» Wed Dec 29, 2010 9:18 pm
The skill dynamics from Fallout 3 will be altered by the features of hardcoe mode. You will need to be proficient in myriad skills to even survive, let alone thrive. Speech gains a new importance, as talking your way to quest completion rather than shooting your way to victory could be a valuable survival tactics - you save ammunition and injuries. In 3 you could swim in caps, but with increased demands in NV Barter may be a wise choice to invest skill points in. Survival appears to be a must, due to the new hunger mechanic, and Survival directly affecting this. In Fallout 3, many viewed Lockpick and Science as almost mutually exclusive - the game made accommodations for both when looting - computers next to locked doors or safes. However, in New Vegas Science is apparently involved in the use of the Doctor's Bag, the only way to heal crippled limbs on the fly. A high Science skill will therefore save caps, and may even save your life. If Medicine works the same way as Fallout 3, it will be vital to master this skill to maximise the use of Stimpaks and the Doctor's Bag.
Likewise, some skills become less important, or demand combinations with the above or other skills even moreso than 3. Unarmed and Melee seem impractical for a hardcoe character, as the risk of injury is simply too great. If they are chosen, Sneak and a great deal of aptitude will be essential. Explosives may be a wise supplement to the Unarmed or Melee player, as grenades, dynamite and the grenade machine gun will fill the vital mid-range combat role otherwise lacking, as well as providing crowd control, allowing the player to use their Unarmed/Melee skill to finish off the wounded survivors of the blast. This player should avoid engaging at long range, avoiding contact with the enemy until they can deploy their Explosives skill.
A previous poster mentioned weapon choice. In FWE, which has many of the same features and then some of hardcoe, the deciding factor was range. A choice of three for each range was best considering their weight, the weight of their ammunition, factoring in the weight of drugs, loot, armour and McGuffins.
This will depend whether Guns or Energy Weapons in chosen. For Guns;
Long range: Sniper Rifle, Hunting Rifle (particularly modded with the scope), Antimateriel Rifle. In FWE I used Ol' Painless for this role.
Mid range: Assault rifles, Carbines and possibly the heavier revolvers, particularly with the Cowboy perk. In FWE, the Xaunlong Rifle filled this role. I can't recommend LMGs or Miniguns simply due to the weight of the weapon itself.
Close range: Any choice of SMGs or Shotguns. In FWE I found SMGs more useful simply due to their rate of fire and crowd control capability.
Energy weapons may be trickier due to availability and the increased cost of ammunition, in my view - although this is based on the FWE experience in 3.
Long range: In 3, the Wazer Wifle was unmatched in accuracy and long range lethality. Assuming the pattern continues, the Laser Rifle will be perfect for this role, particularly modded to include a scope. Depending on its accuracy, the Wattz Rifle may fit in this category or mid range. In 3 the Gauss Rifle from Operation Anchorage was bugged and inaccurate, however if Obsidian has fixed it I cautiously recommend it to fill the role.
Mid range: The Gatling Laser or Plasma Caster appear good choices, if their weight is accommodated.
Close range: The Flamer is surely the king of close encounter death, in 3 or NV. Depending on rate of fire, pistols such as the Plasma Defender may be practical choices. In 3, the Tri-Beam laser consumed three MF Cells per shot, making it an extremely inefficient weapon - if the Tri-Beam or Multiplas in NV operate the same way, I can't recommend these 'laser shotguns' for economical reasons. You'll need your caps for medical supplies, food and water in hardcoe.
Using these principles, you can be prepared for any combat situation without compromising your carrying capacity with too many weapons. Sell any unnecessary weapons or ammunition as soon as possible, stock up on ammunition for your chosen weapons, improved armour, stimpaks, doctor's bags, food and water.