Combat Build

Post » Mon Feb 14, 2011 7:01 am

I spent some hours trying to perfect a combat heavy build and I have come up with this: https://spreadsheets.google.com/ccc?key=0AmoLk6bE8ZGtdDJubFd2ZkdDMEY4Wi1sQUlsc3h6ckE&hl=no

The build assumes you use the YCS/186 with max charge cells and Remnants power armor. Will be using This Machine for regular combat. Also you must have Dead Money for the extra levels and skill books.

You must also complete the Helios One quest to get an additional Science book.

This build has little critical chance and is pretty bad at Vats, but Critical chance does not matter with 100 sneak and vats will not be used.

I am hoping some of you will take a look at it and see if there is anything wrong with the build before i spend many hours playing the game with it.
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rae.x
 
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Post » Mon Feb 14, 2011 6:19 am

i see nothing wrong with that, except wheres Wild Wasteland?
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Facebook me
 
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Post » Mon Feb 14, 2011 7:24 am

i see nothing wrong with that, except wheres Wild Wasteland?


The alien blaster has limited ammo and replaces the YCS/186.
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Christine Pane
 
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Post » Sun Feb 13, 2011 9:16 pm

Whoa traits, why good natured?

Generally it's a good choice since you only use 1 or 2 offensive skills, but if you're entire build revolves around combat, are you going to get any use from medicine? Repair? If not, then ditch it (if you are then fair enough). I presume you're interested in increasing science so if there's two more well worth it, if one weigh up the benefit of losing points to guns and EW and gaining the others.

Also ditch the healing rate implant, it's completely useless, seriously, the extra endurance would be far better.

Strength may be too low for effective long range combat too, you'll have a lot of barrel sway. If it was me I'd drop Intelligence to 7, perception to 6 and put the extra points in strength and maybe agility to get better criticals *only good for sneak attack obviously if you're build is avoiding criticals*

Other than that looks ok, however I'd seriously consider avoiding This Machine and using an EW as your staple. The Q-35 matter modulator (I think that's it's name) is a strong weapon, though it chews up MF's as well. The Plasma Defender maybe? I think if you use guns they'll be relatively ineffective and you might put points in there which could be better spent elsewhere. If you feel you'll have lots of points to spare before you'd lose the need to have anything other than EW's as your staple weaponry then ok, but I think you're spreading it a little thin when you needn't be.
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willow
 
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Post » Mon Feb 14, 2011 4:32 am

In the beginning it was supposed to be a pure EW build but i had so many points left afterwards that I just maxed guns as well.

I chose the good natured trait because I wont be using explosives or meele since I already had 100 guns and energy. Speech and barter is always nice though.

I chose the Hr implant instead of the endurance implant because of the ridiculous DT of the build. With 10 luck and 100 sneak, caps wont be a problem so i could just buy 100s of Stimpacks.

Strength is raised seven points through intense training, another point with the power armor and another with the implant so sniping wont be a problem.

This Machine is better then the Q-35 in damage and DPS and uses less caps per bullet witch makes it better for killing weak enemies.

If i wanted to i could lower speech, barter, medicine, lockpicking, science and repair by 20 points or more and max meele, unarmed or both but there is no point.
The Avanger has more Dps and the YCS does more damage then any meele/unarmed weapon.

EDIT: Tested the build using console commands and have made several modifications to the build. The build as it is now is working completely and has been tested.
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Brandon Wilson
 
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