Oh derp. I've got a BoS suit and a suit I found in a shipping container, but used the rusty T45 one instead. In my defense, they stopped showing up on the map and I was only sure where the T45 was... Also I didn't think about it
I did fine in combat because my weapons are pretty well modded. I got a nice institute laser which deals 50 extra radiation per hit... Made it into a rifle to make use of Commando, and it's working great (even against things I assume are radiation-resistant or immune). It's even overcharged, despite my having only 2 SCIENCE, I think I found an overcharged capacitor elsewhere and swapped it in.
I wish that scrapping a weapon would give you the mods instead of junk... Having to craft replacement parts for a gun you don't want is silly. Of course, that would make the crafting perks even less useful than they technically are (they're very convenient though).
Honestly most of the perks have been underwhelming, or well-balanced I guess.
5/5 Commando/Gunslinger/Rifleman: I waited a long time before getting Rifleman, and that was a mistake. Since most weapons can be customized to be automatic/pistol/rifle, even without gun-nut, one of these is practically a must-have.
3/5 Locksmith/Hacker: I want to hack/unlock everything, just in case, but honestly the loot or route is usually meh. And of course, the fourth ranks are shit. Bobby pins are cheap and plentiful, and just back out of a computer on the last try. Or savescum I guess. If you hate the hacking game (I sorta like it) Nick can hack everything for you.
2/5 Lifegiver: 60HP for 3 ranks isn't that great, and the regen for rank 3 is slow. Pretty sure it doesn't work in combat at all, so it only saves you a few healing items.
4/5 Attack Dog: Rank one of this is so great that I don't regret taking it, even though I'm working with other companions now. It stuns an enemy *and* makes them a lot easier to hit, for a decent amount of time. Rank 2 and 3 sound bad. Take with Lone Wanderer.
?/5 Lone Wanderer: This looks amazing, once you know that Dogmeat *doesn't count*. Really should have had him in the picture for it.
3/5 Mysterious Stranger: This is mostly just fun. Though occasionally it does come in useful... The stranger can finish off an enemy with far more health than I expected. And I just love Nick's reactions, and the silliness of it. (It's also just rare enough that it's a pleasant surprise when it fires)
3/5 Medic: Sorta a feat-tax. Getting 60% from stimpacks is convenient, and 60% from radaway is actually almost useful. Mostly needed for buying medical shops though (needs rank 2).
X/5 Local Leader: Depends I guess. If you want multiple settlements, having it at rank 2 is incredibly convenient for building them. Wish it did more, though, I'd gladly pay another perk or assign more caravans to have more inventory shared.
1/5 Intimidation: Absolutely crap. Gives no XP, fails a lot, you could just shoot them instead, only works on humans (and ghouls?), GIVES NO XP. At level 2 there's a *chance* that they'll start attacking their friends, but seems like 50%. You don't even get ANY of their stuff, unless you murder them after... And there's no consequence for doing that, by the way. You can pick their pockets (worst case, they go hostile) but Piper and Nick gave me shit for that. Shooting them in the face with their hands up, though? No problemo. Oh, and only works on enemies "below your level". It's like Skyrim's illusion magic but even more meta and can't be boosted to be useful. Can't believe I boosted CHA to 10 for this, going to ignore it. Might reclaim my points eventually if I feel like it.
I assume with three ranks you can demand their stuff. Third rank takes level FIFTY though, so whatever. And again, no XP for resolving the conflict with 10 CHA.