Third Tag Skill

Silencer

Night Watchman
Staff member
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Now, it's obvious that the two initial tags should be Small and Energy guns, but what with the third? Which is the most useful skill for the main character?
 
Throwing? Plenty of grenades and other throwing weapons to be had.

Stealth if you want to go that direction, but unless you plan to spend a lot of skill points on stealth to offset the armour penalties or plan on sticking with Leather Armour Mk2. Stealth becomes less useful in the later game.

Doctor probably, the few doctors available from the recruit pool I don't like.

My favourite combo is energy weapons, throwing and doctor. There's enough guns and bullets magazines around to boost your small guns skill without needing to tag or spend points on it.

Besides with so much ammo available who cares if you miss 9 times out of 10 for the first few missions.
 
Huh, a tough choice. Looks my character is going to get screwed :P

I figure having an extra medic would be good.

What about Barter? Is it good enough to yield better equipment earlier? Or maybe Lockpick (although I have noticed that there are usually keys on them dead bodies...)
 
Not really better equipment, maybe a few more bullets. Not that you really need more of them, I tend to boost Stitch's barter, I think it's a bit of a waste making a charasmatic pc with tagged barter, the Quarter Masters are a bit of a waste of time and the merchants never really have that much worth buying.

Last time I played through the unmodified game I didn't buy or sell anything to the QMs until I left the last bunker for the endgame. Then I still had 800,000 bos scrip left over after buying everyone PA and APA and loading them up with weapons and ammo.

Unless you really like wasting ammo in random encounters then the only thing you'll really want to trade for are healing supplies and perhaps tool kits, and the hardest part of bartering is working out what small items you can trade without giving too much away as you don't get any change.

I wouldn't tag lock pick, as well as finding the keys if you look for them, there's a good recruit Rebecca who can lockpick, snipe and heal. Besides which if you add a lock pick kit in each equip slot you can usually open most doors.
 
I usually take Small Guns, Sneak and Throwing.
Once I get the Tag! perk, I tag Energy Weapons.

Throwing is a good secondary fight skill throughout the game: lots of grenades! Plus: you can throw through walls! If your perception is good, you'll be able to sense thugs through walls. If you have the Throwing skill, that'll save you a lot of trouble in some missions!

Small Guns is necessary - imho - because you don't find any energy weapons until the second half of the game. It ruins the pleasure if you have to wait to successfully kill anything until then.

Sneak is a good skill throughout the game. You do get a penalty when wearing better armour, but if your character has got a good ST stat, it's quite feasible to carry around a set of leather armour, unequip your PA, put it in your inventory and use the leather armour to do all the sneaking. A good Sneak skill + a good shotgun with the right ammo makes for one powerfull character throughout the game. The shotgun requires a good Small Guns skill, of course.

What's wrong with Stitch as a medic? He's got a lousy perception, true, but I remember him actually being quite good from midgame to endgame.

Rebecca is the one to use for Lockpick. She's also one hell of good shooter.

Rage is awesome as well. Good Sneak skills.
 
Sneaking later in the game has limited use, it's powerful against single opponents but dangerous against a couple of foes.

You sneak up behind a couple of mutants, give full burst of the pancor and don't take them both out, the second mutant will gut you with it's browning.

The medics are good medics, but tend to be a bit limited with their other skills, I usually prefer my squad to be more rounded. Plus I don't tend to reload when I lose a squad member, so Stitch doesn't always survive the whole game.
 
Sneak...you can sneak in PA

All my guys have over 100 sneak in PA!!!

It is worth it..sneak even works on robots...it will help make a immpossible fight alot easier...

Of course I play Tough Guy...and I've only lost Trevor ( walked into an RPG) :roll:

Sneak..especially for a grenadier..sneak up on them..hunker down and start tossing...

Remember enrgy weapons are not a must...the gauss and the ma duece can take down any oppostion. Rocket launcher is cool too..
 
Yeah.. but in Tough Guy you party is already level 18 by the time they get to Coldwater( with 10 missions left) and you can make level 26 + ( party of 6)by the time you get to Cheyenne..

That's alot of extra skill points..

In tough guy by the time you get to the robots..your party is a bunch of demi gods...


Regardless sneak is worth it....no more walking into ambushes...etc.

It's not much fun to move up...see enemy..fight enemy..heal rinse and repeat...not when you can sneak up on them and unload a Pancor or Ma duece into them.

it's not like you need anything but your weapon skills and science and sneak...
Stitch has a 100 in gambling...and needless to say I'm rich..

If it were FO3 ..that would be different....but all you need is big,small,energy gun..throwing ...and sneak!
 
It's not really that many more skill points, depending on your character's intelligence of course. You left off the medic skills, crippled limbs are so cumbersome.

I don't bother with the gambling, if it had been a mini-game or like the rpgs but it's kind of insipid. Besides there's so much stuff in FOT to trade that you ought to be rich by the end of the game anyway.

Don't you just find the concept of sneaking while wearing a walking tank ridiculous?
 
Well, Doctor's good since you can get the Living Anatomy perk, but is there a point to tagging it, really?

I'm replaying now, I'll go with SG, EW and Sneak. Also pick sneaky characters (most of my favourites are Sneak-tagged)
 
Same goes for most of the skills, personally I think it's a waste tagging any skill you can find an instruction book for.

Since only doctor, first aid and repair gain individual experience points, let the other members of the squad do the brunt of the killing until your character becomes proficient with your weapon of choice. But then again ammo is so plentiful you can afford to let the PC run riot with burst fire until they hit something.

As most of the skills are used once if at all then if you really want to get tactical tag either big guns, energy weapons and throwing, or energy weapons, melee/unarmed and sneak for the best combos.

IMHO that is :)
 
But I use Stitch for healing and bartering and gambling...
So there is only combat skills left...

If your whole party can sneak and not hinder thier combat skills...why not?!

It throws the whole game in a new light....

But to each his own..after playing FO anD FO2..it's a welcome relief to really use sneak...

Of course you would have to play tough guy to maximize it...and in tough guy you can't make a mistake or you have to restart the mission...and that's where sneak makes a difference!!

To each his own..but try sneak ( for your whole party)
 
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