Skill Level 90 Perks

Post » Wed Nov 03, 2010 1:09 am

So I've been thinking about perks and skill levels alot lately. One thing I've noticed is that at level 90 some skills offer a very powerful perk. Most notebly Jury Rigging, Unstoppable Force, Meltdown, Nuka Chemist, and Slayer. There might be a few more, that I've missed. What I would like to know, is what do you think should be a perk available when you reach level 90 in other areas or are they needed at all?
Bartering: ??
Energy Weapons: Meltdown
Explosives: ??
Guns: ??
Lockpick: ??
Medicine: ??
Melee: Unstoppable Force
Repair: Jury Rigging
Science: Nuka Chemist
Sneak:??
Speech: ??
Survival: ??
Unarmed:Slayer

Some suggestions:
Explosives: Immolation: Chance of setting an enemy on fire whenerv using explosives.
Medicine: Quack: your extensive medical abilities often lable you as a quack, but you can now make Quack Stimpacks. These have a 75% chance of functioning like a normal stimpack and a 25% chance of crippling on of your limbs.
Update: Better idea for Guns: People Piercing Rounds: Chance that Armor piercing rounds will pass through an enemy and hit something behind it.

Do you have any ideas?
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remi lasisi
 
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Post » Wed Nov 03, 2010 2:17 am

i concur.
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LittleMiss
 
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Post » Tue Nov 02, 2010 7:55 pm

I agree that you should get a new perk when reaching skill level 90.
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butterfly
 
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Post » Wed Nov 03, 2010 4:31 am

I agree, but I overall thing there should be more perks in general for all skills, but if we only get a low amount of perks I'd rather have them for 90 skill reqs.
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Samantha hulme
 
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Post » Wed Nov 03, 2010 8:43 am

Anyone using meltdown?

Quick Shot - already have quick draw.
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Sami Blackburn
 
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Post » Tue Nov 02, 2010 9:41 pm

Anyone using meltdown?

Quick Shot - already have quick draw.


Actually I'd meant that more in the sense of cowbows dueling kind of quick draw. You'd be able to draw your weapon and fire very quickly, also it woul probably only effect pistols.
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Tom Flanagan
 
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Post » Wed Nov 03, 2010 2:07 am

Anyone using meltdown?

Sadly, yes.
It's more of a curse than a blessing.
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laila hassan
 
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Post » Tue Nov 02, 2010 6:23 pm

Do you have any ideas?

Lockpick: Locking - You can actually lock doors!
Speech: Assisted Suicide - While in combat, you are able to talk human enemies into killing themselves.
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Star Dunkels Macmillan
 
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Post » Wed Nov 03, 2010 5:14 am

You forgot Laser Commander, which is a much better perk than Meltdown (I actually reloaded an earlier save and got a different perk because Meltdown was so awful). Some sort of crit. boosting perk should exist for Guns as well.
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Nathan Barker
 
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Post » Wed Nov 03, 2010 7:05 am

Anyone using meltdown?

YES! it may not be the most tactical perk but it's such a load of fun to have. And that's what I want from a game; fun, fun and fun!
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Elisabete Gaspar
 
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Post » Tue Nov 02, 2010 9:18 pm

Some of the perks in there are completely useless...
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Heather beauchamp
 
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Post » Tue Nov 02, 2010 10:20 pm

IMO Nuka Chemist is a worthless perk, for Science I would want something like: All easy and very easy locked computers don't require hacking. Or maybe something to do with the recycling of EW ammo.
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Tanya
 
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Post » Wed Nov 03, 2010 7:32 am

Some of the perks in there are completely useless...
There are enough useless perks. And lots of may-be-useful, but not worth spending point because of some must have ones.
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Javier Borjas
 
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Post » Tue Nov 02, 2010 9:18 pm

"People piercing rounds"
That's be awesome, except there are so few times when that'd actually be useful. It reminds me of Resident evil4...there was a gun that could do that on every shot. With all the enemies you fought (in lots of tight spaces), it was actually useful though. FO is too open an there are too few enemies per area for it to work though...
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Andres Lechuga
 
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Post » Tue Nov 02, 2010 10:24 pm

"People piercing rounds"
That's be awesome, except there are so few times when that'd actually be useful. It reminds me of Resident evil4...there was a gun that could do that on every shot. With all the enemies you fought (in lots of tight spaces), it was actually useful though. FO is too open an there are too few enemies per area for it to work though...

It'd be good for indoors though right?
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Luna Lovegood
 
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Post » Tue Nov 02, 2010 11:48 pm

YES! it may not be the most tactical perk but it's such a load of fun to have. And that's what I want from a game; fun, fun and fun!


A load of fun until something scares you, you shoot it and the next thing you know your limbs all are bloddy well crippled. Still a good laugh though, haha.
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luis ortiz
 
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Post » Tue Nov 02, 2010 10:57 pm

Sadly, yes.
It's more of a curse than a blessing.

Its more a trait than a perk really, in the sense it has an advantage and disadvantage. Would be more useful if we could switch between normal shot and meltdown shot like we could switch between single and burst in the old games.

I'm thinking perhaps make the meltdown effect tied to a weapon mod you can craft when you get the perk.
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Ross Zombie
 
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Post » Wed Nov 03, 2010 1:37 am

IMO Nuka Chemist is a worthless perk, for Science I would want something like: All easy and very easy locked computers don't require hacking. Or maybe something to do with the recycling of EW ammo.

I actually get a great deal of use from Nuka Chemist, but then I play in hardcoe mode and always use Atomic Cocktails rather than beds to reduce my SLP meter. As such it's really handy to have a way to make more bottles of Nuka Cola Victory, which the recipe for ACs requires. That said I do like the hacking idea, since once I have a Science that high those two levels become ridiculously easy to pass.

A perk I'd like to see for Lockpicking would be one that increases your chance of forcing locks, so that it would be more worthwhile to try it on ones above Very Easy. I know there's a good chance it would suffer the same fate as Infiltrator, but since it works during the attempt rather than after it might be more worthwhile.
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Batricia Alele
 
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Post » Wed Nov 03, 2010 5:06 am

Seems like Nuka Chemist should have been in the survivalist catagory. Although Rad Child is almost a 90 skill perk. Maybe a good 90 survival perk would have to do with the way you move across the wasteland, like a higher jump, or letting you fall from a further distance. Something that goes along with Light Traveler.
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Lynette Wilson
 
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Post » Tue Nov 02, 2010 10:34 pm

I personally think that each Skill should have a level 90 perk related to it.
Guns- adds significantly more damage if you use ammo that are effective on the Target.
Energy Weapons- Do significantly more damage to all targets even more so if the ammo type has good effect on target.
Melee Weapons- Perk 1: Negates DT and increases damage. Perk 2: Increases your DT based on the size of your weapon.
Lock Pick- lvl 100 perk-- no more mini games.
Science lvl 100- No more mini games.
Repair lvl 100- you can add new armor and weapon polishes to increase the durability.
Survival lvl 100- Immunity to cazadore poison and take less damage from creatures.
Explosives lvl100- You can add Nitroglycerine (not sure I spelled that right) to your explosives for higher damage or wider area of effect.
Unarmed lvl100- Wild Wasteland Perk: Falcon Punch insta kill. Regular perk: while in vats you can disarm enemies, outside vats you hit 5% faster for each Point in Endurance.
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Laura Mclean
 
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Post » Tue Nov 02, 2010 8:01 pm

Lockpick: Locking - You can actually lock doors!
Speech: Assisted Suicide - While in combat, you are able to talk human enemies into killing themselves.


I really like this lockpicking idea, it would be great if you were inside and needed to get away from an enemy and could lock them out. Smarter enemies like robots or BoS would be able to pick the lock quickly but enemies like Super Mutants and Fiends would be stuck to find a new way to reach you. this would have been a much better perk for Fallout 3 trying to get away from Super Mutant Overlords.

I was actually thinking about a locking perk earlier today but I was thinking of locking containers so that the Factions safehouse residents and Lucky 38 companions would stop taking consumables.


Your Speech perk made me think of another potential speech perk
Speech - 90, "Holy shi- what is that over there?!" convinces the enemy to turn and look away leaving you free to run away or shoot them in the back, will fail on a few smarter enemies.
Survival - 90, Recipe outputs are doubled or create your own campfire/hotplate!
Medicine - 90 Dr. Frankenstein, Revive a fallen companion
Barter 90 - Wallet Inspector, opens up a dialogue option where you can convince anyone to let you see their belongings leaving you free to steal a few things, don't stick around them long though, after a minute they'll realize they've been swindled by a smoothe talking jacka**.
or
Gun inspector - convince a non-hostile NPC to allow you to "inspect" their gun allowing you to attack them when they are unarmed
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Jodie Bardgett
 
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Post » Wed Nov 03, 2010 3:12 am

I really like this lockpicking idea, it would be great if you were inside and needed to get away from an enemy and could lock them out. Smarter enemies like robots or BoS would be able to pick the lock quickly but enemies like Super Mutants and Fiends would be stuck to find a new way to reach you. this would have been a much better perk for Fallout 3 trying to get away from Super Mutant Overlords.

I was actually thinking about a locking perk earlier today but I was thinking of locking containers so that the Factions safehouse residents and Lucky 38 companions would stop taking consumables.


Your Speech perk made me think of another potential speech perk
Speech - 90, "Holy shi- what is that over there?!" convinces the enemy to turn and look away leaving you free to run away or shoot them in the back, will fail on a few smarter enemies.
Survival - 90, Recipe outputs are doubled or create your own campfire/hotplate!
Medicine - 90 Dr. Frankenstein, Revive a fallen companion
Barter 90 - Wallet Inspector, opens up a dialogue option where you can convince anyone to let you see their belongings leaving you free to steal a few things, don't stick around them long though, after a minute they'll realize they've been swindled by a smoothe talking jacka**.
or
Gun inspector - convince a non-hostile NPC to allow you to "inspect" their gun allowing you to attack them when they are unarmed

Damn those are some pretty good ideas dude.
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Nikki Morse
 
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Post » Wed Nov 03, 2010 12:52 am

An idea occured to me.
Maybe survival or melee at level 90 would give you: Retrievable weapons: Chance that thrown weapons can be retrieved from corpse.
Lockpick or Sneak: Traps: The ability to create and place traps, such as bear traps, shotgun trip wires, grenade bouquets, etc.
Explosives/Science: Homemade explosives: Create Nuka-Grenades,Pipe Bombs, Mustard Gas Canisters.
Speech: Yo' Mama: Insitgate a fight with a normally nonhostile NPC. (between this and the Terrifiying Presence, I think I could make a character who had the general mental instability I'm looking for)

Also: Luckbox, those are some genuinely good suggestions. (Nudges Bethseda Devs.)
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Julia Schwalbe
 
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Post » Wed Nov 03, 2010 11:22 am

An idea occured to me.
1. Maybe survival or melee at level 90 would give you: Retrievable weapons: Chance that thrown weapons can be retrieved from corpse.
2. Lockpick or Sneak: Traps: The ability to create and place traps, such as bear traps, shotgun trip wires, grenade bouquets, etc.
3. Explosives/Science: Homemade explosives: Create Nuka-Grenades,Pipe Bombs, Mustard Gas Canisters.
4. Speech: Yo' Mama: Insitgate a fight with a normally nonhostile NPC. (between this and the Terrifiying Presence, I think I could make a character who had the general mental instability I'm looking for)


1. This should have been in the game as vanilla, we should not require a 90 skill perk for it.
2. Would love for this, but I'd rather have Traps as a skill then which is unlikely to happen as a DLC.
3. Can't create Nuka-Nades though since the Quantumn is an east coast limited edition.
4. Without the rest of the town attacking? Like challenging them to a one on one fight/duel? Would love that.
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FABIAN RUIZ
 
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Post » Tue Nov 02, 2010 10:45 pm

1. This should have been in the game as vanilla, we should not require a 90 skill perk for it.
2. Would love for this, but I'd rather have Traps as a skill then which is unlikely to happen as a DLC.
3. Can't create Nuka-Nades though since the Quantumn is an east coast limited edition.
4. Without the rest of the town attacking? Like challenging them to a one on one fight/duel? Would love that.



1. I agree, but they didn't. Oh well.
2. I don't know if a traps skill by itselv would be neccessary. Particualarly in the Mojave. The Capital Wasteland would have been an ideal playground for this.
3. Even without Nukacola Quantum you could still make some kind of varrient. Prefferably Something that was more like a small nuclear bomb, rather than just a big explosive. Honestly I would build a character around this perk. A nut job building his own explosives, most likely dieing in some kind of self inflicted shrapnel wound than naything else.
4. Probably, that would make it more valuable. You would definetly lose rep with whoever you were killing, but it hopefully wouldn't get you lynched by the locals. On the other hand, that would let you walk around killing entire towns without fear of retribution.
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claire ley
 
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