Best Possible Fallout: New Vegas Build

Post » Tue Jun 14, 2011 6:14 am

Crits are overrated anyway. :tongue:

For a Run 'n Gun Light Armor spec I would suggest the following perks:

Run 'n Gun (increased accuracy with 1-handed weapons while moving)
Light Touch
Travel Light
Hand Loader
Toughness (x2)

depending on his chose weapons, one of:

Cowboy
Grunt
The Professional (note: only applies to sneak-crits)

with possibly one or more of the following:

Shotgun Surgeon
And Stay Back
Heavyweight
Weapon Handling

if in hardcoe mode and/or using heavy weapons:

Pack Rat (needs 70 Barter)
Strong Back
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emma sweeney
 
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Post » Tue Jun 14, 2011 4:07 am

Crits are overrated anyway. :tongue:

For a Run 'n Gun Light Armor spec I would suggest the following perks:

Run 'n Gun (increased accuracy with 1-handed weapons while moving)


Perk does not work. No difference in accuracy. He's better off taking Intense Training.
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Jesus Sanchez
 
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Post » Tue Jun 14, 2011 12:30 am

Perk does not work. No difference in accuracy. He's better off taking Intense Training.

Really? Bummer. Never used it myself, was going off what fit the build. Oh, well, frees up a perk slot for something else.
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Amy Cooper
 
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Post » Tue Jun 14, 2011 10:01 am

Any build that has 1 charisma is a bad build. I like my followers wearing buffed armor, using buffed weapons and not cowering in fear when a molerat looks at them.
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Amanda Furtado
 
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Post » Tue Jun 14, 2011 9:36 am

Any build that has 1 charisma is a bad build. I like my followers wearing buffed armor, using buffed weapons and not cowering in fear when a molerat looks at them.


I dont need help. I dont want my companions fighting my battles for me; stealing my kills and making it take longer to unlock challenge perks.
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Calum Campbell
 
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Post » Tue Jun 14, 2011 6:09 am

Run 'n Gun works, but it works by decrease spread roll (i.e. shot are more likely to home in) instead of reduce spread. You can see the effect while moving and aim with iron sight.
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luke trodden
 
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Post » Tue Jun 14, 2011 5:58 am

Maybe I can't play the game properly but why put Intellignece at 9? I find it a waste. Maybe I am slow on getting the upgrade for it, (so far I haven't done it) so I just set it to 10 right from the begining so I can get those few extra skill points.

I know when I did Fallout 3, I had Int at 9 and then did the Rivit City run right away, but never did that for NV since I find I level up too many times before I even get the upgrade. So I see 8 or 10 is best to have Int if you going to go that high, 9, is just like 8 almost. So I just go for 10 and not bother with the upgrade then. At level 10 you get max points of avaliable upgrades but at level 9, you are loosing 1 skill/2 level than 10 and only getting 1 more skill/2level than 8.

By the time you get the upgrade implant for Int is it really worth it then? How many extra skill points do you get then?
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Bryanna Vacchiano
 
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Post » Tue Jun 14, 2011 8:47 am

Lv 1 Int implant is very doable.

In fact, I get 7 implants with a single jackpot in the Wangler
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sunny lovett
 
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Post » Tue Jun 14, 2011 1:40 am

Any build can easily win anything with a few levels under your belt. ofcourse a 1 strength, 1 endurance build is not the best one for melee.. and ranged sniping is best of everything.
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Naomi Ward
 
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Post » Tue Jun 14, 2011 2:47 am

Run 'n Gun works, but it works by decrease spread roll (i.e. shot are more likely to home in) instead of reduce spread. You can see the effect while moving and aim with iron sight.


Good deal. Ill check it out. Is it really worth having?
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OJY
 
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