Fallout 2 First Gun
Take Gifted if you're new to the game.A lot of character mechanics are derived from traits, but only skills are reduced by Gifted, while the increase in skills due to the increase in traits kind of mitigates this. You will have fewer skill points, but you'll get more than you will probably need in the long run.Personally, I get high Charisma, high Intelligence and tag Speech, in order to get out of situations without firing a bullet. I also tag Small Arms for when I need to fire a bullet (Energy Weapons are more useful in the long run, but unless you 'cheat', you're not gonna get them soon) and Barter because I somehow keep running out of caps.
Take Gifted if you're new to the game.A lot of character mechanics are derived from traits, but only skills are reduced by Gifted, while the increase in skills due to the increase in traits kind of mitigates this. You will have fewer skill points, but you'll get more than you will probably need in the long run.Personally, I get high Charisma, high Intelligence and tag Speech, in order to get out of situations without firing a bullet. I also tag Small Arms for when I need to fire a bullet (Energy Weapons are more useful in the long run, but unless you 'cheat', you're not gonna get them soon) and Barter because I somehow keep running out of caps.In Fallout 1 high charisma has almost no mechanical effect whatsoever other than boosting a few skills. Just boost those skills and save the attribute points.There are maybe 2 dialogues that you can get a bonus option from high charisma. In contrast intelligence affects vast swathes of the game.The mechanical impact in Fallout 2 is almost the same, but in addition to those negligible effects it also governs how many companions you can take. Plan for that, then pick charisma accordingly.Barter is nearly useless after the early stages of the game, because you'll be swimming in combat shotguns, assault rifles and other guns which all sell for more money than you'll need.
Fallout 2, part of, of course the Fallout series, was released in 1998. This installment improves much upon its predecessor, being a game where you can do just about anything, within reason. Depending on your actions, intelligence, charisma, gender and patience, each playthrough is a wildly different experience. Cheatbook is the resource for the latest Cheats, tips, cheat codes, unlockables, hints and secrets to get the edge to win. Fallout 2 Cheats, Codes, Hints and Walkthroughs for PC Games.
Barter is nearly useless after the early stages of the game, because you'll be swimming in combat shotguns, assault rifles and other guns which all sell for more money than you'll need.Were we playing the same game? Because that didn't quite work out for me. Maybe because I was playing a non-combatant (one with Agility 10 and Enclave Power Armor, but still), but I never quite found all these combat shotguns and assault rifles you claim are there. In contrast, I somehow kept needing stimpacks and more bullets, which were also lacking on the battlefields. Anything that saves me money is aces in my book.
Actually, high Charisma isn't that much of a buff, and if you're really into making a powerful build, you can put it at 1 (or 2 with Gifted), because in F1, it affects about nothing (maybe except some marginable choices), with the thing really mattering being a Speech check. In F2, you recruit NPCs based on Charisma score/2. High Intelligence is great to have.Gifted is great, I agree, but I do manage to have some success and fun without it, and there are a few not-so-obvious approaches that can pwn as well.But Fallout isn't really a game you want to go into with a power gamer approach. I don't, but it's interesting to know the game's limitations, while most of the time you want to play various wild choices.In F1, Barter is powerful, in F2, less so. My preferred tagset with Gifted is an early game weapon skill like Small Guns/Unarmed/Melee Weapons, then a late-game like Big Guns or Energy Weapons (Energy Weapons being the king of F1), and Speech. If I don't have Gifted, it's easier to free up the Small Guns slot.Steal is a fun skill if you want to gain some money and are not fond of too much save/load.You probably won't want Traps, it's marginal at best. Throwing doesn't do a lot due to the scarcity of grenades (and all the other thrown weapons suck), Science and Repair are useful but can be learned through books.
Outdoorsman can save you in a dire situation. So can Sneak, to my surprise.High Luck is fun, because it unlocks a few special opportunties and allows you to see more Special Random Encounters.In F2, you will probably want to try out Unarmed due to the fun mini-quests in New Reno and San Francisco where the Unarmed skill is much appreciated. You don't use any ammo on it, too, until you get the mighty Power Fist and later its Advanced successor, which own. Of course, you will have to deal your justice up close and personal. Small Guns are much, much more versatile (and, in Fallout 2, powerful) than the other two choices.
Late-mid game you can branch out to either Energy or Big Guns but Gauss bullets to the eye is always the most efficient way to kill things. I'd also get speech to around 100, and lockpick to maybe 70-90 or so.
In 2, you may want to get some points in repair for a couple of quests, but it's not necessary. Steal is useful but only insofar as it prevents savescumming a bit.You can't go wrong with 10 Agility, and high (8-9) Intelligence is great too. Luck is surprisingly useful. Gifted is the best trait, by far - Good Natured is also pretty good, as are Small Frame and Fast Shot (although I wouldn't recommend it on a first playthrough).
You can't go wrong with 10 Agility, and high (8-9) Intelligence is great too. Luck is surprisingly useful. Gifted is the best trait, by far - Good Natured is also pretty good, as are Small Frame and Fast Shot (although I wouldn't recommend it on a first playthrough).Fast Shot is generally what you want when you plan on using Burst fire a lot. Protip: You can't aim with Big Guns anyway.Small Frame, due to the nature of the companions in F1 (they have unlimited carrying capacity) and with the add-on of a car in F2 (it has a lot of room) means that it's a +1 AG well worth the price.I'd also say Finesse is a great trait.And if you are out of ideas for a trait, Bloody Mess is always nice. Were we playing the same game? Because that didn't quite work out for me.
Maybe because I was playing a non-combatant (one with Agility 10 and Enclave Power Armor, but still), but I never quite found all these combat shotguns and assault rifles you claim are there. In contrast, I somehow kept needing stimpacks and more bullets, which were also lacking on the battlefields. Anything that saves me money is aces in my book.You seriously didn't find yourself overburdened with stuff? A single enclave patrol for example is going to give you around $100000 worth of gear.
And that comes late. But encounters around New Reno or Vault City or Redding or the NCR will give you a big stack of combat shotguns, flamethrowers and other guns. Fighting the raiders or killing one of the new reno families or attacking the enclave compound or other things will give you far more guns than you'll ever need to sell.I never did any grinding for levels or gear in Fallout 2, but I would get so many guns just driving around the wastes that I could walk into town and clear anything I wanted out of the local shop for the price of a few unwanted flamethrowers or something. What's with all of the hating on Barter? With enough Barter, you can literally break the economy and buy every item from every shopkeeper.Easiest build for FO1 IMO is Gifted, Small Frame (followers can act as pack mules- they don't react if you pickpocket them to get your stuff back), STR 6 (weapon requirements), LUCK 9 (won't explain the exact reason behind this number due to spoilers, although if you're willing to take advantage of glitches, 8 is better), high AGL, high INT, decent PER, low CHA, low END.
Fallout 2 First Gun Show
Tag Speech, Small Guns, and Lockpick. Perk at level 12 to tag Energy Weapons. Bonus Move, Awareness, and Action Boy are other prime choices for perks. Okay, so basically in FO1 it seems my favorite build (with tweaks of course) from FO3 is the easiest one to start with; the Diplosniper.Mid STRLow CHA, but tag Speech anywayHigh AGLHigh INTHigh LCKNow basically it boils down to three choices:1. Male or Female? Does it matter in this game? According to some people on line there is a distinct advantage to play female (in both games).2.
But should I pick Small Frame, Finesse or Fast Shooter? Or something else?Fast Shooter sounds great, but you can't call shots if you pick that, as far as I understand it?3. After Small Guns and Speech. Energy Weapons?
Or something else?I just did a more or less random guy last night and played around for a few hours re-learning the game (Including googling for the 'rainbow effect' and finding a BAT file that fixes it for Vista and 7).Now for some comments that some people will see as blasphemy:First of all, I must point out that I really like the game despite these faults.All those that makes fun of FO3 because it's 'all brown'. You know what? FO1 is even browner.The chosen top-down angle that you see your character in is a very bad one. I constantly feel like they should either have picked one that is more top-down, since so many walls gets in the way and you hide doors etc just by walking behind them. OR a full 3D view, but of course that wasn't on the table back then for obvious reasons.Being used to modern games, I fought the urge for the first 1½ hours or so to try to rotate the scene to view it from another angle because I can't really SEE anything.The interface IS extremely clunky and annoying in almost every way. Thank God it's turn based so I don't have to react quickly. It's like they have gone out of their way to make it bad.Interplay (and Troika) suffers from 'random encounters will murder you' disease.
Luckily I remembered that from the first time I played and from the times I have played Arkanum: Save before travel. I got ambushed by rad-scorpions out of the blue and got killed just like that twice before reaching Necropolis. Give your guy a high charisma, allow me to elbaorate:Go down to San francisco in F2. Talk to the brotherhood of steel guy there and get his mission. Go to that enclave base, get the plans. Give them to the brotherhood guy, you get a BUNCh of XP.
Then go to the shi (or whoever didn't have that rocketship) and give them a copy of the plans for even more xP. Plus in that enclave base, you get free power-armor and energy weapons.I tried that once, but I didn't enjoy it. There are exploits, and then there are exploits, and I felt like I'd just gamed the system a little too much. I don't think there's really any difference in gameplay in Fallout 1 if you are male or female. There are events in FO2 where being female can come in handy, though.The only advice I can give you in FO1 is don't give your character any ability scores of 10.
Nine is the highest you should go. It's possible to raise every ability score by one point throughout the game, so giving your character a 10 in anything is a bit of a waste.I'm playing FO1 right now, actually. Started a new game the other day. I'm going with a melee character, because I always play the 'diplosniper' as you guys call it, and I wanted something different this time.I rather enjoy hitting rats in the groin with my crowbar.
For FO1, I'd shift some of that CHA to END. I might raid STR for one more point as well, boosting either END or PER - the most you need for any in the first game is 5., you will eventually have a chance to boost each of your stats by 1, and Power Armor will give you a boost to this as well. Or leave STR as-is, but steal one point from AGI and take Small Frame.
You do need STR 6 for some of the better, but by the time you start getting those you're also close to both stat boosts and Power Armor. For FO1, I'd shift some of that CHA to END. I might raid STR for one more point as well, boosting either END or PER - the most you need for any in the first game is 5., you will eventually have a chance to boost each of your stats by 1, and Power Armor will give you a boost to this as well. Or leave STR as-is, but steal one point from AGI and take Small Frame. You do need STR 6 for some of the better, but by the time you start getting those you're also close to both stat boosts and Power Armor.Actually the STR requirement for shotguns and hunting rifles in FO1 is 6. I learned that playing around last night.
And since you get your first hunting rifle (without stealing) in Vault 15.Edit: Oh and about CHA and END: You mean END 3 CHA 4? Specify in your hints whether you're talking about F1 or F2I've finished F2 over a dozen times, with several different builds.
I assure you, you can finish it with a lot of different builds.F1, however, it's possible to gimp yourself.Traits: personally, I prefer Gifted and Kamikazee. Small Frame is a good choice as well, although you may find yourself cursing that choice later in the game. Fast Shot I usually recommend against.
Early to mid parts of the game it will look overpowered. Late game, you will find that it's difficult to burst down all targets.Tags: I usually recommend Small Guns (you'll use these most of the game), Speech (you'll use this the entire game), and a third skill to your taste. I usually take lockpicking myself.
Plan on taking either Energy Weapons or Big Guns at 12 level with the Tag! Perk.Other skill pointers: if you didn't know this, you can get a little extra experience using first aid & doctor skill on yourself. Later on this will be a trivial issue (the amount doesn't scale to level) but early on every bit helps. Barter is a skill you'll want some ability in but not much; ultimately, you'll get most of what you need/want from looting.
Similarly, don't completely neglect Thrown but don't put TOO much in it either (one word: grenades).Perks:.avoid Swift Learner. I forget where I read this, but someone actually did the math and apparently even if you started out the game it's not worth it. Educated isn't really worth it either. Oh no, the hue in the sky makes everything dusty and brown. I tried Fellout for a while but it makes everything unrealistically bright and beautiful.Anyway, back to FO1:How about this for an easy-start character?Strength - 6 (requirements for small guns)Perception - 7Endurance - 2Charisma - 5Intelligence - 9Agility - 9Luck - 9Treats - Gifted and? (Finesse / Small frame / Fast shooter)Skills - Small Guns, Speech, StealYou might want to swap the END and CHA scores, then remove one from END and add it to PER.Odd values of AGL don't give you anything. Reduce that to 8, or bump it to 10.
Yes, there are ways of raising every stat over the course of the game, but there are also costs of doing this (and not just monetary costs.), so having a skill other than Luck at 10 isn't THAT bad.I'd choose Small Frame for second perk. Fast shooter is HORRIBLE- you WILL want to make aimed shots if you've got high luck.