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Author Topic: Fallout: New Vegas  (Read 212064 times)

forsaken1111

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Re: Fallout: New Vegas
« Reply #1455 on: March 11, 2015, 09:55:50 am »

What the hell was that door even "guarding", anyway?
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BFEL

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Re: Fallout: New Vegas
« Reply #1456 on: March 11, 2015, 09:56:57 am »

I'm wondering why they required both, as if you're playing a melee based character, you likely won't have all that many skill points to begin with because of the required secondary powers such as high Strength, Endurance, and a bit of Agility and Luck, potentially leaving Intelligence behind a bit.

I've made unarmed characters before who had 9 intelligence. In fact I've never made a character who DIDN'T have high intelligence (except for a very short lolhesstupid run that lasted about an hour)

90% of all my characters are 9 str,end,agi,int and crap everything else. Though I've started throwing some into luck just because casinos. OWB helps because then you can take your strength down to 8 and still end up with ten when all is said and done.

There is nothing wrong with unarmed combat in this game, supposing you have Rad Child and Piercing Strike, which you should have RC anyway because it's awesome.
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forsaken1111

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Re: Fallout: New Vegas
« Reply #1457 on: March 11, 2015, 10:06:31 am »

iirc having a 10 luck was just silly. I was finding so much stuff just lying around and so.many.crits...
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Neonivek

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Re: Fallout: New Vegas
« Reply #1458 on: March 11, 2015, 10:08:59 am »

In all fairness making a character with low intelligence in this game basically just shoots you right in the foot.
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Mech#4

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Re: Fallout: New Vegas
« Reply #1459 on: March 11, 2015, 10:31:20 am »

I wonder how you could make some advantages to having low intelligence. Maybe people find it difficult to trick you because you're really single minded? Perhaps a defence against psychic attacks as they can't grab onto your thoughts or you just ignore them? Complex problems solved by thinking in a very straight forward manner.
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GiglameshDespair

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Re: Fallout: New Vegas
« Reply #1460 on: March 11, 2015, 10:33:06 am »

I always found charisma was a dump stat. Companions tend to die pretty instantly anyway.
High luck was good because you could sprint to vegas, win a fortune at poker, and buy really good gear for your level.

I wonder how you could make some advantages to having low intelligence. Maybe people find it difficult to trick you because you're really single minded? Perhaps a defence against psychic attacks as they can't grab onto your thoughts or you just ignore them? Complex problems solved by thinking in a very straight forward manner.
Some people take pity on you for barely being able to dress yourself... at least, that's how it worked in the original Fallouts. Other people also don't like you, but eh.
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Urist McScoopbeard

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Re: Fallout: New Vegas
« Reply #1461 on: March 11, 2015, 10:36:26 am »

Reason enough to go unarmed in any game that allows it:

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Rolan7

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Re: Fallout: New Vegas
« Reply #1462 on: March 11, 2015, 11:09:35 am »

The trick about unarmed is that it's based on Endurance, not Strength.  Entirely.  So my Legion character had roughly:
3 Str
1 Per
10 End
8 Cha
3 Int
5 Agi
10 Luck

It felt super weird to run a non-brilliant character, not to mention a melee one, but there were plenty of skill points to max Unarmed and Speech pretty early.  Then survival, for healing.  Along with some crit-enhancing feats, everything went down in a few punches...  Way better than I expected.  Once I got those crazy mantis-arm "gauntlets" from the Gun Runners, it was pretty much one hit kills on everything but super mutants.  Pretty sure those added some reach, too.

And since I had 10 endurance, I could tank a lot of damage.  I also took two levels of a DR-increasing perk (not sure if it was added by the More Perks mod or vanilla).  I *think* almost all the combat perks I used were vanilla.  The only issue was carry capacity, and not quite meeting the STR requirement for power fists (which just made them punch slightly slower).  The power fists weren't much better than spiked knuckles anyway, and the mantis gauntlet was much better than either.

I always put a lot into Perception to mark enemies on the compass, but having just 1 PER didn't seem to change that much.  Probably because it's easy to just *see* enemies in the desert, particularly if you're used to sniping them with other characters.
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Neonivek

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Re: Fallout: New Vegas
« Reply #1463 on: March 11, 2015, 11:22:34 am »

You want high endurance anyhow for the implants.

Though you never want any stat at 10 because you can always get it to 10.

I personally always go for optimized builds in the 3d fallout games.

Mostly because this isn't fallout 1 or 2 where your play style is supported... So optimized smooths out the gameplay significantly and makes it more fun to play in general.
« Last Edit: March 11, 2015, 11:24:22 am by Neonivek »
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GiglameshDespair

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Re: Fallout: New Vegas
« Reply #1464 on: March 11, 2015, 11:29:58 am »

There's only around nine implants worth getting, so 10 endurance is probably necessary to begin with.
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Bohandas

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Re: Fallout: New Vegas
« Reply #1465 on: March 11, 2015, 11:44:24 am »

The trick about unarmed is that it's based on Endurance, not Strength.  Entirely.  So my Legion character had roughly:
3 Str
1 Per
10 End
8 Cha
3 Int
5 Agi
10 Luck

It felt super weird to run a non-brilliant character, not to mention a melee one, but there were plenty of skill points to max Unarmed and Speech pretty early.  Then survival, for healing.  Along with some crit-enhancing feats, everything went down in a few punches...  Way better than I expected.  Once I got those crazy mantis-arm "gauntlets" from the Gun Runners, it was pretty much one hit kills on everything but super mutants.  Pretty sure those added some reach, too.

And since I had 10 endurance, I could tank a lot of damage.  I also took two levels of a DR-increasing perk (not sure if it was added by the More Perks mod or vanilla).  I *think* almost all the combat perks I used were vanilla.  The only issue was carry capacity, and not quite meeting the STR requirement for power fists (which just made them punch slightly slower).  The power fists weren't much better than spiked knuckles anyway, and the mantis gauntlet was much better than either.

I always put a lot into Perception to mark enemies on the compass, but having just 1 PER didn't seem to change that much.  Probably because it's easy to just *see* enemies in the desert, particularly if you're used to sniping them with other characters.


Plus once you get ED-E your detection range gets super expanded anyway
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BFEL

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Re: Fallout: New Vegas
« Reply #1466 on: March 11, 2015, 02:33:46 pm »

Yeah, Perception and Charisma are very VERY much dump stats. And the only time you should throw 10 in anything is if you're using the Nevada Project mod that I use, because it limits your implants and adds a bunch of more useful ones.
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Rolan7

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Re: Fallout: New Vegas
« Reply #1467 on: March 11, 2015, 03:26:13 pm »

Huh, apparently each point of charisma gives a 5% increase in companion damage and armor.  So 50% at 10 points, which is nice I guess.  I didn't realize it did anything except increase starting skill level for barter and speech.

But yeah...  Probably the weakest stat.  Perception's radar effect is even less important, but it unlocks arguably better perks (depending on play style).
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Rakonas

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Re: Fallout: New Vegas
« Reply #1468 on: March 11, 2015, 04:00:07 pm »

Cha is mandatory pacing wise if you want to be diplomatic. Otherwise you'll have to grind your speech skill up before doing any quests with talking.
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Bohandas

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Re: Fallout: New Vegas
« Reply #1469 on: March 11, 2015, 04:10:31 pm »

Huh, apparently each point of charisma gives a 5% increase in companion damage and armor.  So 50% at 10 points, which is nice I guess.  I didn't realize it did anything except increase starting skill level for barter and speech.

But yeah...  Probably the weakest stat.  Perception's radar effect is even less important, but it unlocks arguably better perks (depending on play style).

And more important skills for combat focused ccharacters
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