Brainstorming for Energy Weapons playthrough

Post » Sun Mar 06, 2011 1:48 pm

Tesla beaton and the Tesla Cannon feel underpowered. Get em and try them out for your own verification.

The next patch will apparently alter the Tesla Cannon (and the unique version). To make them behave differently then other weapons.
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Sabrina Schwarz
 
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Post » Sun Mar 06, 2011 12:13 am

So I've started the playthrough.

First off, the beginning stage is VERY annoying. All you get in the way of early weapons is a badly broken Laser pistol. I had to rely on the 9mm pistol and Varmint Rifle (courtesy of Sunny Smiles) instead. I made an early run to Sloan for the Bright Follower corpse under the bridge, and cleared out Goodsprings cave, and all I got for it were two badly broken Recharger rifles- still inferior to the 9mm.

The Duffle Bag at Yangtze memorial yielded a Plasma Rifle. Nice, I thought, before shouldering and aiming it to see how it feels. The damn thing obscures your target in aimed mode. It's just about unuseable unless you fire from the hip.

The Bright follower corpse at the Nipton Road Reststop yielded... a Laser RCW at 25% durability. Sweet, I thought... before remembering that I haven't any ECPs.

On my return to Goodsprings to unload the excess weight, Chet sold me a Plasma pistol. A-ha, I thought. We're getting somewhere.

In Nipton I picked up two laser rifles, another plasma rifle, a plasma pistol and a laser pistol, and things began to move smoothly. The Laser rifle has terrific accuracy and with my setup, it crits a lot. Its durability svcks though.

P.S. Okay, so the Laser Rifle is very accurate with iron sights, but my, does it svck with the scope! The circle reticle is SO inferior to crosshairs.
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Ricky Rayner
 
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Post » Sun Mar 06, 2011 3:30 pm

P.S. Okay, so the Laser Rifle is very accurate with iron sights, but my, does it svck with the scope! The circle reticle is SO inferior to crosshairs.


I think you just need some practice with the circle reticle. If the guy's head is in the circle that's where the laser is going to go. I think the circle is quite superior as the lines won't cover what I'm aiming at. Also the beam splitter is still bugged so don't add it. It splits the beams without increasing the total damage.(like its supposed to)
*also the laser rifle has no iron sights it simply zooms a little.

Be sure to do "Come Fly With Me" around level 8, the good energy weapons there, including Laser RCW's and recharger pistols from the bright brother bodies, Unlike the recharger rifle the recharger pistol is a decent weapon, perfect for low level enemies.
*and remember Electron charge packs, small energy cells and microfusion cells can be converted at any science bench, no special perk requried*.

The Q-Matter Plasma rifle is has a slightly different design that won't obsecure your sight when you zoom in
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Kevin S
 
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Post » Sun Mar 06, 2011 1:18 pm

So I've started the playthrough.

First off, the beginning stage is VERY annoying. All you get in the way of early weapons is a badly broken Laser pistol. I had to rely on the 9mm pistol and Varmint Rifle (courtesy of Sunny Smiles) instead. I made an early run to Sloan for the Bright Follower corpse under the bridge, and cleared out Goodsprings cave, and all I got for it were two badly broken Recharger rifles- still inferior to the 9mm.

The Duffle Bag at Yangtze memorial yielded a Plasma Rifle. Nice, I thought, before shouldering and aiming it to see how it feels. The damn thing obscures your target in aimed mode. It's just about unuseable unless you fire from the hip.

The Bright follower corpse at the Nipton Road Reststop yielded... a Laser RCW at 25% durability. Sweet, I thought... before remembering that I haven't any ECPs.

On my return to Goodsprings to unload the excess weight, Chet sold me a Plasma pistol. A-ha, I thought. We're getting somewhere.

In Nipton I picked up two laser rifles, another plasma rifle, a plasma pistol and a laser pistol, and things began to move smoothly. The Laser rifle has terrific accuracy and with my setup, it crits a lot. Its durability svcks though.

P.S. Okay, so the Laser Rifle is very accurate with iron sights, but my, does it svck with the scope! The circle reticle is SO inferior to crosshairs.

I always find Energy Weapons and Unarmed(boy does unarmed stink in the begining! Boxing tape - eck!) to start off very slow. My current build is using both EW and Unarmed and I spend the first couple of hours running around with a shovel/lead pipe/varminat rifle. But by the time you roll into Primm and Nipton you should have some good weapons and can retire all those guns/melee weapons. Bladed Gauntlet and Laser Rifle.

BTW, it is a lot of fun and effective to use a variety of weapons when you are low levels. Even as a guns character it is easy to fall into the trap of using a Single Shotgun up close and personal, when a Shovel/Lead Pipe/Baseball Bat is a whole lot more effective!
Even after taking the Good Natured Trait I was able to dispatch packs of 4-5 Geckos with a shovel and a massive 17 Melee score! Fifteen-Twenty skill points difference in a combat skill is really not that big.
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Ian White
 
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Post » Sun Mar 06, 2011 5:35 am

Veronica and Arcade both have EW as a tag skill, in case you'd like your companion to use them as well. Arcade has an EW by default, Veronica doesn't so you'll have to give her one + ammo.

Potential Arcade spoiler:

Spoiler
http://fallout.wikia.com/wiki/Gannon_family_Tesla_armor

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Britta Gronkowski
 
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Post » Sun Mar 06, 2011 12:42 pm

.
BTW, it is a lot of fun and effective to use a variety of weapons when you are low levels. Even as a guns character it is easy to fall into the trap of using a Single Shotgun up close and personal, when a Shovel/Lead Pipe/Baseball Bat is a whole lot more effective!

9mm Pistol is by far the most effective early weapon though. Keeps Gecko blood off your clothes, too.

I just don't like punching things when I can shoot them, I guess.

Vexen- I WAS thinking about Arcade's armor. but it is obtained so late into the game that its as good as non-existent. Wouldn't plan ahead for it.

One thing I have a major problem with re: energy weapons is the goo/ash piles effect. First, because they stay around even after the creature respawns. Second, because they make it much harder to find and loot corpses.

I have to say I generally find Energy weapons... underwhelming. I miss guns. They go boom.
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Sudah mati ini Keparat
 
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Post » Sun Mar 06, 2011 1:16 pm

Vexen- I WAS thinking about Arcade's armor. but it is obtained so late into the game that its as good as non-existent. Wouldn't plan ahead for it.

Doesn't his quest start when you recruit him while having ED-E with you? I know it did before, but the devs changed some triggers for his quest in a patch so I'm not sure it still works that way. I believe it still does though, and if it does, you could start For Auld Lang Syne pretty early in the game: Fix ED-E in Primm, push on through Nipton and Novac to Freeside, go into the Old Mormon Fort and start the quest. You could complete it before even ever entering the Strip.
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Lindsay Dunn
 
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Post » Sun Mar 06, 2011 10:56 am

Doesn't his quest start when you recruit him while having ED-E with you? I know it did before, but the devs changed some triggers for his quest in a patch so I'm not sure it still works that way. I believe it still does though, and if it does, you could start For Auld Lang Syne pretty early in the game: Fix ED-E in Primm, push on through Nipton and Novac to Freeside, go into the Old Mormon Fort and start the quest. You could complete it before even ever entering the Strip.

For Auld Lang Syne doesn't start until you kill Mr. House for NCR or Yes Man questline, or you activate The House Always Wins part V.
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mishionary
 
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Post » Sun Mar 06, 2011 1:02 am

I loved my EW build - I was untouchable. The ultimate test is Deathclaw Promontory, where often I would leave companions behind just to prevent their deaths (hardcoe mode). Currently trying an Unarmed build, which is pretty intense with pushy and the right perks, but find I need to take drugs like Rocket and/or Slasher to prevent taking too much damage even with Rad Child (though I don't like getting too radiated).

Anyway, here is my EW build which is a critical hits monster with lasers:

S 4 (+1 imp)
P 6 (+1 imp, +1 boone's beret)
E 8 (+1 imp, +1 wasteland outfit)
C 1 (+1 imp)
I 7 (+1 imp)
A 7 (+1 small frame, +1 imp, +1 wasteland outfit)
L 7 (+1 imp, +1 lucky shades, +1 naughty for gambling)

Traits
Small Frame
Built to desroy

Weapons of choice
YCS for sniping
Fully modded laser or AER14 for sniping/close encounters
Pew Pew for hold out
Recharger pistol for Set Lasers for Fun perk
Pulse gun/Paladin toaster for robots
Ratslayer for stealth kills but not necessary
then alternate gun (not EW) for avoiding Meltdown in close quarters, though Paladin Toaster could work as substitute).

Armor
Typically wear Wasteland Explorer for the +1 to both Agility and Endurance, getting me to 10. Then switch armor to the strongest light armor if the occasion calls for it, but rarely do I let the enemy get close enough. I pop a Party Mentat if I need Intelligence or Perception at 10. The highest I ever needed Charisma for was 7 as a check at Nellis.

Perks
Light Touch
Educated
Comprehension
Commando
Finesse
Silent Running
Pack Rat (if hardcoe)
Better Criticals
Concentrated Fire (negates need for Sniper)
Grim Reapers Sprint
Laser Commander
Meltdown
Toughness
Action Boy/Girl
Strong back
Toughness
Action Boy/Girl

Now granted, correct Unarmed build can kill a deathclaw in one hit, two max, but with high X2 critical modifier of the AER 14, this EW build will do major damage and will do so safely from a distance and can pop Rocket/Slasher if you get swarmed. I think with AER14 my crit chance runs around 82% in VATS. Deathclaw Promontory is my test.
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kristy dunn
 
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