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Fallout 1 energy weapons
Fallout 1 energy weapons












fallout 1 energy weapons

I usually play female characters and I would say the male version of this perk is not quite as useful as there will be more dialogue options for Black Widow.Īlways take Educated at level 4 if you care at all about skill points, which we do. It gives some bonus damage against male enemies, which is most of the human enemies. Levelling Perksīlack Widow is probably the most powerful level 2 perk of all. This can be countered by making Weapon Repair Kits, getting Jury Rigging later or just having the money to use a vendor’s repair. If you are playing this in Hardcore it still shouldn’t be a problem Doctor’s Bags are plentiful and so are Hydra.īuilt to Destroy is a bonus 3% Crit Chance, which is very important for maximising our crits but the trade-off is that weapons will lose condition faster. It’s drawback is negligible as we shouldn’t be in a fight long enough to get a crippled limb and even if we were then we could just use a Stimpak to fix it. We can get the implant, take Intensive Training early to get an extra SPECIAL point and later on we will get the Lucky Shades to get our max crit chance. We can get this to 10 very easily to maximise this chance. Luck is the most important SPECIAL of all as Crits are what this character is all about.

fallout 1 energy weapons

Walker’s Instinct will also give us a point whilst outside, which gets us to 10. The only thing this inherently effects is reload speed, which we will do a lot of when we use Pew Pew, so we can put the free SPECIAL point for beating Lonesome Road into AGI as it is the most useful there. We need it to be 8 later for Tunnel Runner but we can get the implant for 7 and we will take Small Frame for 8. We will max out every important stat with a comfortable margin by level 50 anyway but this is still important early.Īgility is another important one. We need to get as many skill points as possible. Hopefully you won’t be using companions that much as they would get in the way more than anything. It goes without saying this is a dump stat. The END implant pays for itself in terms of the implant maximum cap so this one if basically free.

fallout 1 energy weapons

Later on Walker’s Instinct can give us +1 when outside and Alertness can give us +2 when standing still, which can get us up to 10.Įndurance is only really necessary for the number of implants we need. We do need PER 6 for Better Criticals so start it at 5 and take the implant. Perception is a bit of a dump stat as the only thing it affects is compass range, which is not super important for us. Later, after Old World Blues, getting our spine back gives us +2 STR so all weapons can now be wielded properly. All we need to do is take the implant to get to 6 and Weapons Handling to reduce the requirement from 8 to 6. We need to get to 8 STR to be able to wield any sniper weapon such as the Anti-Material Rifle or YCS/186. Strength can start at 5 as your equipment won’t take up much of your carry capacity but you will need the space to carry guns to sell.














Fallout 1 energy weapons