So playthrough 2 i want to use Energy weapons.. Little help

Post » Sun Mar 06, 2011 6:40 am

I used guns last game and i was good guy. I was to use energy weapons and explosives on my 2nd play through. What kind of stats and points are best to use to get the best perks for this ? I noticed while playing my first game and leveling there are a crap ton of perks, i dont care for DT perks, or perks that make you harder to kill i just want good ones for the guns i want to use, and i dont want to mess it up.

What do you guys recomend ?
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Jonny
 
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Post » Sun Mar 06, 2011 12:06 am

With energy weapons there are some good general perks as well as some that focus on laser weapons or plasma.

Since you're thinking about doing explosives as well I'd suggest putting http://fallout.wikia.com/wiki/Meltdown (16) and http://fallout.wikia.com/wiki/Splash_Damage (12) at the top of your list - sounds like a fun, if rather crazy, combination.
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Beast Attire
 
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Post » Sun Mar 06, 2011 1:35 am

I am now playing tough high medicine/energy/science/explosives dude. Beginning was hard until I got the incinerator . Dynamite was useless , frags better , got every mine I found. Pimped laser rifle was useless too so basically I skipped the ghoul adventure and went to big town to get a flamer and laser tommygun.

Explosives was still more for flavor and sparks than effectivity.

After I pumped some points into science for overcharge ammo and pyro and demo expert perks , things were much better.Now it's basically game over , I got gauss . And even with max explosives and 3 ranks of demo expert ,I found the skill and weapons pretty underwhelming. C4 and Bottlecap mines are fun though. Don't think gauss+flamer is much difefrent than sniper+shotgun.

I play on vh/hc so things might go different for ya, I hope.
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Chica Cheve
 
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Post » Sun Mar 06, 2011 2:45 pm

You'd want to have high Luck, because it effects critical damage, and energy weapons only bypass tough armor when it crits. Repair is always a must, as is Science. I'll make a list that pertains to perks that will benefit Energy Weapons, I left out perks that are awesome, but have no effect on Energy Weapons.

NOTE: IT ISN'T POSSIBLE TO GET ALL THE PERKS BELOW WHEN THEY'RE AVAILABLE. SO THERE IS SOME CHOOSING FOR THOSE THAT I LISTED ON THE SAME LEVEL, YOU CAN HOWEVER GET THEM AT LATER LEVELS WHEN THERE'S NOT A GOOD PERK FOR ENERGY WEAPONS ON CERTAIN LEVELS.

Vigilant Recycler Level 6- Helps with crafting energy ammo, will let you be able to make energy rounds more efficiently.
Commando Level 8- Increases 2 handed rifle accuracy
Plasma Spaz Level 10- Reduced AP for plasma weapons
Finesse Level 10- Bonus to Crit
Sniper Level 12 - Easier to get Headshots
Jury Rigging Level 14- Easier to repair Energy Weapons
Center of Mass Level 14- Bonus damage to Torso (you can choose this or Sniper at Level 12 or both if you want)
Better Criticals Level 16- More Crit Damage
Meltdown Level 16- AOE explosion if target is killed by Energy Weapons
Action Boy Level 16- More AP points
Choose a Perk you didn't grab yet Level 18
Grim Reapers Sprint Level 20- AP off Kill
Laser Commander Level 22- Bonus damage to laser weapons
Choose a Perk you didn't grab yet Level 24
Nerves of Steel (or choose a perk you didn't grab yet) Level 26- AP regeneration
Choose a Perk you didn't grab yet Level 28
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Chloe Botham
 
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Post » Sun Mar 06, 2011 1:35 am

Skip Meltdown unless you want to invest in two different weapon skills. Meltdown will do as much damage to yourself and companions as to enemies once they get close.

Heck, don't even consider using Rex or Veronica if you do get Meltdown.
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Lawrence Armijo
 
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Post » Sun Mar 06, 2011 3:43 pm

Skip Meltdown unless you want to invest in two different weapon skills. Meltdown will do as much damage to yourself and companions as to enemies once they get close.

Heck, don't even consider using Rex or Veronica if you do get Meltdown.


Depends on what weapon you're using, Laser RCW's meltdown is rather weak compared to say a Plasma Caster Meltdown. The damage of Meltdown is dependent on the weapon being fired. The amount of times it's killed multiple enemies or damaged them has out weighed the times it messed my limbs up. hardcoe users however may want to not use this as it uses Doctor Bags instead of Stims.
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Stephanie Nieves
 
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Post » Sun Mar 06, 2011 2:29 am

so meltdown is effected by explosive perks? awesome.

also, science is a big help with ammo
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Lizzie
 
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Post » Sun Mar 06, 2011 3:31 pm

so meltdown is effected by explosive perks? awesome.

also, science is a big help with ammo


Someone in another thread said they grabbed the explosives perk and it didn't work with meltdown. I myself haven't tried this combination, so until some has proof they work together I would avoid getting it.
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Adam Porter
 
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Post » Sun Mar 06, 2011 12:09 am

Is nerve of steel better than a point of AGI?
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Mandi Norton
 
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Post » Sun Mar 06, 2011 9:59 am

so meltdown is effected by explosive perks? awesome.

also, science is a big help with ammo

If you got that from my post I didn't mean to suggest that, I was commenting on the combination since it would give you several large AOE options and that struck me as neat.
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Nana Samboy
 
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