Tips For Newbies From a Former Newbie

Discussion in 'Fallout RPG Gameplay & Tech' started by DwayneGAnd, Jun 5, 2019.

  1. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    Now that I feel like I have mastered the first two Fallout Games, I'd like to share some tips for newbies. I was just like you, not knowing how to truly play the game like a pro. But thanks to the advice I got from my "I Have Questions About Fallout 1 and 2" thread, I now feel that I have mastered the game. From testing certain builds, I have discovered that some are much more powerful and viable than others. I have some notes in a booklet that I made for all the builds I have planned for the Fallout games I have on my computer. (I don't meet the requirements for Fallout 4)

    Due to the lack of perks that truly benefit one combat skill, it is recommended that you build your character to attack from either long range or melee. I have notes for four builds for Fallout 1 and 2 that I believe are the best in the game, three of which are more powerful than any other in the game. The fourth which is done primarily for a humourous challenge

    Those builds are:

    Sniper
    Burst Fire
    Melee
    Dimwit

    Snipers and Melee characters use targeted attacks to inflict high damage. Burst Fire builds focus on firing multiple rounds at once to inflict as much damage as possible, damage with this build can reach even greater heights than the sniper and melee can dream of.

    The only three traits worth taking are Gifted, Small Frame, and Fast Shot. Snipers and Melee take Gifted and Small Frame. Burst Fire characters take Gifted and Fast Shot. Since burst shots cannot be aimed, the penalty of Fast Shot can be ignored. Small Frame increases agility by one at the cost of carry weight, but that can be easily solved. Gifted increases all S.P.E.C.I.A.L stats by one, but reduces the skill points earned per level by five.

    Dimwits shouldn't take Gifted because it reduces the skill points you get from leveling up and you get less skill points per level due to low intelligence.

    The best combat skills to tag at the beginning are Small Guns and Melee Weapons. This is due to the fact that these weapons are more abundant in the early and mid stages of the game, much more than the others. Energy Weapons and Big Guns don't start coming until later in the game. The only unarmed weapon worth using is the Power Fist. In Fallout 2, unarmed also has the Mega Power Fist.

    The best non-combat skill to tag is Speech which is very useful in many situations. Unless of course you are a dimwit, so instead you should tag another skill, such as yet another combat skill.

    Like many other RPG's, you should use the most powerful armor for the best protection to help you survive and the most powerful weapon to deal with the opposition easily. Since the most powerful small guns don't deal enough damage against the toughest enemies and some of the more powerful melee weapons knock your foes back, forcing you to chase after them which drains your action points, I recommend you switch to a more powerful weapon skill later on in the game. Tag this secondary attack skill at the start of the game. Snipers and Burst Fire characters should tag small guns at the start and melee characters should tag melee weapons at the start. Snipers should also tag energy weapons, burst fire characters tag big guns, and melee characters tag unarmed. It is easier for a dimwit to go through the game using mainly long range.

    The most powerful guns that allow targeted shots are in the energy weapons category. Big Guns are better for burst fire shots due to small guns with burst fire modes not dealing enough damage or firing off enough rounds per shot, and the Gatling Laser from energy weapons has its damage reduced by armor, even if critical hits are dealt. Unarmed weapons are better endgame for the melee character because they do not knock your foes back. The best big guns are the machine guns due to firing off a lot of rounds per attack, making them much more powerful when combined with bonus ranged damage. Rocket Launchers have too much collateral damage potential to yourself, your allies, and neutral npcs, plus they need to be reloaded after every shot, so it is not a practical weapon. Neither is the flamer which has a very short range and the ammo is too heavy to carry in large amounts, even with max strength and perks that increase carry weight. Plasma energy weapons are better for the sniper because their damage is not as resisted as much by armor.

    While you can make a sniper that uses only small guns, burst fire characters using only small guns, or even switching to energy weapons, they will never be as effective as if you use big guns for burst fire or energy weapons for snipers, such as against the tougher foes in both games, such as robots, deathclaws, enclave soldiers, or the final boss of Fallout 2. What I suggest above are the most effective ways to build each type of character and what combat skills are best suited for them for maximum damage effectiveness.

    In Short:

    Melee: Melee Weapons and Unarmed
    Burst Fire: Small Guns and Big Guns
    Sniper: Small Guns and Energy Weapons
    Dimwit: Small Guns and Big Guns

    Even when you make the switch to a more powerful weapon skill, you can still use your original combat skill in some situations. For example, snipers can still use a sniper rifle for its extreme long range to pick off foes from a great distance. Melee characters can still use a melee weapon to conserve small energy cells for the power fist. And burst fire characters should use a pistol for ammo conservation purposes because using a minigun to kill a rat would be overkill (and a waste of ammo).

    Use books to raise First Aid, Repair, Science, and Outdoorsman. You can also use books to raise your Small Guns skill, but spending skill points is better than waiting until you reach 91% with books because then you'll be less reliable in combat for much of the game if you did, forcing yourself to rely on companions. Lockpick and Doctor are also good skills to raise, though doctor is much more important in Fallout 2 if you want to get the combat implants. Speech is also very important in both games, unless you are a dimwit.

    Gambling and Barter aren't really worth investing in as you can actually set the difficulty to easy to exploit the extra 20 points added to your skills and use that to gamble and buy items at lower prices. This is especially true in Fallout 1 where you can gamble at the roulette tables to earn fast money and then spend it on buying equipment, repeating as necessary.

    In Fallout 1, the only perks worth taking are Action Boy, Sniper, Slayer, Bonus Move, Awareness, Bonus Rate of Fire, Bonus Hth Attacks, and Bonus Ranged Damage. Bonus Rate of Fire and Sniper are for long range attackers while Slayer and Bonus Hth Attacks are for those who fight in melee. Bonus Move is more useful for melee characters because they need to get close to their enemies to attack. Bonus Ranged Damage is more useful for burst fire characters because the extra damage is applied to each individual attack, so a minigun firing 40 rounds would deal an additional 160 points of damage. Another good perk to consider is Strong Back which increases your carry weight, especially good if you've taken Small Frame. In Fallout 2, you can get Living Anatomy which increases your damage by 5, Quick Pockets which reduces the AP cost of opening your inventory in combat, and Pack Rat which gives a further bonus to carry weight. In both games, if playing a dimwit, you will need two mentats to get Bonus Rate of Fire.

    In Fallout 2, you have a higher level cap so you can get more perks. Which means that as a melee character you can also add Action Boy to your list while also getting Bonus Move. Same with burst fire builds where you can get Action Boy together with both ranks of Bonus Ranged Fire.

    According to my notes, here is how you should prepare your character:

    Traits

    Sniper and Melee: Gifted and Small Frame
    Burst Fire: Gifted and Fast Shot
    Dimwit: Fast Shot and Small Frame

    It is recommended to only set your stats to what you need to qualify for the recommended perks when you get upgrades and implants, no more, using drugs if you go for less. What I like to do is set my stats to the minimum needed plus upgrades from implants to qualify for perks. Going lower than this recommendation to use drugs for temporary boosts is more for more experienced and expert players.

    Strength - minimum of 4 or max of 6 in Fallout 1. 4 or 5 in Fallout 2. Choose the maximum value if you are making a melee character for the bonus of damage. Use implants and power armor to max it by end game.

    Perception - 5 or 7 for long ranged builds as you need 8 for Sniper. If you choose the higher value, get the implant. If you use the lesser value, you'll need mentats together with the implant. Melee characters should start with 5 and get the implant in order to get Better Criticals.

    Endurance - 3 or 5 in Fallout 1, 3 or 6 in Fallout 2. You need 6 for Strong Back. Using the lesser value will require you to use buffout. Dimwits can put all their remaining points here. In Fallout 1, if you really want to put stat points elsewhere, you can go as low as 2 and then use buffout together with the implant which you need to get as soon as possible, but you would be quite fragile like a glass cannon, so I wouldn't recommend it.

    Charisma - variable. There are charisma checks. In Fallout 2, this is more important due to being able to build a bigger party. Whatever points you have left from setting your other stats should go here. If playing a dimwit, set it to 1 since you won't be using speech, nor can you recruit companions.

    Intelligence - minimum of 4 for a normal game. Only set it lower for laughs and dimwit builds. 6 is needed for Bonus Rate of Fire. You might even want to set it to 9 and get the intelligence implant for maximum skill points. In Fallout 2, you can get a bonus from the Hubologists in San Francisco as long as you didn't get a bonus from the Hubologist in NCR. As a dimwit, set it to a maximum of 3 and don't get any intelligence upgrades if you start with 3. If playing melee and planning to get the NCR alignment, max it at the start.

    Agility - minimum of 4, 8 is needed for Slayer and Sniper, though you might want to start with 9 and get the agility implant to get the maximum number of action points. Starting with a minimum of 4 and getting the bonus will require the use of buffout and psycho to get the maximum of 10 for maximum action points.

    Luck - You can get a bonus to luck from Chuck in the Boneyard so start with 9 if you are a long range character or 5 if you are a melee character. This is because Slayer allows all your attacks to become critical hits whereas Sniper uses a luck check, so a luck of 10 with Sniper allows all attacks to become critical. In Fallout 2, you can increase your luck by 2 in NCR from the Hubologist or 1 in San Francisco by the Hubologists, but you can only get one bonus. So in Fallout 2, set your luck to either 8 or 9 as a long ranged character, or 4 or 5 as a melee character.

    Here is the recommended SPECIAL settings for your characters assuming you take the recommended traits, get the implants, and do not rely on drugs to qualify for perks in Fallout 1:

    Sniper

    S-6
    P-7
    E-5
    C-3
    I-9
    A-9
    L-9

    Burst Fire

    S-6
    P-7
    E-5
    C-2
    I-9
    A-9
    L-9

    Melee

    S-6
    P-5
    E-5
    C-9
    I-9
    A-9
    L-5

    Dimwit

    S-6
    P-7
    E-6
    C-1
    I-2
    A-9
    L-9

    For Fallout 2:

    Sniper

    S-5
    P-7
    E-6
    C-4
    I-8 (Hubologist) 9 (NCR)
    A-9
    L-8 (NCR) 9 (Hubologist)

    Burst Fire

    S-5
    P-7
    E-6
    C-3
    I-8 (Hubologist) 9 (NCR)
    A-9
    L-8 (NCR) 9 (Hubologist)

    Melee

    S-5
    P-5
    E-6
    C-9
    I-9 (Hubologist) 10 (NCR)
    A-9
    L-4 (NCR) 5 (Hubologist)

    Dimwit

    S-5
    P-7
    E-7
    C-1
    I-2 (Hubologist) 3 (NCR)
    A-9
    L-8 (NCR) 9 (Hubologist)

    Obviously, Fallout 2 characters who choose to get the NCR alignment should start with 8 luck and a maximum of 9 intelligence, while those who get the Hubologist alignment should start with 9 luck and a maximum of 8 intelligence, unless of course they are going to be built for melee combat since it's practically impossible to get into the Sierra Depot where the intelligence module is because of those turrets. So if making a melee character, start with a maximum of 10 if you plan to get the NCR alignment, or 9 if going for the Hubologist alignment.

    Depending on your build, the only stats worth maxing endgame are Strength, Intelligence, Agility, and Luck. Strength increases damage in melee combat and your carry weight. Intelligence increases skill points per level up. Agility increases action points. Luck increase critical chance.

    If playing as a dimwit, you'll need to use mentats in order to get Bonus Rate of Fire in both games. In the first game, Mentats can also be useful to gain entry to the Brotherhood of Steel and get all the implants. Starting with two allows you to still remain stupid even after getting the intelligence implant. In the second game, mentats can be useful for getting the car, and being able to communicate in the EPA so you can get the bonus to agility (be sure to fix the computer to activate the robots before talking to the hologram in power armor because you won't be able to pass the speech checks with him). You can get mentats for free from the professor in Broken Hills, though you may have to kill Skeeter to get the car part, then use the mentats to talk to Smitty and get the car, but make sure you have enough money to pay him to install both parts. Don't use mentats too often, otherwise it ruins the point of a dimwit playthrough.

    Finally, as in all RPG's, the farther you go from where you start, the stronger your enemies become. So stay close to home doing quests to gain experience and level up your character before venturing farther. Most of the random encounters where you fight enemies are too tough for you in the beginning until you can get better weapons, armor, and more followers.

    So in Fallout 1, first go to Shady Sands, then to Vault 15. If you want to be an evil character, join the Khans before Tandi is kidnapped. Otherwise if you want to be good, enter the camp after Tandi is kidnapped and ransom for her release. Then go to Junktown, do the good or evil quests there, then head to the Hub and so on. Also, it is recommended that you gain entry to the Brotherhood as soon as possible so you can get the endurance implant for Strong Back, or you can take buffout. Until you get strong enough to deal with enemies such as the super mutants in Necropolis or the raiders in the Khan camp, you'll need to avoid combat with those enemies and rely on speech to talk your way out of fighting.

    In Fallout 2, do the minor quests in Arroyo and then go to Klamath and do the quests there. Then go to the Den. Then if you want, go to Redding to get some goodies then to Modoc, Vault City, and Gecko. Once you get the car, you can start going farther down south to Broken Hills, New Reno, and the New California Republic. Then if you want, you can go to San Francisco and do the Brotherhood quest to get Advanced Power Armor.

    In both games, remember to upgrade your weapons and armor whenever you get the chance. Even if making a sniper, you can use burst fire weapons early if you need a damage boost. In Fallout 1, the easiest way to reach the maximum level is to kill the deathclaws in the adytum warehouse, as they respawn every hour. In Fallout 2, the best place to level up is the area north of San Francisco and southeast of Navarro.

    In the future, check this part of the thread for notes on how to make each build.
     
    Last edited: Mar 9, 2021
  2. Greybleidd

    Greybleidd First time out of the vault

    7
    Sep 15, 2019
    So, Swift Learner and Educated are actually underwhelming perks, right?
    Also, do you think it's viable to not get an extra tag skill? I thought of starting with Unarmed, which is great for early and mid game (and even unlocks specific content such as boxing matches and the Shi tournament), Big Guns, Speech and then sink points on overall useful skills such as Barter and Lockpicking.
     
  3. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    After various playthroughs of the first two games, I found that not tagging Lockpick at the start makes it difficult to open locked doors early on. Also, I decided that it's better to get the NCR alignment rather than the Hubologist if you are playing as an evil melee character, otherwise your criticals will not be too powerful until you can get Better Criticals, and you want that perk as soon as possible, while still being able to receive training from Lo Pan and do his quest of fighting against his men and then challenging the Dragon.

    So if playing an evil melee character, set luck to four and intelligence to 10. But if you want the extra challenge, then go ahead and set luck to 5 and Intelligence to 9 and get the Hubologist scan, but wait until after completing Lo Pan's quest.

    So I'd like to make the following changes to my guide.

    At the start of the game, don't tag Big Guns if you are a Burst Fire Character, Energy Weapons as a sniper, or Unarmed as a melee warrior. Instead, get the Tag perk and use that to tag those skills depending on your character. You shouldn't have to do this in Fallout 1 due to the level cap of 21, but you can in Fallout 2.

    So the best skills to tag at the start of the game are Small Guns, Melee Weapons, Lockpick, and Speech. Speech and Lockpick should always be tagged, but not speech if you are a dimwit. If playing a dimwit, you can tag Doctor as that's another important skill.

    If playing a sniper or burst fire character, tag small guns, lockpick, and speech. If playing melee, tag melee weapons, lockpick, and speech. Then pump energy weapons as a sniper, big guns as a burst fire, and unarmed as a melee fighter, but wait until you get the bonuses from training with certain characters first. Using the Tag perk can increase the rate of improvement when you tag those skills.

    Also I've decided that maybe it would better to take a few points off of Endurance just to qualify for Strong Back with buffout, and put those points into Charisma if you're tagging speech. This could also be especially useful in Fallout 2 so you don't have to get Magnetic Personality to have a good party.
     
    Last edited: Nov 27, 2020
  4. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've done some thinking and have added two new builds to my notebook. They are:

    Pistol Sniper
    One Handed Melee

    Both take the One Hander trait together with Gifted.

    This is how to set the stats to qualify for perks together with implants and without using drugs.

    Fallout 1

    Pistol Sniper

    S - 6
    P - 7
    E - 5
    C - 2
    I - 9
    A - 9
    L - 9

    One Handed Melee

    S - 6
    P - 5
    E - 5
    C - 8
    I - 9
    A - 9
    L - 5

    Fallout 2

    Pistol Sniper

    S - 5
    P - 7
    E - 6
    C - 3
    I - 8 (Hubologist) 9 (NCR)
    A - 9
    L - 8 (NCR) 9 (Huboligist)

    One Handed Melee

    S - 5
    P - 5
    E - 6
    C - 8
    I - 9 (Hubologist) 10 (NCR)
    A - 9
    L - 4 (NCR) 5 (Hubologist)

    Of course, using the recommendations in the above post, subtract two points from Endurance for the Pistol Sniper in Fallout 1, and three from Endurance for Fallout 2. If you play an evil melee character who wants to get Better Criticals right away, set luck to 4, max Intelligence, and get the scan in NCR.
     
  5. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I find that it is not a good idea to set any of your stats to below 4 on normal intelligence playthroughs, especially Endurance. With low endurance, you'll be far more fragile than other characters. With an endurance of 3, I wasn't able to reach over 100 hit points until about level 26 in Fallout 2.

    Also, due to all unarmed weapons affected by One Hander, I've decided to get rid of my notes for the One Handed Melee characters. There's really no difference in gameplay between a melee character with One Hander and without. One Hander isn't really that great a trait as one handed weapons aren't as powerful as two handed ones. So I've also decided to get rid of my notes for the Pistol Sniper as well.
     
    Last edited: Jan 20, 2021
  6. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've had a brainstorm last night. Due to Fallout 2's higher level cap, it is possible to build your character to maximize the effectiveness of both melee and long ranged combat, something that wasn't possible in Fallout 1 due to the lower level cap. This is something that can also be done in Fallout 3 and New Vegas (though in New Vegas, due to specialty perks, you can only build your character around one combat style for maximum effectiveness).

    After all, your enemies and allies can each use both, why shouldn't you? And by the end of the game, you'll have maxed stats and skills from reading the hint book.

    In the original Fallout, you wouldn't have enough perk slots to use both effectively. You'd need:

    Slayer
    Sniper
    Action Boy (2)
    Better Criticals
    Bonus Rate of Fire
    Bonus Hth Attacks
    Bonus Ranged Damge (2) (for minigun users)

    Even if you cut out Action Boy and Bonus Ranged Damage, your character wouldn't be as effective as if you focus on one style. Fast Shot actually applies to these weapons in Fallout 1, but not Fallout 2.

    So if playing Fallout 1, you could go with:

    Better Criticals
    Slayer
    Sniper
    Bonus Rate of Fire
    Bonus Hth Attacks

    Of course, this means you won't be able to get both ranks of either Action Boy if a sniper or Bonus Ranged Damage if using a minigun, which means not being able to attack as many times per turn or dealing as much damage with a minigun. Then again, most enemies aren't as tough as they are in Fallout 2.

    But because Fast Shot actually works for Unarmed and Melee weapons in Fallout 1, you could drop Bonus Hth Attacks and get both ranks of Bonus Ranged Damage for more damage.

    But thanks to the higher level cap in Fallout 2, this is more than possible, though it will take time due to massive levelling up you need to do through random encounters.

    The necessary perks for this type of character are:

    Bonus Rate of Fire
    Bonus Hth Attacks
    Sniper
    Slayer
    Action Boy (2)
    Living Anatomy
    Better Criticals

    That's 24 levels of perks, but you'll need other perks to choose from at the lower levels. Good ones are:

    Awareness
    Quick Pockets
    Bonus Move (2)
    Tag

    Comes to a total of 39 levels.

    If using burst fire weapons with Fast Shot

    Bonus Ranged Damage (2)

    45 levels

    If wanting more companions, you can get Magnetic Personality, coming to a total of 48 levels.

    Obviously, you'll need to spend a lot of time leveling up through random encounters. But it's all worth it, as you'll get the strongest possible character in the game. To be really durable, you can take both ranks of Lifegiver, giving you a total of 51 levels worth of perks. Get Lifegiver as soon as you can to get the most life possible, making it easier to survive the toughest battes, even Frank Horrigan.

    Small Guns, Lockpick, and Speech are the best skills to tag. The Tag perk is used to tag either Energy Weapons or Big Guns depending on whether you choose to be a sniper or a burst fire character. Melee and Unarmed are more useful at the start of the game, conserving ammo against the weakest enemies, and for completing certain quests such as boxing in New Reno, or fighting in San Francisco. Becoming heavyweight champion in New Reno increases damage resistance. Get training in Unarmed from all of the npcs who offer training (as a dimwit, you'll need mentats). Save the punching bags in the Sierra Army Depot for last.

    In both games, you'll need 6 luck for Better Criticals together with 6 Perception. In Fallout 1 and Fallout 2 if you plan to get the Hubologist scan, you can start with a minimum of 5. For those who plan to get the NCR scan in Fallout 2, you can start with a minimum of 4. Of course for maximum critical hits, start with 9 in 1 and if getting the Hubologist scan in 2, or a maximum of 8 if getting the NCR scan in Fallout 2.

    Here's how to set your stats for maximum effectiveness:

    Fallout 1:

    Sniper

    Traits: Gifted and Small Frame

    S-6
    P-7
    E-4
    C-4
    I-9
    A-9
    L-9

    Burst Fire

    Traits: Gifted and Fast Shot

    S-6
    P-7
    E-4
    C-3
    I-9
    A-9
    L-9

    Imbecile

    S-6
    P-7
    E-7
    C-1
    I-2
    A-9
    L-9

    Fallout 2

    Sniper

    Traits: Gifted and Small Frame

    S-5
    P-7
    E-4
    C-6
    I-8 (Hubologist Scan) or 9 (NCR scan)
    A-9
    L-8 (NCR Scan) or 9 (Hubologist Scan)

    Burst Fire

    Traits: Gifted and Fast Shot

    S-5
    P-7
    E-4
    C-5
    I-8 (Hubologist Scan) or 9 (NCR Scan)
    A-9
    L-8 (NCR Scan) or 9 (Hubologist Scan)

    Imbecile

    Traits: Small Frame and Fast Shot

    S-5
    P-7
    E-9
    C-1
    I-1 (Hubologist Scan) or 2 (NCR scan)
    A-9
    L-8 (NCR Scan) or 9 (Hubologist Scan)

    In fact, both games practically encourage you to use both long range and melee range due to being able to receive training in both throughout the games, even if in Fallout 1 you didn't have enough perk slots to maximize the effectiveness of both.

    I wonder if this can also be done in Fallout Tactics?
     
    Last edited: Jan 20, 2021
  7. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    One last thing though. A few final tips that I haven't posted yet:

    -When reading skill books, set the difficulty to hard. Keep doing this until skills reach 91% on Hard. This will enable you to get the most out of books. This does not apply to Small Guns with Guns and Bullets due to it not being a secondary skills. Don't rely on magazines to increase Small Guns before spending points because it is an important combat skill. Feel free to invest in this skill as soon as possible, otherwise you'll be much weaker for a large portion of the game. In fact, it should be the first skill you build up from the start of the game. Get it to 100% as soon as you can while also focusing on speech (unless you're a dimwit) and lockpick. Continue raising Small Guns to increase accuracy at longer ranges with better weapons, especially if focusing on targeted shots, while also raising your secondary combat skills.
    -Since you cannot trade freely with your followers in Fallout 1 unlike in Fallout 2, have them carry excess equipment and then steal it back when you need to barter for equipment from shops. In Fallout 2, you can trade freely with your followers so have them carry any excess equipment until you can store it in your car trunk or barter for items if your trunk runs out of space.
    -It is better to buy better equipment right away than to wait until you can get it for free when you find it. As long as you have enough items and cash to trade for it though. This way, you'll be better prepared for future battles.
    -You can set the difficulty to Easy for a bonus to your skills if you need to make a check. For example, telling Curtis about crop rotation in Shady Sands, or getting enough Science to get the best brain in the Sierra Army Depot. It's also good to do this for a higher barter skill before you trade so you don't pay as much. Also good for gambling, though gambling is much simpler in Fallout 1.
    -In both games, hold off on gaining bad karma if playing an evil karma character until later such as when you gain entry to the Brotherhood and all merchants are willing to trade with you in Fallout 1, as getting a negative reaction from certain people the first time you talk to them can affect your dealings with them. In Fallout 2, don't become a slaver or acquire lots of bad karma until you have gained access to the Wright quests and other content that are locked out with bad karma or being a slaver.
    -With the exception of a couple of quests in Fallout 2, you don't need to complete certain quests right away, they can be done anytime. You may need better equipment for them. Focus on getting more companions (as your charisma will allow in F2), better armor and weapons first before tackling most quests, such as taking out the raiders in Fallout 1, killing Decker and Kain after reporting them to the police, freeing the brotherhood initiate from the hub, etc.
    -Even if playing as an evil karma character, certain tasks are still worth doing even if they give karma due to you needing experience points and other benefits.
    -You only need very high investment in a combat skill if able to make aimed hits. If taking Fast Shot, you don't need to raise your affected combat skills as high. Just high enough to hit your enemies to have the maximum chance to hit at 95%. Burst shots deal more damage at closer range. The farther you are away from your enemies, the more points you need to invest. Dark areas can reduce your chance to hit, so make sure your skills are high enough to hit enemies in those areas. Melee ranged attacks don't need as high investment as enemies being directly in front of you give you the best chance to hit.
    -Certain encounters are best dealt with using speech if weapons and armor aren't powerful enough, such as Harry in Necropolis.
    -In Fallout 2, only raise Doctor enough to qualify for Living Anatomy and the bonus from it to be able to gain information on the combat implants.
    -Traps is more useful in Fallout 2 due to traps being more common.
    -Don't invest in Steal, Sneak, Gambling, or Barter.

    In short:

    As a sniper, use small guns and energy weapons. As a burst fire character, use small guns and big guns. For both builds, use melee weapons to hit enemies that get too close and knock them back or to deal with the weakest foes. The Super Sledge is the best choice for this purpose. Only raise unarmed enough to qualify for Slayer, though in Fallout 2 you can get training to improve this skill without putting points in, unarmed is more useful for quests rather than actual combat. Don't do those quests until you get Slayer to accomplish them easier.

    Carry up to 3 weapons, your primary damage dealing two handed gun, a pistol (useful for ammo conservation, if one arm is crippled, or to avoid friendly fire if using burst fire weapons), and a melee ranged weapon for dealing with the weakest opposition or if your enemies get too close, so you can knock them back (only possible with sledgehammers) and shoot them up again. Remember not to carry too much ammo as well as that can take up a lot of your carry weight. Most melee weapons do not use ammo, so they can be good for use to conserve ammo. The most powerful melee weapon, the Super Sledge, does not use ammo, unlike the Cattle Prod or the Ripper. The Power Fist also uses ammo as well.
     
    Last edited: Apr 21, 2021
  8. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've done some rethinking about my idea for combining both melee and ranged combat in one character. It works very well, though I'm sure I can do without the Life Giver perk seeing as how taking both ranks of it meant I had to postpone taking important perks when they become available such as Bonus Rate of Fire.
     
  9. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've also decided to add the dimwit variant build to both the Sniper and the Burst Fire builds. Burst Fire dimwits still use Small Frame with Fast Shot, though I can't think of any other trait that would work with Small Frame for a sniper.
     
  10. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've been considering making a Burst Fire build that uses Gatling Lasers. From past experience, it can do great damage, though armored enemies reduces critical damage due to lasers not as effective against armor, but that's what another secondary weapon such as the Alien Blaster is for.

    I also came up with the idea of making a build that focuses on attacking as much as possible each turn, sort of like a sniper character that took Fast Shot. This build uses traits and perks to reduce AP costs of weapons, increases AP, and equips weapons with reduced AP costs. Weapons such as the Turbo Plasma Rifle (F1), Alien Blaster, Gauss Pistol, etc.

    Both builds will have a variations of being either of normal or low intelligence.
     
  11. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    Here are the updated notes on recommendations for how to set your stats for the best and most powerful characters, assuming you get all the upgrades, implants, and other bonuses:

    Normal Intelligence Fallout 1:

    S - 6
    P - 7
    E - 4
    C - variable on what you have left
    I - 9
    A - 9
    L - 9

    Normal Intelligence Fallout 2

    S - 5
    P - 7
    E - 4
    C - variable on what you have left
    I - 9 if getting the NCR scan, 8 if getting the Huboligist scan
    A - 9
    L - 8 if getting the NCR scan, 9 if getting the Huboligist scan

    Low Intelligence Fallout 1:

    S - 6
    P - 7
    E - variable on what you have left
    C - 1
    I - 1 or 2
    A - 9
    L - 9

    Low Intelligence Fallout 2

    S - 5
    P - 7
    E - variable on what you have left
    C - 1
    I - 2 if getting the NCR scan, 1 if getting the Hubologist scan
    A - 9
    L - 8 if getting the NCR scan, 9 if getting the Huboligist scan

    In this way, you'll get a powerful character who can deal critical hits with every attack, have the maximum number of action points, have maximum carry weight, qualify for perks without drugs (with the exception of dimwits who need Mentats for Bonus Rate of Fire), and get as many skill points as their intelligence will allow.
     
    • [Rad] [Rad] x 1
  12. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I just read recently that Charisma isn't really worth it in the first game, it only has a use in Fallout 2 due to it determining the number of companions you can have. So you can drop it in Fallout 1 and put the points into Endurance to make yourself hardier. In Fallout 2, you can have a slightly higher Charisma and just get Magnetic Personality which will allow you to have another companion.

    Here's what I recommend for setting your stats.

    Fallout 1:

    Sniper

    S - 6
    P - 7
    E - 6
    C - 2
    I - 9
    A - 9
    L - 9

    Burst Fire or Quickshot

    S - 6
    P - 7
    E - 5
    C - 2
    I - 9
    A - 9
    L - 9

    Fallout 2

    Sniper

    S - 5
    P - 7
    E - 6
    C - 4
    I - 9 if getting the NCR scan, 8 if getting the Huboligist scan
    A - 9
    L - 8 if getting the NCR scan, 9 if getting the Huboligist scan

    Burstfire or Quickshot

    S - 5
    P - 7
    E - 5
    C - 4
    I - 9 if getting the NCR scan, 8 if getting the Huboligist scan
    A - 9
    L - 8 if getting the NCR scan, 9 if getting the Huboligist scan
     
  13. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    I've decided to reinclude Melee builds. So for the long range combat builds, you can remove Slayer and Hth Attacks from the perk list. Replace them with Action Boy.

    Here is how to make them using the stat suggestions above:

    Fallout 1:

    S - 6
    P - 5
    E - 9
    C - 5
    I - 9
    A - 9
    L - 5

    Fallout 2

    S - 5
    P - 5
    E - 10
    C - 6
    I - 9 if getting the NCR scan, 8 if getting the Huboligist scan
    A - 9
    L - 4 if getting the NCR scan, 5 if getting the Huboligist scan

    Traits in both games are Gifted and Small Frame. If making a Dimwit, your traits are Small Frame and Chem Resistant. For the Dimwit, dump Charisma and put whatever you can into Endurance.

    You'll need to sneak (with a stealth boy) and have very powerful armor in order to get into the Sierra Army Depot to get the Intelligence Module.
     
    Last edited: Nov 12, 2021
  14. DwayneGAnd

    DwayneGAnd Look, Ma! Two Heads!

    326
    Oct 12, 2016
    And feel free to make Sniper or Burst Fire builds that use only Small Guns too. All these options help make the game more replayable. Be sure to carry at least one weapon with good armor penetrating abilities, especially with critical hits, and you'll be fine against tough opposition.

    Other than that, have fun!