Im bringing 50lbs of equipment on OWB , but what?

Post » Fri Jun 17, 2011 7:34 am

Level 6, Repair 70.

As an aside, I have to ask, I really do...are you on the PC? If you are, CHANGE THOSE STATS. Charisma, even for a character who enjoys using companions, does not need to be above a 6 or so. I personally tend to keep it at 5. If you're on PC and therefore able to console-edit, dump 2 or 3 of those Charisma points into Agility, drop your Strength, Intelligence, and Endurance down 1 each, and put two of those points into Agility and the last into Perception. The skills I saw in your build point towards a gun-based class, but you're not going to be any use with a gun if your Agility is junked. Honestly, I'd advise taking 2 or 3 points from Strength and Intelligence (max 2 from INT, actually, to preserve INT checks) and dumping them into AGI--but then again, I tend to play an Agility-high character.

I dont know why I didnt load up agi and end, cha got me nothing and i could have had all the implants if I focaused on end. And im on XB360 :sadvaultboy:
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Hope Greenhaw
 
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Post » Fri Jun 17, 2011 12:26 am

^
That build overview stats were a bit inflated. I misread the calculator. The Brush Gun's critical damage with Better Criticals is 112, not 125 and Fight the Power affects the BoS, NCR, and CL. Hand Loader requires Repair at 70 but it should be at 100 after you collect all the skill books.

My character was probably On chems when I read you that list , oh and implants. Sorry I play as I blog.
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Chavala
 
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Post » Fri Jun 17, 2011 2:19 am

Dunno, you finished whining that someone else made choices you didnt? If so then Yes. If not, then No.


I treat people the way I want to be treated. If I had a sh!t build I would want to know about it in the most straight forward way.
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rheanna bruining
 
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Post » Fri Jun 17, 2011 9:22 am

I dont know why I didnt load up agi and end, cha got me nothing and i could have had all the implants if I focaused on end. And im on XB360 :sadvaultboy:


Pity, but there's still hope. True, your higher-level character's stats are very strangely set up given his perk selection, but you can always adopt the run-n'-gun approach. Find the most powerful fully automatic gun you can--preferably a 2-hander, since you have Commando--and start spraying lead. Your damage will be low due to your AGI, but if you can keep the gun on target, you can try overwhelming enemies with sheer bullet quantity. I play a sniper build, and even I keep an SMG with me for suppressing fire--if you can find a gun with better base damage, you should be OK.

With Agility 1, though, the Brush Gun might be a bad call, since as a lever-action single-shot gun, it relies more on concentrated stopping power per shot...which you won't really be getting with a piss-poor AGI score. You could try the Anti-Materiel Rifle to compensate for your low base damage output, but since that's neither a lever-action gun nor a Grunt-powered gun, it might not be worth its weight if you're still being conscious of that.

Fortunately, Grunt does affect the Marksman Carbine...so really, go get the All-American. It's a good all-around gun with some limited sniping capabilities, and probably your best bet for lead-based slaughter given your Agility stat. You might also want to try the much-loved Survivalist's Rifle, which is a very decent gun even when not affected by Grunt as yours would be. Other than that, though, melee is going to be your friend. With STR 10 and END 9, you could conceivably strap on the Paladin Toaster and just start punching the crap out of any robots that come your way.

On the whole, I think an up-close-and-personal build is the best you'll be able to make out of your current setup. It's not 100% ideal, but it should get the job done just fine :smile:
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Tammie Flint
 
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Post » Thu Jun 16, 2011 11:26 pm

I treat people the way I want to be treated. If I had a sh!t build I would want to know about it in the most straight forward way.

Its not a sh!t character build its just one that needs ..................um , work.
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W E I R D
 
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Post » Fri Jun 17, 2011 1:19 pm

Must. Suppress. Grammar. Nazi. Inside. Of. Me.


Gnome, I feel your pain.
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xxLindsAffec
 
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Post » Fri Jun 17, 2011 8:11 am

Its not a sh!t character build its just one that needs ..................um , work.


Ok, if that tastes better going down..
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Amber Hubbard
 
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Post » Fri Jun 17, 2011 3:38 pm

Pity, but there's still hope. True, your higher-level character's stats are very strangely set up given his perk selection, but you can always adopt the run-n'-gun approach. Find the most powerful fully automatic gun you can--preferably a 2-hander, since you have Commando--and start spraying lead. Your damage will be low due to your AGI, but if you can keep the gun on target, you can try overwhelming enemies with sheer bullet quantity. I play a sniper build, and even I keep an SMG with me for suppressing fire--if you can find a gun with better base damage, you should be OK.

With Agility 1, though, the Brush Gun might be a bad call, since as a lever-action single-shot gun, it relies more on concentrated stopping power per shot...which you won't really be getting with a piss-poor AGI score. You could try the Anti-Materiel Rifle to compensate for your low base damage output, but since that's neither a lever-action gun nor a Grunt-powered gun, it might not be worth its weight if you're still being conscious of that.

Fortunately, Grunt does affect the Marksman Carbine...so really, go get the All-American. It's a good all-around gun with some limited sniping capabilities, and probably your best bet for lead-based slaughter given your Agility stat. You might also want to try the much-loved Survivalist's Rifle, which is a very decent gun even when not affected by Grunt as yours would be. Other than that, though, melee is going to be your friend. With STR 10 and END 9, you could conceivably strap on the Paladin Toaster and just start punching the crap out of any robots that come your way.

On the whole, I think an up-close-and-personal build is the best you'll be able to make out of your current setup. It's not 100% ideal, but it should get the job done just fine :smile:
Paladin toaster , black rock cave right , i think, and it sounds like Im going to have to make a vault 34 run , since I havent made one this play through , oh well lots of xp.
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Genocidal Cry
 
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Post » Fri Jun 17, 2011 12:51 pm

Ok, if that tastes better going down..

It touches a bit of everything, perkwise too but I probably should have narrowed the perks down to a few things.
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Kortniie Dumont
 
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Post » Fri Jun 17, 2011 10:27 am

Take a trusty old .357 magnum revolver and light armor you got it set.
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Scotties Hottie
 
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Post » Fri Jun 17, 2011 8:16 am

Pity, but there's still hope. True, your higher-level character's stats are very strangely set up given his perk selection, but you can always adopt the run-n'-gun approach. Find the most powerful fully automatic gun you can--preferably a 2-hander, since you have Commando--and start spraying lead. Your damage will be low due to your AGI, but if you can keep the gun on target, you can try overwhelming enemies with sheer bullet quantity. I play a sniper build, and even I keep an SMG with me for suppressing fire--if you can find a gun with better base damage, you should be OK.

With Agility 1, though, the Brush Gun might be a bad call, since as a lever-action single-shot gun, it relies more on concentrated stopping power per shot...which you won't really be getting with a piss-poor AGI score. You could try the Anti-Materiel Rifle to compensate for your low base damage output, but since that's neither a lever-action gun nor a Grunt-powered gun, it might not be worth its weight if you're still being conscious of that.

Fortunately, Grunt does affect the Marksman Carbine...so really, go get the All-American. It's a good all-around gun with some limited sniping capabilities, and probably your best bet for lead-based slaughter given your Agility stat. You might also want to try the much-loved Survivalist's Rifle, which is a very decent gun even when not affected by Grunt as yours would be. Other than that, though, melee is going to be your friend. With STR 10 and END 9, you could conceivably strap on the Paladin Toaster and just start punching the crap out of any robots that come your way.

On the whole, I think an up-close-and-personal build is the best you'll be able to make out of your current setup. It's not 100% ideal, but it should get the job done just fine :smile:


No dude, he should just start a new character like the rest of us have. It's the way of things. It's beyond repair Im affraid.
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Vickytoria Vasquez
 
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Post » Fri Jun 17, 2011 12:43 pm

Man between you and the other guy who are dogging this guy for his choices, you'd think we were playing Warcraft or something where everyone has to have a cookie cutter Spec and there's no room for any choice. If the guy says he's playing on hard and doing well, perhaps he actually IS. Lord knows I've built several strange and bizarre toons that I swore were NEVER going to live and they did so easily. If his perk situation works for him, GOOD FOR HIM. Theres no need to look down your noses and act like elitists, It's not like there's only 3 ways to build a toon in this game.


I got bored of WoW BECAUSE it has no flexibility beyond choosing your race and class. The Fallout NV is the exact opposite of that. There are tons of varied different builds and cool perks you can mix up in order to build one hell of a beastly character. However this guy's list of perk makes it look like he is intentionally gimping himself and/or role-playing some kind of merchant-playboy with a fetish for killing deathclaws.

Well, I dont believe you. Sometimes compassion requires a little tough love. You should change your name to Deathclaw Tickeler. What you have here doesnt even remotely resemble a Radroach killer much less a Deathclaw Destroyer.


Honestly. This -___-
So much This.
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BethanyRhain
 
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Post » Fri Jun 17, 2011 6:15 am

No dude, he should just start a new character like the rest of us have. It's the way of things. It's beyond repair Im affraid.


Perhaps. I'll freely admit that my first Fallout 1 and Daggerfall characters were bloody awful. Likewise with my first FO3 and Oblivion toons, when I returned to the franchises years later. But it's not our place to tell him that he needs to completely start over. I'm perfectly comfortable telling him of what I believe to be weaknesses in his build--fairly major ones in some cases--but I'm not going to dismiss his work entirely by just saying "no, you svck, go try it again."
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Ally Chimienti
 
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Post » Fri Jun 17, 2011 7:35 am

Reading your special stats, I thought it might be better for a melee attacker build who never uses vats. Agility is a pretty good skill that's required for some of the better perks, but your character would be a pretty good beginning to a character who likes to use a bumper sword. Putting that aside, including your current skill levels would give a pretty good idea of your current character, since people sometimes build flaws into a character to be overcome with skill boosts. With your perks, I imagine he can pick up almost any enemies weapon and use it pretty well. Adding repair would help you keep your weight under control and make "found" weapons a lot more effective.
As to your loadout for the trip, you've got enough strength that a guns specialized build could carry a fully repaired minigun, modded, and a good quantity of AP ammo. My character's weight allocated to weapons and ammo is probably about a fifth of yours, so use that to your advantage. You should either bring a small supply of throwing weapons, if melee, or have a modded sniper rifle, just something that's silent for the lucky opportunity to take out someone without being swarmed by automated attacks.
Armor, again, with your strength, take either power armor or metal armor, whose agility reduction won't matter with your character. You won't have near the advantage of a high agility player in light armors who spends the whole fight running and gunning, so I'd say bring less than 10 lbs of light armor, but only skill boosting items like the lucky shades, the FotA coat, or the naughty nightgown. You aiding items, be it food or stims, will pretty much dictate themselves depending on you being in hardcoe or not.
Lastly, try not to place overmuch weight to your fellow forum suggestions, since asking if I thought there'd be a need {minor spoiler} for melee skills in the vault of another recent dlc {end spoiler} I'd have guessed the wrong answer. So that being said, you may spend 5 minutes deciding your load on your first attempt, but your second attempt will likely have you deciding in 30 seconds to bring some junk items you never thought you'd use last time, and probably leaving a couple of items that turn out to be useless.
Cheers.
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Juliet
 
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Post » Fri Jun 17, 2011 3:07 pm

No dude, he should just start a new character like the rest of us have. It's the way of things. It's beyond repair Im affraid.

Hell no it aint , I still got another character to save my game , hes on level 24 and ive already went through both dlcs with him , and its way too late to turn back.
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Charlotte Buckley
 
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Post » Fri Jun 17, 2011 11:00 am

Reading your special stats, I thought it might be better for a melee attacker build who never uses vats. Agility is a pretty good skill that's required for some of the better perks, but your character would be a pretty good beginning to a character who likes to use a bumper sword. Putting that aside, including your current skill levels would give a pretty good idea of your current character, since people sometimes build flaws into a character to be overcome with skill boosts. With your perks, I imagine he can pick up almost any enemies weapon and use it pretty well. Adding repair would help you keep your weight under control and make "found" weapons a lot more effective.
As to your loadout for the trip, you've got enough strength that a guns specialized build could carry a fully repaired minigun, modded, and a good quantity of AP ammo. My character's weight allocated to weapons and ammo is probably about a fifth of yours, so use that to your advantage. You should either bring a small supply of throwing weapons, if melee, or have a modded sniper rifle, just something that's silent for the lucky opportunity to take out someone without being swarmed by automated attacks.
Armor, again, with your strength, take either power armor or metal armor, whose agility reduction won't matter with your character. You won't have near the advantage of a high agility player in light armors who spends the whole fight running and gunning, so I'd say bring less than 10 lbs of light armor, but only skill boosting items like the lucky shades, the FotA coat, or the naughty nightgown. You aiding items, be it food or stims, will pretty much dictate themselves depending on you being in hardcoe or not.
Lastly, try not to place overmuch weight to your fellow forum suggestions, since asking if I thought there'd be a need {minor spoiler} for melee skills in the vault of another recent dlc {end spoiler} I'd have guessed the wrong answer. So that being said, you may spend 5 minutes deciding your load on your first attempt, but your second attempt will likely have you deciding in 30 seconds to bring some junk items you never thought you'd use last time, and probably leaving a couple of items that turn out to be useless.
Cheers.

That seriously makes me feel a bit better , oh and dont worry about spoilers , I probably already know :vaultboy:
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Stacey Mason
 
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Post » Fri Jun 17, 2011 4:05 am

i'm getting in with maudz

RCSS - armor
Holo rifle - main weapon
AK47 - second weapon
THOR - thrid weapon
150 stimpacks
20 radaways
and a little bit of every other chems that i won't probably use ;D
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Siobhan Wallis-McRobert
 
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Post » Fri Jun 17, 2011 12:44 pm

Hell no it aint , I still got another character to save my game , hes on level 24 and ive already went through both dlcs with him , and its way too late to turn back.


Haha. "Much to learn you still have." It aint so bad to start to over fresh once you get used to it.
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Farrah Barry
 
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Post » Thu Jun 16, 2011 11:48 pm

I got bored of WoW BECAUSE it has no flexibility beyond choosing your race and class. The Fallout NV is the exact opposite of that. There are tons of varied different builds and cool perks you can mix up in order to build one hell of a beastly character. However this guy's list of perk makes it look like he is intentionally gimping himself and/or role-playing some kind of merchant-playboy with a fetish for killing deathclaws.



Honestly. This -___-
So much This.

Damn dude this again, are you on here to piss me off , because the other people critizing my character actually have ways to improve , or are resonable to my character , SCREW YOU BUDDY :gun: :o
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Anthony Diaz
 
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Post » Fri Jun 17, 2011 2:33 pm

Haha. "Much to learn you still have." It aint so bad to start to over fresh once you get used to it.

No im tired of going through dead money , Honest heart is fun to go through , Dead money was fun at first , but after 5 or 6 playthroughs .........................Damn.
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Catherine N
 
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Post » Fri Jun 17, 2011 12:55 pm

i'm getting in with maudz

RCSS - armor
Holo rifle - main weapon
AK47 - second weapon
THOR - thrid weapon
150 stimpacks
20 radaways
and a little bit of every other chems that i won't probably use ;D

Ak47? Thor ? the rest sounds good.Oh mods , sorry On console , your lucky.
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Benji
 
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Post » Fri Jun 17, 2011 1:47 am

I think I might just go with my other character.
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Adriana Lenzo
 
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Post » Fri Jun 17, 2011 2:33 pm

One Weapon
One suit of armor
10 or so stimpaks and 5 doctor bags (you'll find more inside)
fill up the rest with ammo

my choices are Survivalist's Rifle and Leather Armor (gonna ditch it when I find the talkie-stimie)
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Brooke Turner
 
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Post » Fri Jun 17, 2011 6:39 am

Damn dude this again, are you on here to piss me off , because the other people critizing my character actually have ways to improve , or are resonable to my character , SCREW YOU BUDDY :gun: :o


Sure

First things first work out what type of weapons you are going for. In your case I would assume lighter type infantry weapons, and rifles
I will also assume that you will want to go for killing deathclaws with a crit/sniper based build and be able to use shotguns, pistols for close range and VATs in case people get close.

So with that in assumption

S.P.E.C.I.A.L.
Start with this :
Str: 5
Per: 4
Endurance : 8
Charisma: 1
Int: 5
Agi: 8
Luck: 9

After that you can Increase your Agility with Small-Frame, Get all the Implants except the Charisma one, and increase your S.P.E.C.I.A.L with two levels of the Intense Training Perk

Str: 5 + 1 (intense Training) + 1 (Implant) = 7 (With the weapon handling perk you can use weapons with up to 9 str requirement with full ability. With power armor you can use weapons with a 10 str requirement fully).

Per: 4 + 1(Intense training) + 1 (Implant) = 6 (With ED-E you don't need any more than that. 6 is the minimum required for a lot of great perks)

Endurance: 8 + 1 (implant) = 9 (More than enough for you to survive most encounters. I usually go with a lot less but you seem to like having a lot of endurance)

Charisma: 1 (useless unless you want to hide behind your companions)

Int: 5 +1(implant) = 6 (I usually take off from Endurance and add it to int but with the Educated perk you usually end up with more than enough skill points in the end especially with two dlcs)

Agi: 8 +1(Small Frame) + 1(implant)= 10 (Putting Agi to max helps with VATS)

Luck: 9 + 1(Implant) = 10 (Max Crit chance + easiest way to make a lot of caps with playing blackjack at New Vegas casinos)


So perk build at level:

2. Intense Training + 1 to Str
4. Educated
6. Intense Traning + 1 to Perception
8. Grunt (By this point be sure to at least have Explosives:20 and Guns:45)
10. Finesse
12. Sniper (Before you reach lvl 12 you NEED to have gotten your +1 Perception Implant. Requirements for this perk are Perception:6 and Agi:6)
14. Shotgun Surgeon (Guns:45) or Cowboy (Guns: 45 Melee:45) if you don't like shotguns
16. Better Criticals (Perception:6 and Agi: 6 but if you got Sniper you already met the requirements)
18: And Stand Back (Guns:70 requirement) or Commando if you don't like shotguns
20: Grim Reaper
22. Weapon Handling
24. Jury Rigging (Repair:90)
26. Hand Loader (Repair: 70)
28. Commando (If you haven't gotten it already) or Concentrated Fire (Energy Weapons:60 Guns:60) (Has high requirements so be careful if you go for this)
30. Nerves of Steel

From here on you are pretty much just perfecting your character with perks that help.
Other perks that are great to have are:
Living Anatomy (Medicine 70)
Action Boy (as much as you feel like you need)
Center of Mass (Guns: 70)

There are also tons of other perks that are useful for Energy Type Weapons like Plasma Spaz (if you are into plasma weaponry) or Unarmed (Paralyzing Palm) but those are only if you want to go those routes and require entirely different builds if you want to do them effectively.

Another strange idea I heard from someone I never used myself is the Pyromaniac perk in combination with .50 cal incendiary rounds on the Anti-Material. I don't know if that actually works but someone said it does.

Of course different people have different builds and different times when they feel comfortable when they pick up certain perks so its up to their own preference. I personally get Jury Rigging as soon as I can (Level 14) because its so damn useful but most people find it hard to sacrifice so many points into Repair so early.
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Beth Belcher
 
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Post » Fri Jun 17, 2011 12:30 pm

One Weapon
One suit of armor
10 or so stimpaks and 5 doctor bags (you'll find more inside)
fill up the rest with ammo

my choices are Survivalist's Rifle and Leather Armor (gonna ditch it when I find the talkie-stimie)

The survivalists rifle is one of my favorites , just wish it had a bigger clip :gun:
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Blessed DIVA
 
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