Any productive input will be appreciated. However, "
Here's what I'm thinking so far.
The general strategy for an Explosives character would obviously hinge on "shock and awe" approach- engaging targets at maximum possible range, delivering maximum possible damage on first strike and switching to an alternative weapon for close-in work. Also, the companions should be used to keep the foes from getting close to you.
Traits: It's been said that Fast Shot does not affect Explosives weapons such as grenade launchers and missile launchers. I'd appreciate it being confirmed to denied, but if it's true, it doesn't leave a lot of choices. Built to Destroy is obviously out, as is Small Frame and Trigger Discipline. Good Natured's benefit is reduced by the need to take a second combat skill. Loose Cannon and Kamikaze seem like the most obvious combination; one adds speed to grenades, while the other helps mitigate, to some degree, the absurd AP cost of Explosives projectile weapons.
S.P.E.C.I.A.L:
Obviously, Luck can be disregarded completely as there's no benefit from critical hits. Explosives weapons are fairly slow to both shoot and reload, making high Agility essential. Strength requirements for top-tier Explosive weapons are modest (8 ST); however, if Dynamite and grenades are to be used, carrying capacity matters.
So approximate starting S.P.E.C.I.A.L distribution BEFORE implants looks to me as follows:
ST 6 (+1 implant +1 Power Armor =8 )
PE 6
EN 7
CH 4
IN 7
AG 9
LK 1
Perks: These can be divided into three groups: offensive, defensive (mitigating inevitable self-harm from splash damage) and utility. Assuming no DLCs, possible perks list is as follows:
2- Heave, Ho!
4- Educated
6- Comprehension
8- Demolition Expert 1
10- Demolition Expert 2
12- Hit the Deck
14- Jury Rigging
16- Demolition Expert 3
18- Pyromaniac
20- Toughness 1
22- Toughness 2
24- Intense Training
26- Adamantium Skeleton
28- Confirmed Bachelor/Black Widow
30- Bloody Mess
(The latter two are optional and can be replaced by Splash Damage, Rapid Reload, VATS perks or Nuka Chemist)
Endgame weapons: Annabelle + Grenade Machinegun
Backup skill: because Pyromaniac benefits both Incendiary grenades and Incinerator/Flamer class weapons, I'm thinking of taking Energy weapons as a backup and making a fire-and-brimstone character. Fire is not the most close combat-friendly skill, but its damage is easy to mitigate with Atomic Cocktails.
Thoughts?
