Traits - Anyone not take them?

Post » Sun Dec 12, 2010 3:22 am

Has anybody not taken any traits when offered at Doc Mitchell's house? It seem like you can get the benefits with proper character creation and skill point allocation without the negative effects.
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Blessed DIVA
 
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Post » Sat Dec 11, 2010 5:03 pm

i pick wild wastland only for the alien blaster the rest are crap
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john palmer
 
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Post » Sun Dec 12, 2010 5:45 am

i pick wild wastland only for the alien blaster the rest are crap



Most definitely not crap. hah.
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Lynne Hinton
 
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Post » Sun Dec 12, 2010 1:22 am

This time around I took Good Natured, which is a no brainer for a non combat-centric build.
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Kelli Wolfe
 
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Post » Sat Dec 11, 2010 10:07 pm

i pick wild wastland only for the alien blaster the rest are crap


I thought Wild Wasteland would be good to take, and maybe Heavy Handed.
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Eve(G)
 
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Post » Sun Dec 12, 2010 5:55 am

I havent tried to use any of the traits yet because none of them seemed worth it, although I think I might make a new character and pick one, maybe both, I dont know yet. But as far as I can tell, Ive done fine without them.
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Maya Maya
 
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Post » Sat Dec 11, 2010 4:58 pm

I always pick Kamikazi and Born to Kill (I think thats the name)
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Phillip Brunyee
 
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Post » Sun Dec 12, 2010 2:32 am

I took kamakazi and wild wasteland but i find my self to be crazy goofy minded when i feel murderous (on the game obviously) so it suits me very well. I always imagined if i turned into a killer it would be while i was on acid so what could be more right?
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Frank Firefly
 
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Post » Sun Dec 12, 2010 2:47 am

I always pick Kamikazi and Born to Kill (I think thats the name)


Wow, those were the two that seemed pretty harsh penalty-wise, at least early in the game.
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Marie Maillos
 
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Post » Sun Dec 12, 2010 3:40 am

I started out not taking any traits because I thought the drawbacks weren't worth any of the buffs, and I was worried that the Wild Wasteland would mess with my game play ( I heard that you lose access to various weapons when you turn this on, but you also gain items like the alien blaster ).

After about two hours in I decided to restart.
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Big mike
 
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Post » Sun Dec 12, 2010 6:48 am

Wow, those were the two that seemed pretty harsh penalty-wise, at least early in the game.


Kamikaze is pretty good early game actually, if you play on the higher difficulties. You have to maximise the damage you do as well as your bullet efficiency. You can usuallly always manage to stay alive unless you do something stupid. Kamikaze works well in synergy with fast shot, because it turns the "10 ap" into 12 ap and after math wrath and if you go plasma spaz, you basically turn that starting 10 ap into like 15. it's like starting out with an action boy perk. same if you go melee/unarmed for slayer.
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Izzy Coleman
 
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Post » Sun Dec 12, 2010 5:09 am

I started out not taking any traits because I thought the drawbacks weren't worth any of the buffs, and I was worried that the Wild Wasteland would mess with my game play ( I heard that you lose access to various weapons when you turn this on, but you also gain items like the alien blaster ).

After about two hours in I decided to restart.


What did you end up taking?
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Maria Leon
 
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Post » Sun Dec 12, 2010 12:52 am

Took good natured and still managed to get two weapon skills into a range in which they're usable at a high level.

I maxed out most of the skills good natured uses so it was like an over +10-15 points for me.
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Love iz not
 
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Post » Sun Dec 12, 2010 3:16 am

Kamikaze is pretty good early game actually, if you play on the higher difficulties. You have to maximise the damage you do as well as your bullet efficiency. You can usuallly always manage to stay alive unless you do something stupid. Kamikaze works well in synergy with fast shot, because it turns the "10 ap" into 12 ap and after math wrath and if you go plasma spaz, you basically turn that starting 10 ap into like 15. it's like starting out with an action boy perk. same if you go melee/unarmed for slayer.


I was thinking more about the penalty, -2 DR when all you have is underwear and slippers. It does go well with math wrath, though.
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Skivs
 
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Post » Sat Dec 11, 2010 9:22 pm

I picked Wild Wasteland, but I don't really notice anything different. What is the purpose of it, and what is this about an alien blaster?
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Tanya Parra
 
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Post » Sun Dec 12, 2010 9:46 am

I picked Wild Wasteland, but I don't really notice anything different. What is the purpose of it, and what is this about an alien blaster?


Here's the description from the Fallout Wiki

http://fallout.wikia.com/wiki/Wild_Wasteland
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LuCY sCoTT
 
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Post » Sun Dec 12, 2010 8:43 am

Ahh okay. No wonder I haven't seen anything diferent. Never ran into those encounters.
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Becky Palmer
 
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Post » Sun Dec 12, 2010 4:08 am

I started out not taking any traits because I thought the drawbacks weren't worth any of the buffs, and I was worried that the Wild Wasteland would mess with my game play ( I heard that you lose access to various weapons when you turn this on, but you also gain items like the alien blaster ).

After about two hours in I decided to restart.

You only lose access to the YCS/188, while gaining more content (most of it references, some combat).

Most perks are pretty good. Fast Shot's bonuses far out weight the drawbacks (the reverse could be said about Trigger Discipline). Kamikaze's -2 DT isn't much and it can make the awfully easy early game a bit more interesting. Good Natured, if you only level one weapon skill, basically means losing 5 points in favor of many more. Built to Destroy's +15% condition decay is negligible at best, you can always make weapon repair kits if you're having trouble, and the crit goes well with many weapons (15% crit for Sniper Rifles). Four Eyes and Small Frame are SPECIAL bonuses with relatively minor drawbacks.
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D IV
 
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Post » Sat Dec 11, 2010 9:34 pm

Was kind of disappointed by the traits, but I did chose The Wild Wasteland Perk & Kamikaze. Pretty interesting but I will say TWW perk was a little misleading. I expected a crap ton of weird things, guess not. :(
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anna ley
 
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Post » Sat Dec 11, 2010 10:55 pm

There is an area on the souther edge of the map. Without Wild Wasteland, the area is a mercenary camp with a Gauss rifle. With it, the area becomes an alien encounter and you find the Alien Blaster. The Gauss Rifle and Alien Blaster are the two best energy weapons in the game, so the greatest gample change is which weapon you wanmt to go with.
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courtnay
 
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Post » Sun Dec 12, 2010 9:43 am

You only lose access to the YCS/188

What is ycs?
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Beat freak
 
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Post » Sun Dec 12, 2010 6:35 am

What is ycs?

Unique version of the Gauss Rifle. You get the much better, but limited in ammo Alien Blaster in place of it, though.
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Bethany Watkin
 
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Post » Sun Dec 12, 2010 7:41 am

Why would you not take them? They are no-brainers in majority of builds.

Short review:

Built to Destroy - +3% crit chance for 15% faster using up of equipment, it's a balanced trade off I'd say, Finesse gives +5% crit chance, Luck gives +1% per level. T his gives +3%. Make sure you get Repair 90 and Jury Rigging perk and you're fine. I don't know if this is negated by Tejada.
Fast Shot - 20% less accuracy, 20% more firing rate. Why not, if you're a machine gun person with strong dislike of VATS.
Four Eyes - This absolutely svcks because it lowers your PER for purpose of perks so forget Better Criticals unless you waste extra points into PER. Glasses are tricky to find too early on, so this isn't for newbies.
Good Natured - I like this one quite a lot because I typically don't need more than 1 weapon skill early in the game and don't care for others at all for majority of time. So I trade 5 useful points away from my chosen weapon skill to get 25 points in useful negotiation skills which typically I have low due to low CHA on my characters. Nets me 20 free skills points right away at the beginning!
Heavy Handed - I don't know if it's viable for a hand-to-hand character because noone wrote yet how much of crit dmg it reduces. I'd still probably take it for role-playing purposes.
Kamikaze - This matters only early on, later extra 10 AP as well as -2 DT both stop mattering when you have high level - and plenty of AP. You'll be at around 100 AP with or without it as long as your AGI is half-decent at lvl 15. And you will have an armor with 10-15 DT by then.
Loose Cannon - 30% faster thrown weapons for less range? Wonder if it affects grenades. If not, seems absolutely pointless.
Small Frame - Who needs +1 agility. Any why would you trade all the stimpaks and doctor bags you will require with this for one point of it? Pointless.
Trigger Discipline - +20% accuracy for -20% fire rate. This is godly early on, later it loses its charm when you become better marksman.
Wild Wasteland - I don't like it., you will disagree :-)

For me it's a choice between Good Natured, Trigger Discipline and Kamkaze for "normal" characters with addition of Heavy Handed if you're Melee. But in the long run neither of those seems to matter all that much.
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Mr.Broom30
 
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Post » Sun Dec 12, 2010 6:17 am

Actually I just come up with a Flamer Crit build that use Fast Hands......pretty handy for crazy builds.
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krystal sowten
 
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