» Fri Dec 17, 2010 5:01 am
Basically, whatever you think would be most useful. It's all about your strategy. I almost always play as a sniper ( I <3 the Gauss Rifle) but the majority of sniper rifles are small guns, so there are always going to have to be pros and cons to your character design (aka balanced gameplay). But this is the system I find useful:
Divide skills into groups to decide which to tag:
Weapons:
Guns
Energy Weapons
Melee Weapons
Explosives
Unarmed
Accessibility:
Science
Lockpick
Speech
Sneak
Bonus:
Medicine
Survival
Repair
Barter
Then simply pick one weaponry skill, then either one or zero accessibility skills (unless you pick sneak or lockpick, as it's then wise to pick the other of the pair too), then the rest as bonus skills.
SPECIAL is effected by the skills you wish to take, as it's best to pick them based one which skills you want to modify IMO.
This is how I play it:
Tag skills: Medicine (it will be more worth the wait when the stim kicks in during HC), repair (weapons degrade faster in HC mode), guns/energy weapons (pretty obviously, you'll need weapons).
SPECIAL: S=7 (more carry weight in HC and more weapons), P=4/6 (depends on whether I pick energy weapons or guns), E=6 (more HP and slows down exhaustion), C=5 (doesn't matter enough to increase but worth too much to decrease), I=7 (more skill points, bolstered medicine and repair, extra dialogue), A=4/6 (depends on whether I pick guns or energy weapons, VATS is pretty useless), L=5 (gambling and decent critical chance)
Traits: Wild Wasteland (more bonus content), maybe another if a useful one comes along
Faction: Decide when you play (ignore my signature, I'm just hardcoe)
Age: Don't care
Gender: Male
But it's still wise to increase survival and barter with your other skills.