far, I find it better for a Diplomat than anything else. my next attempt at doing diplomat build will have Sneak tagged and then get this asap. Sneaking is really hard to do if you have to wait for the monsters to pass by. I mean this is kinda obvious, but I feel that it is much more than a convenience perk. I cant see sneaking working without it unless you do that combat only sneaking which must be super tedious!

Night Vision: being in the dark severely hampers accuracy so much that this is a really cool thing. I am unsure how well it works but it does. A lot of guides say that not much is fought at night. Well, half the fights are fought during the day, the other at night, at least in the wasteland. Not a knock of the guides! I am just giving my thoughts. Guides know a lot more than I do.

Throwing: The AP cost sux, but the skill and the creative uses to fix odd builds does not suck. Great for melee/hth or anyone that doesnt have small guns. My thief assassin enjoys it so far.

just thoughts. I even like kama sutra :) it helped a lot having fun and making cash as a female.
 
Stonewall: Getting knocked down is only a problem if your character lies on the floor for the rest of the turn, because he/she will stand up with only half the APs. It doesn't seem to happen very often, but my characters usually have at least 4 endurance, so I don't know. IMO, it's useless.

Silent Running: there aren't that many situations this could be useful, if at all. Enemies can just randomly turn around and spot you. In random encounters it's completely worthless since combat starts right away.

Night vision: if you're using a weapon with good range, like the sniper rifle, and your weapon skill is at a decent level, you can pretty much hit anything whether it's day or night.
 
In order to get the same effect as +20% on the -40% of night-time, you ahve to spend at least 2 full levels of points into your weapon skill. IF you ahve 2 weapon skills, this is even more.

If you fight hand to hand or melee weapons, you get knocked down a lot. Count them from levels 1-33. Stonewall reduced them by about 95% about. It's like having another AP or bonus move. It isnt bad at all.

About sneaking.... if you get noticed and your sneak is good, you can just move like 6-9 spaces away from them while sneak is on and turn off combat. This ends the combat! You can then try and sneak again and reposition yourself closer without being seen. silent running makes less load and save, and at times, you cant sneak because of monster random movement and slowness of walking. So far my sneaking is level 66%. It works well at that level. I probably will pop it to like 90% at most as it does pretty well with a not high amount.

I have not looked up how to sneak assassinate anyone yet, that's next.

Edit: I am going through a 8 endurance hth guy right now. He doesnt have stonewall. 8 endurance protects well. He does get knocked down a little bit more than my stonewall guy did. I dontk now why but aliens and wanamingo whatevers knock down a lot. No hth guy without 8 endurance would do well down there unless for stonewall or the other pop-back-up perk.
 
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