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Post by doctorallosaurus on Feb 6, 2014 12:25:00 GMT -5
Went and rolled up a character, there are probably loads of things I did wrong but eh, I can deal
FALLOUT VAULT-13 PERSONNEL RECORD 25 July 2241 0824 hours
Name: Lizzie Age: 28 Gender: Female Level: 01 Exp: 0 Next Level: 1,000
::: Statistics ::: Strength: 08 Hit Points: 028/033 Sequence: 08 Perception: 05 Armor Class: 010 Healing Rate: 01 Endurance: 05 Action Points: 08 Critical Chance: 004% Charisma: 04 Melee Damage: 03 Carry Weight: 225 lbs. Intelligence: 06 Damage Res.: 000% Agility: 10 Radiation Res.: 010% Luck: 04 Poison Res.: 025%
::: Traits ::: Bruiser One Hander
::: Karma ::: Karma: 0 (Wanderer)
::: Skills ::: ::: Kills ::: Small Guns ..... 065% Big Guns ....... 020% Energy Weapons . 020% Unarmed ........ 086% Melee Weapons .. 056% Throwing ....... 040% First aid ...... 022% Doctor ......... 016% Sneak .......... 055% Lockpick ....... 025% Steal .......... 030% Traps .......... 025% Science ........ 024% Repair ......... 018% Speech ......... 020% Barter ......... 016% Gambling ....... 020% Outdoorsman .... 022%
::: Inventory :::
Total Weight: 0 lbs.
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Post by Weasel on Feb 6, 2014 15:05:45 GMT -5
Alright, I guess I'm in on this too. Here's my character sheet:
FALLOUT VAULT-13 PERSONNEL RECORD 25 July 2241 0824 hours
Name: Trillian Age: 25 Gender: Female Level: 01 Exp: 0 Next Level: 1,000
::: Statistics ::: Strength: 04 Hit Points: 044/027 Sequence: 04 Perception: 07 Armor Class: 006 Healing Rate: 01 Endurance: 04 Action Points: 08 Critical Chance: 009% Charisma: 05 Melee Damage: 01 Carry Weight: 125 lbs. Intelligence: 05 Damage Res.: 000% Agility: 06 Radiation Res.: 008% Luck: 09 Poison Res.: 020%
::: Traits ::: Jinxed Fast Shot
::: Karma ::: Karma: 0 (Wanderer)
::: Skills ::: ::: Kills ::: Small Guns ..... 049% Big Guns ....... 012% Energy Weapons . 012% Unarmed ........ 050% Melee Weapons .. 040% Throwing ....... 024% First aid ...... 044% Doctor ......... 017% Sneak .......... 023% Lockpick ....... 023% Steal .......... 018% Traps .......... 023% Science ........ 020% Repair ......... 015% Speech ......... 025% Barter ......... 040% Gambling ....... 045% Outdoorsman .... 018%
::: Inventory :::
Total Weight: 0 lbs.
Trillian (I've been reading Hitchhiker's Guide...sue me) is pretty much an "essentials" character. I've tagged Small Guns, First Aid, and Bartering, but I also picked Jinxed as my trait and set my Luck to just one point shy of "Heroic." This has already lead to some amazing moments through the Temple of Trials, as the giant ants tended to lose their turns, and Cameron tried to punch me and fell on his ass for 5 HP damage. None of my attempts at groin shots worked, though, and I'm probably going to get rid of the spear at earliest convenience, because as weird as it sounds, my character is better at kicking than with melee weapons.
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Post by Snarboo on Feb 6, 2014 16:14:34 GMT -5
Okay, I want to play this as close to vanilla as possible, but I'd also like to play in a window or at higher resolutions. Which patch should I install for that?
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Post by Weasel on Feb 6, 2014 16:28:52 GMT -5
I'm using the Unofficial Patch plus High Resolution. I don't know if there's a version of the High Resolution patch separate from the rest of the Unofficial changes, though.
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Post by Snarboo on Feb 6, 2014 16:38:19 GMT -5
There is, but there's a bunch of versions of it.
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Post by Snarboo on Feb 7, 2014 1:47:46 GMT -5
FALLOUT VAULT-13 PERSONNEL RECORD 25 July 2241 0824 hours
Name: Fiveaces Age: 30 Gender: Male Level: 01 Exp: 0 Next Level: 1,000
::: Statistics ::: Strength: 05 Hit Points: 028/028 Sequence: 05 Perception: 06 Armor Class: 005 Healing Rate: 01 Endurance: 04 Action Points: 07 Critical Chance: 008% Charisma: 07 Melee Damage: 01 Carry Weight: 150 lbs. Intelligence: 05 Damage Res.: 000% Agility: 05 Radiation Res.: 008% Luck: 08 Poison Res.: 020%
::: Traits ::: Fast Shot One Hander
::: Karma ::: Karma: 0 (Wanderer)
::: Reputation ::: Arroyo: Idolized
::: Skills ::: ::: Kills ::: Small Guns ..... 045% Big Guns ....... 010% Energy Weapons . 010% Unarmed ........ 050% Melee Weapons .. 040% Throwing ....... 040% First aid ...... 022% Doctor ......... 016% Sneak .......... 020% Lockpick ....... 021% Steal .......... 015% Traps .......... 021% Science ........ 020% Repair ......... 015% Speech ......... 035% Barter ......... 028% Gambling ....... 060% Outdoorsman .... 018%
::: Inventory ::: 1x Spear
Total Weight: 4 lbs.
If you don't know who this character is based on, then I pity you. :V
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Post by Snarboo on Feb 7, 2014 4:13:22 GMT -5
Here's a dirty trick to get past the fist fight in the temple: instead of fighting fair, simply stab the guy with your pointy stick until he runs away from you. End combat, then initiate the trial. You should instantly win the fight without taking any penalty to your karma.
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Post by Feynman on Feb 7, 2014 5:51:30 GMT -5
FALLOUT VAULT-13 PERSONNEL RECORD 25 July 2241 0824 hours
Name: Fist McKick Age: 30 Gender: Male Level: 01 Exp: 0 Next Level: 1,000
::: Statistics ::: Strength: 05 Hit Points: 028/028 Sequence: 05 Perception: 05 Armor Class: 010 Healing Rate: 01 Endurance: 04 Action Points: 10 Critical Chance: 009% Charisma: 04 Melee Damage: 01 Carry Weight: 150 lbs. Intelligence: 10 Damage Res.: 000% Agility: 10 Radiation Res.: 008% Luck: 09 Poison Res.: 020%
::: Traits ::: Gifted Jinxed
::: Karma ::: Karma: 0 (Wanderer)
::: Skills ::: ::: Kills ::: Small Guns ..... 035% Big Guns ....... 010% Energy Weapons . 010% Unarmed ........ 070% Melee Weapons .. 040% Throwing ....... 030% First aid ...... 020% Doctor ......... 010% Sneak .......... 025% Lockpick ....... 035% Steal .......... 020% Traps .......... 015% Science ........ 030% Repair ......... 020% Speech ......... 030% Barter ......... 006% Gambling ....... 035% Outdoorsman .... 018%
::: Inventory :::
Total Weight: 0 lbs.
Fist McKick, luckiest jinxed unarmed combat specialist to roam the wastes, is now ready for action.
Here's a quick explanation for the choices I made:
Initial Strength doesn't need to be higher than 5 for this build, despite being melee focused. You can get a total of +5 Strength over the course of the game, so I'll end up with 10 Strength in the long run, and ultimately my damage is going to come from constant and severe critical strike damage multipliers, not from having like three extra base melee damage.
Perception is at 5 so that I can pick up Awareness as my level 3 perk (if I want to), and to make it easier to take a Mentat and grab Better Criticals at level 9.
Four Endurance might seem low for a melee build, but honestly it doesn't matter that much. Every 2 points of Endurance is a mere +1 HP per level, and thus 4 Endurance is exactly the same as 5 (minus 2 starting HP, who cares). Damage Reduction is far more important than raw HP count, and I can take the Lifegiver perk at level 12 to easily offset my low Endurance by the time I reach the endgame.
Charisma isn't really that important as a base stat unless you want to have a lot of party members (1 follower for every 2 Charisma). The Speech skill is far more important when talking to NPCs (a skill I have conveniently tagged, of course), and with the Jinxed trait, more than one or two party members would actually be a liability.
Intelligence at 10 handily offsets the -5 skill points/level penalty attached to the Gifted trait, and then some. It gives me 20 skill points/level, which is more than enough to quickly improve my skills.
Agility at 10 for what should be obvious reasons. Unarmed attacks consume hardly any AP (especially with Bonus HtH attacks), and mobility is a must for a melee fighter.
Finally, Luck at 9. It will get a +1 bonus during the game, bringing it to +10. A high luck helps to offset the Jinxed trait, gives me incredibly powerful critical hits, and of course opens up many special encounters.
I chose Gifted and Jinxed as my two traits. Gifted because the skill point loss is easily offset (and then some) by dumping some of the 7 free stat points it grants you back into Intelligence. It's easily the most powerful trait in the game. With Jixed, 9/10 Luck should help reduce the severity of my own character's critical failures, and the constant loss of enemy turns/self damage/jammed weapons/etc is a huge boon to a melee fighter. facing groups of opponents with guns. Plus, watching a massive shootout turn into something out of The Three Stooges when critical failures cause everyone to flail around helplessly is way too funny.
For tag skills, Unaramed was taken because tagging your combat specialty is a no-brainer, Speech because getting your way when talking to NPCs is kind of important, and Lockpick because it's a consistently useful skill throughout the game.
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Post by Joseph Joestar on Feb 7, 2014 10:53:27 GMT -5
Here's a dirty trick to get past the fist fight in the temple: instead of fighting fair, simply stab the guy with your pointy stick until he runs away from you. End combat, then initiate the trial. You should instantly win the fight without taking any penalty to your karma. I stole the key from him to get extra experience. Then I fought him. I rerolled yesterday and had a better time than my first attempt. I'm having an easier time than my first roll, but I'm not sure I picked the right stuff - on hand to hand fights or weapon fights I'm still only hitting 1 out of every 3 attacks. Is the hit rate just really, really, really low in this game? Also, how is one-handed as a trait? I was hoping it would improve my weapon use but I haven't seen any real benefit so far. EDIT: I think I might re-roll again, based on what I'm reading from Feynman's explanation. I used "doctor" and "Science" as two of my skills, and I'm not sure those were good choices. How useful/critical is repair and science?
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Post by kal on Feb 7, 2014 11:37:37 GMT -5
Is it worth rerolling so much? I don't think Fallout is the kind of game that hard locks you, save scumming is a constant option.
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Post by TheChosen on Feb 7, 2014 11:39:59 GMT -5
Both have their uses here and there, but most of them are optional from what I remember. Science is the most helpful when looting the Sierra Military Base and as for repair, I think you could be able to fix the Highwayman by yourself at the Den, but I haven't managed to do that (probably need a higher skill or its not possible).
Alternatively, there's two party members you could find. One is specialized in repair and one in science. They can take care of some repair and science tasks for you, although they're not total experts in their fields.
EDIT:
Yeah, real unimaginative here with the name. Small guns since guns always have their uses, lockpick since it will definitely come in handy lot of places and outdoorsman so I can avoid some of the more dangerous mid to end-game encounters. I'm also planning to build up on big guns since those were real fun to use last time I was playing Fallout 1.
Jinxed does prove to be surprisingly useful. Probably because it helps avoiding attacks from numerous enemies.
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Post by enigmaticnobody on Feb 7, 2014 12:14:03 GMT -5
Here's a dirty trick to get past the fist fight in the temple: instead of fighting fair, simply stab the guy with your pointy stick until he runs away from you. End combat, then initiate the trial. You should instantly win the fight without taking any penalty to your karma. You can also just talk to him and ask him something to the effect "why do we need to fight?" and "one of us may die if we fight each other" or something like that and he'll say something like "Oh, well, I don't want to kill the chosen one" and leave. You actually get more experience for the fight talking it out than trying to duke it out. I'm sure your intelligence or speech have to be somewhat high to do that. I played the game quite a bit last night and played through the first town and I have to say that the game is just as rough as I remember it being. I don't think I got very far before I quit the game the last time I played it and sadly enough, I may actually be the furthest I ever got in this game. Don't get me wrong, I don't think the game is impossibly difficult or anything like that; I just personally really suck at this game and am having trouble going through it. What Kal said about the devs assuming that players already played the original Fallout before Fallout 2 so they made it more difficult makes sense, and the difficulty does fit the theme of the game, but man, I just wish I didn't have to steal so much to get items to barter at the shops. Anyway, I had some advice/things I wish I had done for noobs at Fallout 2 (like me): - I wish I had created a character with skills in First Aid or Doctor or both. Stim packs are expensive in the early going and while healing powders are relatively plentiful in comparison (at least in the early going), they are also addictive and could potentially lower perception by 2. I don't know if that's permanent, but it was enough to make me not want to use them, though now that I think about it, I suppose save scumming could mitigate the potential side effects, and as often as I save scum, I should probably just do that. Speaking of save scumming... - If you're desperate, steal to get items from characters, but save before doing so. Some characters don't have much (or anything) to steal but finding marks with good items to use/trade helps immensely. A failed steal attempt will likely cause the mark to attack, but you can immediately reload and try again. Even characters with a low steal skill are able to steal through save scumming. I haven't noticed if this affected Karma, but at least in the vanilla game, it doesn't seem to. - I also wish my character could barter. Everything is expensive to you in the early game, which is why I resorted to stealing in the first place. Probably being so ugly doesn't help me either. - First priority is armor. Two people sell armor in Klamath, I think one is cheaper than the other. Even rats can potentially mess you up without armor (believe me, I know). Don't worry about a gun for now, you'll find one even if it does suck. Still, you probably won't use the gun too often as you'll run out of ammo quickly if you're not careful meaning you'll be getting up close and personal either punching enemies or using melee weapons, meaning that armor is essential. - Not to spoil too much, but let me just say don't kill too many geckos until you completed all the missions in Klamath. Somebody will teach you how to skin geckos. Bodies disappear (at least in the vanilla version of the game) after you leave the room they were and enemies don't seem to respawn. I lost a lot of gecko skins killing them before I knew how to skin them, and those are decent barter items in the early game. Anyway, onward and upwards.
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Post by Feynman on Feb 7, 2014 12:19:43 GMT -5
I rerolled yesterday and had a better time than my first attempt. I'm having an easier time than my first roll, but I'm not sure I picked the right stuff - on hand to hand fights or weapon fights I'm still only hitting 1 out of every 3 attacks. Is the hit rate just really, really, really low in this game? Also, how is one-handed as a trait? I was hoping it would improve my weapon use but I haven't seen any real benefit so far. What kind of weapon do you want to use? Ranged Weapons? Melee combat? Lots of noncombat skills, or straightforward hack-n-slash character? I wouldn't mind giving some tips on a character build if you can give me a general idea of what kind of character you want. Here are some general tips, though, as spoiler-free as possible: No matter what kind of character you make, try to have a good Intelligence stat. More Int means more skill points means you get better at using your weapons (and other skills) faster. Make sure you have good Agility too (at least 7), as lots of AP makes combat much easier. INT and AGI are the two most powerful stats in the game by far. Since this seems to be your first time playing the game, if you're planning on using guns I would recommend focusing on Small Guns for the early game (you can use the "Tag!" Perk to pick up Energy Weapons as a tag skill later on when said weapons and ammo become more common and affordable). Get your Small Guns skill up to about 120-150% ASAP to make combat encounters much more manageable (same goes for those using unarmed/melee: get your main combat skill leveled up!). Also, consider spending the 350 caps to recruit Sulik early in Klamath instead of waiting until rescuing the trapper to pay his debt off for free. Sulik is a very capable melee fighter who remains useful through the whole game. His skill with melee weapons can help you save quite a bit of money on ammo early on, as well as making many encounters in the early game much easier. He even comes with a Leather Jacket you can steal if you feel so inclined (enemies will usually focus on attacking you anyway, and you can get him better armor later)! Once you reach Klamath, tackle the rat quest first thing. Save your ammo and use unarmed/melee weapon attacks. If you kill all the enemies the quest will net you around ~2500 XP or so... you'll easily reach level 3 by the time you're done. Once you have Sulik in your party, visit The Den even if you haven't finished every quest in Klamath yet. There's a chain of quests in The Den (search around the west side of town) that will culminate in a fight against 3 or 4 NPCs with gund and metal armor. You'll be backed up by several quest NPCs of your own, plus Sulik, and even at a low level you'll breeze through the fight. The enemies drop guns (handguns that are way better than the shitty one-shot crap rifle you find in Vic's abandoned shop) and ammo that is quite useful at a low level, and the quest chain itself will reward you with 500+ caps. Both combined will help you get past the early game ammo shortage and move to using guns full time.
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Post by godspeed on Feb 7, 2014 13:02:56 GMT -5
Longtime Fallout 2 player here
If you're struggling with your characters you can get away with dropping your luck down to 1-2. That's what I usually did for a casual run through of the game and outside of some amusing special encounters/options it won't affect your game much. But if you run into a lone dog in the desert RUN AWAY.
Unless you're running with a melee/unarmed focused character you can leave your strength at 5. 5 strength is the minimum for using most of the guns in the game. Power armor, perks, and special options later in the game will let you increase your strength.
Lockpick and steal are good for the beginning of the game when you're struggling to find basic equipment but lose their usefulness as the game goes on.
You won't get your first gun until Klamath but the pop gun is garbage even for a ranged focus character. You'll find a pistol and some other good stuff to sell over where the rats are. Sulik is a beast who will help immensely.
My ideal traits were usually Gifted/Skilled. A high intelligence makes up for the hit to your skill points.
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Post by Feynman on Feb 7, 2014 13:33:13 GMT -5
My ideal traits were usually Gifted/Skilled. A high intelligence makes up for the hit to your skill points. Gifted is the best trait in the game, but Skilled should be avoided at all costs. The extra skill points from the Skilled trait don't come anywhere close to making up for the horrific loss of perks that comes along as a downside. Skilled is one of the worst traits in the game. The only character build for which the Skilled trait is at all worthwhile compared to the alternatives is a novelty build with a minimum-Intelligence avatar.
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