Stored Perks in Fallout Tactics

SorrowSeer

First time out of the vault
Hello.
I know that in Tactics is possible to store Perks.
Question: mechanic is like Fallout 1/2? (i.e. character'll lose Perk if not spent before getting another one?)
 
I don't remember if in Tactics the perk is lost if not spent, but in FO2 I'm 200% positive that it is NOT lost. I'm on a F2 playthough at the moment; I stored 3 perks until I got to level 12 (this happened today, about 04 hours ago) and I used all 03 stored perks (got Tag!, Gain Charisma and Gain Perception).

The only perk I used before that was the one at level 3 (got Awareness). The perks from levels 06 and 09 were properly stored and spent (along with the perk from level 13 itself) without any problems.
 
I don't remember if in Tactics the perk is lost if not spent, but in FO2 I'm 200% positive that it is NOT lost. I'm on a F2 playthough at the moment; I stored 3 perks until I got to level 12 (this happened today, about 04 hours ago) and I used all 03 stored perks (got Tag!, Gain Charisma and Gain Perception).

The only perk I used before that was the one at level 3 (got Awareness). The perks from levels 06 and 09 were properly stored and spent (along with the perk from level 13 itself) without any problems.
FO2 = Fallout Online or JUST Fallout 2?
Do you play with killap's unofficial patch or killap's Restoration Project?
 
The correct reply:

Hello.
I know that in Tactics is possible to store Perks.
Question: mechanic is like Fallout 1/2? (i.e. character'll lose Perk if not spent before getting another one?)
Yes the mechanics are similar to that of Fallout 1 and 2, you do not lose perks when you click "Cancel" on the "Pick a perk" menu box that appears.



I don't remember if in Tactics the perk is lost if not spent, but in FO2 I'm 200% positive that it is NOT lost. I'm on a F2 playthough at the moment; I stored 3 perks until I got to level 12 (this happened today, about 04 hours ago) and I used all 03 stored perks (got Tag!, Gain Charisma and Gain Perception).

The only perk I used before that was the one at level 3 (got Awareness). The perks from levels 06 and 09 were properly stored and spent (along with the perk from level 13 itself) without any problems.
Reminder that this forum is reserved for Fallout Tactics only. Any off topic comments or posts will be deleted or moved to the appropriate forum.



I don't remember if in Tactics the perk is lost if not spent, but in FO2 I'm 200% positive that it is NOT lost. I'm on a F2 playthough at the moment; I stored 3 perks until I got to level 12 (this happened today, about 04 hours ago) and I used all 03 stored perks (got Tag!, Gain Charisma and Gain Perception).

The only perk I used before that was the one at level 3 (got Awareness). The perks from levels 06 and 09 were properly stored and spent (along with the perk from level 13 itself) without any problems.
FO2 = Fallout Online or JUST Fallout 2?
Do you play with killap's unofficial patch or killap's Restoration Project?
Reminder that this forum is reserved for Fallout Tactics only. Any off topic comments or posts will be deleted or moved to the appropriate forum.
 
Yes the mechanics are similar to that of Fallout 1 and 2, you do not lose perks when you click "Cancel" on the "Pick a perk" menu box that appears.
Ok.
Thanks!
And one more question:
What if my char had level up with out meeting prerequisites for a perk and met them after (a level after, perhaps?) with help from drugs, for example?

Reminder that this forum is reserved for Fallout Tactics only. Any off topic comments or posts will be deleted or moved to the appropriate forum.
Roger.
 
And one more question:
What if my char had level up with out meeting prerequisites for a perk and met them after (a level after, perhaps?) with help from drugs, for example?

Perks act as points, you can spend them on any available perks.

I'm not sure if that answered your question, your terminology is a tad bit confusing to me, if it did then happy I can help. ;)

Just keeping the forums in line, if its a personal question you should use the PM (Private Messaging) tool.
 
Perks act as points, you can spend them on any available perks.

I'm not sure if that answered your question, your terminology is a tad bit confusing to me, if it did then happy I can help. ;)

The point is: can my char take perk after, if before (on "perk-lvl") he didn't meet perk-prerequisites?
 
Perks act as points, you can spend them on any available perks.

I'm not sure if that answered your question, your terminology is a tad bit confusing to me, if it did then happy I can help. ;)

The point is: can my char take perk after, if before (on "perk-lvl") he didn't meet perk-prerequisites?

i'm interested in this perk thing myself.

the question is: what happens if the NO perk is selected until level 12? are all 3+1 perks available to select then? or are 3 perks lost?

the most annoying thing about fallout 2 was that if there were 99 skill point unspent and you would level up those additional (2xInt + 5) experience points were gone. and also, if some perk was not selected and you got to the point of gaining another level (6,9,12, etc.) then the perk was lost.

is it so with fallout tactics?

thanks.
 
are all 3+1 perks available to select then? or are 3 perks lost?
Yes, they are available as lo as you don't choose them. You just won't get any visible "counter" of remaining "perk points", so just don't forget it)And yes, they weren't stored in original Fallout games, though someone stated something else.Remaining skill points aren't "cut" in FoT either, so you can store them as much as you want (again, you won't see all points until you spend them). Though i don't know why you would like to do that...
The point is: can my char take perk after, if before (on "perk-lvl") he didn't meet perk-prerequisites?
I believe i did some drug experiments in FoT some time ago. But i can't be sure about this trick being available in 1.27 version. Your best choise is to save, take drug and see if you can take perk that wasn't available without drug bonus.(GRRR text formatting isn't working for me)
 
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are all 3+1 perks available to select then? or are 3 perks lost?
Yes, they are available as lo as you don't choose them. You just won't get any visible "counter" of remaining "perk points", so just don't forget it)And yes, they weren't stored in original Fallout games, though someone stated something else.Remaining skill points aren't "cut" in FoT either, so you can store them as much as you want (again, you won't see all points until you spend them). Though i don't know why you would like to do that...
The point is: can my char take perk after, if before (on "perk-lvl") he didn't meet perk-prerequisites?
I believe i did some drug experiments in FoT some time ago. But i can't be sure about this trick being available in 1.27 version. Your best choise is to save, take drug and see if you can take perk that wasn't available without drug bonus.(GRRR text formatting isn't working for me)

I.
thanks. i guess raising the skills by using drugs should not be possible. because either:
a. the game would be too easy for using such trick (if it was not intended to be available)
b. the game would be too hard (if someone wouldn't know the trick is intended to be available)

II
the thing with being able to store unlimited skill points is very much useful. this is why (two scenarios):
Scenario 1:
- get a recruit to take experience (example: Jax) but do not use it heavily (skills over 100) in battles until midgame;
- get the recruit the mutate tag:gifted at level 12-18 (replacing kamikaze);
- jax gets to keep the bonus +5 skp until he gets handicapped by gifted at a HIGH level;
- the skills are lowered (-10) by gifted, therefore it takes less skill points to raise them to 100. if you had spent skill points to get skills over 100 then gifted takes skills back by -10 after that.
(after taking the tags Mutate:Gifted and Gain Perception at level ~12-15 jax is able to get the Better Criticals and Sniper perks at level 21 and 24)

Scenario 2:
- get stitch just for doctor and first aid skills and level him up to level 11 in the first few missions (do not spend skill points);
- at level 11 take here and now
- next tag: TAG!: barter (he just got level 11+1=12)
- spend ALL skill points on tagged barter: 258 skill points;
- next, take the other two tags: negotiator and salesmen. this boosts barter by +20+20;
now you have stitch to stay home and be a barterer. power armors should be now affordable as you sell all the previously collected stuff only after this point.

i just hate to be unable to get the future needed items (power armors etc. for each member) for reasons of not taking EVERY item from the corpses to store them and sell them for future needed items.

the game just sucks because you don't have a mechanism to make it so that you automatically loot every body on the field at the end of the mission and store those items in a BIG container in that location at least. it gets very boring because of that, don't you think?
so... getting stitch to be a hell of a barterer would be a creative solution to that frustration of over-repeating a boring routine.
 
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