Science or lock pick?

Post » Sun Mar 06, 2011 12:10 pm

So, I am out just after starting, and I have the option to redo my skills, I went through to tweak some stuff, and I notice that Science lets me recycle used energy cell ammo (and I am making an energy weapon character).
Now that I see this, is science worth getting compared to how useless it was in FO3?

Right now my skills are Energy Weapons, Lock Pick and Speech.

I am now debating going with

Energy Weapons, Science and Speech.
or
Energy Weapons, Science and Repair

What do you guys suggest for my other two skills after energy weapons?
I am willing to take suggestions, my game is sitting idle on my skill screen til i decide (:
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Sun Mar 06, 2011 4:22 pm

EW, speech and repair

Lockpick and science can be secondary skills.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Sun Mar 06, 2011 1:14 pm

Science is definitely more useful than it was in FO3 now. Science tends to affect big things while Lockpick affects little things like loot or dungeon shortcuts.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sun Mar 06, 2011 10:36 am

EW, Lockpick and Science makes a good prospector. Science also allows you to access a chem-making

However, I cant immediately remember many things where the choice to get past a roadblock with science didn't also come with a lockpick (or combat) option; However there are lots of "Story Terminals" full of easy XP for the science player.
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Mon Mar 07, 2011 12:36 am

How useful is repair now then?

Cause i noticed after getting like 5-6 varment rifles, with a 45 repair, I put one to full
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Sun Mar 06, 2011 1:02 pm

How useful is repair now then?

Cause i noticed after getting like 5-6 varment rifles, with a 45 repair, I put one to full

Theres a few items you can only make with repair, a side quest or two thats easier with higher repair, but I found having it about 40 or so seemed about right.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Mon Mar 07, 2011 1:24 am

Theres a few items you can only make with repair, a side quest or two thats easier with higher repair, but I found having it about 40 or so seemed about right.


Are any of said items useful for an energy weapons character?
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Sun Mar 06, 2011 7:31 pm

Are any of said items useful for an energy weapons character?

I don't think so. Im sure I remember seeing some items, but I'm struggling to remember what they were (other than Bullet Ammo).
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sun Mar 06, 2011 11:30 am

Speech is super helpful. Do not neglect it.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Mon Mar 07, 2011 1:51 am

So, I am out just after starting, and I have the option to redo my skills, I went through to tweak some stuff, and I notice that Science lets me recycle used energy cell ammo (and I am making an energy weapon character).
Now that I see this, is science worth getting compared to how useless it was in FO3?

Right now my skills are Energy Weapons, Lock Pick and Speech.

I am now debating going with

Energy Weapons, Science and Speech.
or
Energy Weapons, Science and Repair

What do you guys suggest for my other two skills after energy weapons?
I am willing to take suggestions, my game is sitting idle on my skill screen til i decide (:


I would go with Guns, Speech, and Repair then pick the Thin Body perk for the +1 agility which has an addition boost effect to Lockpick and guns. Whenever I make a character I do the +4 points into Int then +1 into End for the enhancements. After that I choose the Intensive Training perk for +1 into Int to max it out. This gives me the most bang for the character generation I found.

Really found speech to be more useful in FONV than FO3 due to what it gives you. Science does give more useful things, but I wouldn't call it "Super Useful" unless you like to craft chems and such.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Sun Mar 06, 2011 12:03 pm

I don't think so. Im sure I remember seeing some items, but I'm struggling to remember what they were (other than Bullet Ammo).

Scratch that, I just checked the Wiki. You can create "Weapon Repair Kits" with 50 Repair, Duct Tape, Scrap Electronics, 3 scrap metal, 2 wonderglue and 2 wrenches. Useful for almost all characters.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Sun Mar 06, 2011 11:14 am

I would go with Guns, Speech, and Repair then pick the Thin Body perk for the +1 agility which has an addition boost effect to Lockpick and guns. Whenever I make a character I do the +4 points into Int then +1 into End for the enhancements. After that I choose the Intensive Training perk for +1 into Int to max it out. This gives me the most bang for the character generation I found.

Really found speech to be more useful in FONV than FO3 due to what it gives you. Science does give more useful things, but I wouldn't call it "Super Useful" unless you like to craft chems and such.


I am not using guns. I am using energy weapons, so agility has no use for me.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Sun Mar 06, 2011 10:53 pm

Repair 90 unlocks Jury Rigging, and repairing a Guass Rifle with a Laser Rifle is a lot cheaper than paying-for-repairs/buying-another-Guass-Rifle
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Sun Mar 06, 2011 9:29 pm

Repair 90 unlocks Jury Rigging, and repairing a Guass Rifle with a Laser Rifle is a lot cheaper than paying-for-repairs/buying-another-Guass-Rifle

without spoiling. how far into the game is the gauss rifle? could i throw repair up later into the game and get my science and EW up?
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sun Mar 06, 2011 11:10 pm

without spoiling. how far into the game is the gauss rifle? could i throw repair up later into the game and get my science and EW up?

Depends on whenever you choose to make friends with the Mojave BoS Chapter. Their bunker armory shop is an EW equivalent of the Gun Runners
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sun Mar 06, 2011 7:06 pm

Depends on your role play. Lock pick is more useful though.
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Mon Mar 07, 2011 1:25 am

without spoiling. how far into the game is the gauss rifle? could i throw repair up later into the game and get my science and EW up?

I got mine after becoming a full brotherhood member. The First (or Second depening on your choice of NPCs) Brotherhood quest point isn't easy to complete until you make progress in first quest in the NCR chain, or the second in the Ceasar and House chains (its the same objective in all quests), the rest of the brotherhood quests should be completable at that time.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sun Mar 06, 2011 4:36 pm

I'v realized I need to remake my character. Never did anything for perception for my EW character. So now I need to make sure thats higher.

Now I think i'm going to almost entirely ditch agility, throw up SPE as my highest stats, and grab EW, repair and speech (i can throw science up now and then, and hopefully all of those will get to what I need by the time I get the good stuff. If not, i can get a few levels and pump up repair :P.

Thanks alot guys.
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Mon Mar 07, 2011 1:27 am

Well, it depends if you're going to be a good person or not, I guess. If you want to keep a good karma, go with speeceh. Otherwise, repair.

And science wasn't completely useless in F3. It had a multitude of uses (though, they were spread apart pretty far). Science does help you recycle energy cells, and even makes special perks available for making drained cells into both charged & overcharged & so forth more conservably. And probably the best part is with a high science skill you can
Spoiler
get into the Strip for free.

User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Sun Mar 06, 2011 9:47 am

I am not using guns. I am using energy weapons, so agility has no use for me.


Agility affects movement speed, weapon handling, and AP. So do not neglect Agility.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Sun Mar 06, 2011 7:06 pm

without spoiling. how far into the game is the gauss rifle? could i throw repair up later into the game and get my science and EW up?


Gauss is occasionally available in the BoS vendor's inventory and pretty common armament for Paladins. You're most likely to acquire one by killing a BoS at some point.

You'll want a good Repair skill since EWs are really fragile now.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Sun Mar 06, 2011 11:11 am

They're both skillpoint sponges once again. I svcked it up and sacrificed weapon skills to get 100 Lockpick by reading all 4 volumes of Tumblers Today with Comprehension, that buys you +16 permanent LP and you only have to dump 60-something points to max out. This all depends on your Perception and Intelligence, too, as each point buys you another point to Lockpick.

Science thankfully isn't as necessary as it was in FO3, most terminals contain passwords for or unlock a lock you could pick anyway or find a holotape or key to unlock in FONV. I read all four volumes of Big Book of Science for +16 Science and dumped points to get it to 80. Then I had lots of copies of Programmers Digest to boost to 100 for the few Very Hard terminals in the game or the rare 100 Science speech options.

Can't wait for Dead Money or Kind Hearts, whichever comes out first for PS3, so I get like 80 something more points to drop with the extra 5 levels, depending on Intelligence of course. The more you have, the more points you get to spend. Don't forget Dr. Usanagi's implant, either.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am


Return to Fallout: New Vegas