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Fallout 2 Early Gun

Fallout 2 Early Gun
  1. Fallout 2 Early Gun Control
  2. Fallout 2 Early Guns

I'd suggest starting with Fallout 1, as a lot of it is referenced in Fallout 2. As for tips on starting, well, I'd say none are really needed, the game doesn't have a difficult or long learning curve. How to snag one of Fallout 4’s best guns at the beginning of the game. Shortly before leaving your home vault at the beginning of the game, your player will come across a locked container in. Fallout 1 Quick Start Guide The following is a Quick Guide to help you get started with Fallout 1 by Fallout Hub.Chances are, if you never played games before the year 2000, you will find the controls of Fallout 1 confusing, to say the least.

Legend. Damage: This shows the damage caused by a single attack of your weapon.

Min ST: required to wield the weapon optimally. Ammunition: The type of ammunition used by the weapon. Hands req: Hands required to wield the weapon.

ControlFallout

Magazine Size: The magazine capacity of the firearm. Basically, how many shots you can fire before having to reload. VALUE: The value of the weapon.

Fallout 2 Early Gun Control

I have discovered during my latest play-through of Fallout Tactics an almost unbeatable build. Here it is:Maxed Intelligence and Agility, average Strength and Charisma, whatever else.Tagged skills=Small GunsEnergy WeaponsBarterTraits=Small FrameFast ShotPerks=anything, but take Bonus Rate of Fire and Action Boy ASAP. Its BRoF that completes the build.Weapons=Early on use revolvers, later use Energy pistols; in both cases, AP cost for firing is reduced to 1 AP. With both Action Boy perks and a revolver, this allows for 10 shots per turn (2 APs are used for reloading). With the Laser pistol or Plasma pistol, you can fire the occasional 12 shots per turn. Combining these figures with the average damage of these weapons produces these results=.

I recall in Fallout 2 my best build centred around simply shooting people in the eyes and getting very reliable at crippling them horribly or killing them outright in single shots. Very ammo efficient. I don't have the exact build, though I recall that it was focused on small, one-handed guns. I distinctly remember that even the toughest enemies were reduced to blind cowering after a shot in the eyes.

Talking about D&D on this forum taught me the insignificance of the distinction between 'severely disabled' and 'dead'. I always saw Gifted as a trap. You get enough in your prime stats to make it look attractive, more AP, more qualifications for this and that.But your traits measuring your actual interaction with the entire rest of the game world are immeasurably crippled. It turns the game into 'I have these three tag skills that are at all useful' when without it you have a host of 50% and 40% skills without even putting anything into them.I always had better luck without it, but I've never seen another person on the internet or off agree with me.

Fallout 2 Early Guns

I am not a proponent of Gifted, at all. The only kinds of characters I can see it working for are Melee/Unarmed fighters, who need three high stats to be powerful (Strength, Agility, Endurance) while a Sniper for example is okay with two (Perception and Agility).Generally as a rule, I max out Agility, because there is very little in the game more useful than APs.EDIT: Is it just me, or does seem slightly broken?Lawless III, yeah, Fallout is an iffy one in this forum. I say that since we are discussing character building, much in the same manner as other threads around here, that it really could go either way. Gifted is not a trap. It's too awesome not to take.You get a bucketload of stat points - the most valued commodity when creating your character. And what is supposed to be the drawback here?

Less skill points per level, and reduced skill percentages at the start of the game? Your increased stats (especially int, which gives more skill points/level) easily take care of that.Saying a character needs only X stats to be powerful works only if you treat Fallout as a battle game. So I guess it's kinda true for Fallout Tactics (but EVERYONE still benefits from Int and Luck in that game). But for Fallout 1 and 2, all stats are important - all provide plot or puzzle-solving benefits. So your best bet is a well-rounded but intelligent and charismatic character, just like in Planescape: Torment (but I digress).

Gifted means your well-rounded character is good at everything rather than average. I always saw Gifted as a trap. You get enough in your prime stats to make it look attractive, more AP, more qualifications for this and that.But your traits measuring your actual interaction with the entire rest of the game world are immeasurably crippled.

EDIT: Is it just me, or does HTH Evade seem slightly broken?Nah. It's good for about 10-12 more AC.

Doesn't have a major effect when you hit the point where you're relying on DR instead of AC to survive, because all the dangerous enemies hit you anyway.Double edit: Both slots empty is the kicker that moves it from 'meh' to 'not worth using' for me. It means you can't have a rifle or something in the off-slot in case you need to switch and gun down a fleeing enemy or snipe a turret or something. Skills are easy to raise- you can read books to get up to about 60% in anything that has a book pretty easily (I think it's 70+ before the books just stop doing anything at all)I don't think there's a limit to book effects. I kept Stitch in the squad all the way through, having him read all of the Science textbooks I found (you can get seven, if you look hard enough) and he went from a 23-30 skill to about 120. Without me putting any points into it. Books are awesome!Now excuse me, I'm off to read (and ) Proust.

Fallout 2 Early Gun