Some notes on my playing style:
1) I do rely on VATS, not all the time but usually in situations which require more mastery of the mouse and the keyboard than I possess- close quarters, multple opponents, very fast-moving opponents etc.
2) I am not terribly concerned with how a weapon or a suit of armor looks, only how well it performs its intended function.
3) I want to design my build as much as possible but without unreasonable obsession over every skill point.
4) I tend to specialize narrowly in one weapons class rather than mix and match weapon skills governed by different and incompatible perks- unless I reach a situation when I have perk slots to fill and nothing practical to put in them.
5) I play non-hardcoe, Normal difficulty. I do not have Dead Money. (Yet).
Here's what I'm thinking so far.
S.P.E.C.I.A.L (starting, without implants and gear bonuses):
ST 4 (+1 Implant, +1 Power Armor, + 2 Weapons Handling= enough for any Energy weapon in the game)
PE 6
EN 7
CH 1
IN 6
AG 8
LK 8 (+1 Implant + 1 Naughty Nightwear = 10 LK for gambling purposes; for combat purposes the difference between LK9 and LK 10 is marginal)
Traits: Fast Shot + Built to Destroy
Perks:
2- Rapid Reload OR Intense Training OR Confirmed Bachelor
4- Educated
6- Comprehension
8- Strong Back
10- Finesse
12- Silent Running (for convenience mostly)
14- Better Criticals
16- Weapons Handling
18- Jury Rigging
20- Meltdown
22- Laser Commander
24- Vigilant Recycler
26- Pack Rat
28- Quick Draw
30- Math Wrath
Companion: ED-E, Full Maintelance Raul as soon as available
Weapons:
1) Sniper weapon: Fully modded Laser Rifle, YCS/186 as soon as available
2) Close quarters weapon: AER14 OR Laser RCW (to be decided later on based on combat experience).
3) Emergency weapon for extra tough opponents- Tri-Beam Laser Rifle OR Gatling Laser (to be decided later on based on combat experience).
Apparel:
1) 1st Recon beret
2) T51 or Remnants Power Armor as soon as available.
Points of doubt (this is where I would appreciate your input).
1) Even though we both know that Companions are mostly walking backpacks and perk providers, their combat skills do come in handy on occasion (especially during the semi-chaotic battle of the final quest). Is it wise to cut Charisma down to 1 in order to boost Luck and Agility?
2) Tri-Beam Laser rifle or Gatling laser? Tri-Beam is one of the most notoriously fragile weapons in the game; when used with max charge ammo it will degrade like crazy BUT with Jury Rigging it can be repaired with regular laser rifles (Fiends, here I come). The Gatling laser is THE most durable weapon in the game, although with max charge ammo it will also degrade pretty fast- and once it does degrade, its repair options are limited to Weapon Repair kits and the relatively rare Incinerators/ Flamers.
3) The big advantage of guns is being able to stealthily kill folks with silenced weapons. Which means it'll be much harder for me to, say, take out the guy taking away my weapons at The Fort without starting an all-out fight. I'm not sure if the grenade-in-pants trick will work in every case.
4) Is it a good idea to take Built to Destroy, considering the relative fragility of energy weapons and the condition-degrading effect of overcharge/max charge ammo?
Any thoughts? Comments? All help is welcome.
