Sniper Guide

Post » Sun Mar 06, 2011 6:44 am

FFS, you don't need 10 luck for a guns based sniper...ever. Energy weapon characters needs 10 luck. A sniper useing guns needs 5 starting luck and the implant before level 16 for better criticals. Sneak attacks are automatic and have nothing to do with the luck stat. If you are not getting sneak attack critical hits as a sniper your are doing it wrong. A .308 sniper rifle loaded with JSP ammo kills a deathclaw dead with one sneak attack headshot on normal difficulty that way.

Also, your perk list is too heavy on VATS related perks for a sniper build. No, sniping is not running up to point blank with the AMR and pressing the VATS key. Replace those perks with entomolgist, robotics expert, hunter, shotgun surgeon (Riot shotgun panic button). Perks that make your rounds hit harder and thus raise the number of one-shot kills. The default APs from 8-10 Agility combined with Jet, Steady and rebound is all the VATS you'll ever need if you have "This Machine" and/or a Riot Shotgun on hotkey.

Don't like the traits as well. "Trigger Discipline" goes without saying as it works in both free-aim and VATS while the penalty won't be noticed outside of VATS (that'll be rarely used). Since a sniper played right takes very little damage the "Small Frame" trait is the other winner.


you need survivability and getting crippled limbs wont help on harder difficulties/hardcoe where companions are non-essential.

not every encounter in NV is an npc sitting 1000 away from you, and they're usually not alone, not to mention instanced buildings/vaults.

if you pick trigger discipline you're .03 degree shot goes down to .024.
your ROF drops from roughly 1.2 seconds to 1.5 with the hunting rifle. doesn't really seem worth it to me.

also a shotguns DAM is to low, any decent DT will negate it. the question is do i want more DT myself to survive, or do i want to deal more damage to THEM.

these perks you listed are handy, i just don't know how well it's going to play out having a glass cannon..
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Jack Moves
 
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Post » Sun Mar 06, 2011 12:59 pm

At first glance this build seems utterly ridiculous as a "sniper build" but to each his/her own I suppose. :eek:
I will say though, IMO, perks like Swift Learner or Here and Now are a complete waste of a perk slot since experience is a finite commodity AKA those perks are going to be completely useless when you hit level 30... and considering the amount of quests/locations, it's not very difficult to reach the cap long before you finish the game anyway.



Why? because I have low perception? perception has nothing to do with sniping. I can scan and locate hostiles just fine before I even get close.

I took hear and now because nothing else I wanted was open. There might be half as many perks, but my build does not need more then 4-6 perks.
You could easily replace it with something else if you wanted. When I hit level 14 I had nothing else I wanted at that time, so anything I took would have been equally useless.


and why exactly is it that you think this guide is better then mine? you didn't give any reason...


Better placement of special points, perception is NOT needed for anyone who wants to put a little more time into the game by scouting and locating hostiles long before you would ever seen them with perception 9/10.


Titan357: I was reading your guide, and hit line 4, before I did a double take. A "sniper" with perception of TWO?!?! I'm guessing one of your companions is ED-E, otherwise you'll be bumping into people before the tick shows. On the other hand, with ED-E... Perception is kinda useless.

From your stat distribution, I'm guessing that your implants are the +1 to INT, AGI, LCK ? You didn't specify.

As for the perks, I find toughness something that I avoid in NV, although I did use it in F3 (but that was because of the Cyborg combination).

For my next build, which I'm still thinking about, both of your guides have been helpful! Your travel light perk is something I've thought of, but I've never even considered that the bonus would allow me to run backwards faster than enemies running forwards! Great find, that one!

On the side note, I do agree with both the guides on the INT of 9, with the mod of +1 INT gotten ASAP. That's how I played F3. A starting character, with INT of 9, made it to Rivet City still on level 2! meaning I only had 1 less skill point than a 10 INT starting character :D

That's what I'll be trying to do with my next new game, although I see some problems. Namely how to get the money for the implant at a low level, while not leveling up any more than necessary. That would mean, for my style of play, going to the outpost first, to win the caps off of the bartender for the Implant, and then going to the Medical Clinic. I hope that I'll not be past level 4, hopefully at 2 still, when I make the clinic.



perception is a waste for anyone who wants to play a sniper and is willing to hunt and scout. All perception does for a sniper is for people who don't want to hunt and scout before hand. No need for ED-E or Boone. Been playing 16 levels w/o either one. I wear a +1 perception hat.
IF perception is such a big deal to you guys, take points from charisma, and add to perception. Reverse it, and make it 2 charisma and 5 perception, add in a handy hat for +1 and now you have 6 perception.

Like I said, I scout ahead and have no need for perception. No implants are needed, if they where I would have listed them.
IF I was going to pick up any implants it would likely be + luck/and DT.

my guide might not fit everyones need. BUT it is VERY, VERY effective and works VERY well. No need for implants, and some perks can be swapped out fairly easily.

The core perks for my build are,

2-Black widow
6-Travel Light
12 Finesse
16-Weapon Handling
18-Grim Reaper's Sprint
26-Nerves of Steel

Get what ever else you want. Ill explain why.
Level 2, most enemies are male and I wanted the extra dialog. Can sub for hunter if you wanted.
6 Travel light allows faster travel, and faster backpedaling.
12, +5% to crit all the time? yes please!
16, Str 4+ weapon handling means you can use almost any gun in the game that you would need to use.
18, Not strictly needed, but it helps where you have a lot of bad guys around.
26, Again like above.
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Darren
 
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Post » Sun Mar 06, 2011 5:00 am

Why are peopel so keen on the scoped Hunting Rifle? The Sniper Rifle is better in almost every way.
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joseluis perez
 
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Post » Sun Mar 06, 2011 1:31 pm

you need survivability and getting crippled limbs wont help on harder difficulties/hardcoe where companions are non-essential.

not every encounter in NV is an npc sitting 1000 away from you, and they're usually not alone, not to mention instanced buildings/vaults.

if you pick trigger discipline you're .03 degree shot goes down to .024.
your ROF drops from roughly 1.2 seconds to 1.5 with the hunting rifle. doesn't really seem worth it to me.

also a shotguns DAM is to low, any decent DT will negate it. the question is do i want more DT myself to survive, or do i want to deal more damage to THEM.

these perks you listed are handy, i just don't know how well it's going to play out having a glass cannon..



I play hardcoe with small frame.
I avoid vats perks as well, because IF you are that close its likely already 95% to hit anyway. The only time I use vats is if I get swamped and need a panic button.

Trigger discipline is useless IMO for a sniper, you are already hand aiming and bolt actions are slow enough as it is.
Good natured is a waste and counter productive.

Shotguns with S.S ignore what -10 or 15DT? add that in with either slugs or magnum ammo and most armor is melted like butter? in my build you could easily replace the prof with S.S

It plays out well.

I do not need prep to find and snipe the bad guys, its wasted special points. like above, if you just have to have that red marker get ED-E OR swap out points else where.

Now, the reason I personally went with 9 luck starting is because of going inside buildings, snipers fire too slow inside, and playing on HC with lower str means I have to watch weight. So I took pistols.
The prof gives me more damage to a sneak attack pistol damage, and they are light weight and fire faster. Normally I use the .357 or the 9mm.
the extra luck w/finesse gives me a good crit rate when using pistols.
I prefer the 9mm w/scope and mags. 20 rounds, can be fired off fast and I can use it for small game like dogs instead of wasting my 5.56 and condition on rat slayer.

Inside my build is good enough to get by, outside with some advance scouting and moving carefully and slowly its king. Even if I get found out I still can back up fast enough and get a good number of crits.

Here is what I have used the entire game, solo no ED-E or Boone, currently level 16.

leather armor, reinforced.
.357 HD cylinder / Long barrel OR 9mm, scope / ext mags.
Varmint rifle to Rat slayer. Later hunting rifle.

I normally am packing 68-70/190 weight when I leave my stash. Pistols and pistol ammo is light, rat slayer uses 5.56mm, swap out a pistol above for "That gun" and just carry 5.56mm. would drop another 3-6 pounds of weight.

16 points a level at level 4 is 256 points between level 4 and 20 (20-4=16. 16 levels X 16 points = 256) I never count the first level, so the three levels before that, 14 points X 3 levels = 42 points.
Thats 298 points at level 20. I think I did the math wrong though, its not my strong point.
There should be another 160 points from level 20 to 30, making the total to 458 points? heck call it 400 points.
Thats still enough to put guns, sneak, repair, survival,barter and speech to 75 and have plenty of points left.

Anyway, my build works really well. indoors I have a higher crit %, and plenty of AP to use vats as a panic button. Outside nothing can touch you.
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Marguerite Dabrin
 
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Post » Sun Mar 06, 2011 10:56 am

Hmm I was hoping this was more along the lines of tweaking the crap out of your default .ini files so you could shoot ac-crossed 7-9 cells... guess that would be in the mods section then though...


Anyway, just get guns and sneak to 100, repair to 70, + a modest luck. For perks, jury rigging, pack rat, finesse, and better criticals = a good sniper setup.

If you using vats you too close in my book. it nice too have for when you get up close though.

The reason for the perks, the longer you can maintain your gun, the longer you can stay off the wire, the more ammo and food you can carry, the longer you can stay off the wire, the higher your crit chance the better off you are, the more damage you do the better off you are.

Now if they just had a better ballistic system... :(
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Erin S
 
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Post » Sun Mar 06, 2011 11:19 am

Hmm I was hoping this was more along the lines of tweaking the crap out of your default .ini files so you could shoot ac-crossed 7-9 cells... guess that would be in the mods section then though...


Anyway, just get guns and sneak to 100, repair to 70, + a modest luck. For perks, jury rigging, pack rat, finesse, and better criticals = a good sniper setup.

If you using vats you too close in my book. it nice too have for when you get up close though.

The reason for the perks, the longer you can maintain your gun, the longer you can stay off the wire, the more ammo and food you can carry, the longer you can stay off the wire, the higher your crit chance the better off you are, the more damage you do the better off you are.

Now if they just had a better ballistic system... :(

Everyone is different, but I find jury rigging useless, pack rat is pretty good. Finesse is great. Better crits would be ok, but I chose to drop my perception.

The way I see it, sneak attack always crits. if you are far enough away, and have a suppressor and wait enough you can stay hidden. I normally shoot at the edge of draw distance anyway. Inside I find a large pistol is enough to get me through. I suppose I could use the .22 but I prefer the .357 or the 9mm.
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ImmaTakeYour
 
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Post » Sun Mar 06, 2011 3:43 am

Mine is:
S: 4
P: 8
E: 3
C: 7 (for RP reasons ;))
I: 4
A: 7
L: 7

Small Frame
Trigger Dicipline

Tags: Sneak, Lockpick, Guns (to be raised to 100)
Minors: Explosives, Repair, Survival (to be raised to 75)

Perks (so far):
Friend of the Night
Black Widow
Chercez la Femme
Commando
Night Person

Most propably not an optimal build, but so what? It works :D

If you using vats you too close in my book.


QFT, nothing like long range sniping while the enemies run around like headless chickens trying to find me :D And titan357 has a point about perception, i always see the enemies myself (with full actor fade) before the tickmarks appear. If only the binoculars were worth their weight...
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Enny Labinjo
 
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Post » Sun Mar 06, 2011 2:13 am

My build is a sniper and although the SPECIAL is very similar to the OP (I have a lower luck (7) and a bit more str 6 and agility 6) but the perks are very different.

Traits: Short sighted, Good nature.

I tended to avoid VAT's skills completely and yes I grabbed a few intense trainings, finesse, weapon handling, improved crits, jury rigging and hand loader. The rest have been flavour choices like Robotics Expert & Comprehension.

I tend to use the GSR for harder targets and the Varmit rifle for unarmoured opponents. For back up I have Maria, Lucky and The Mysterious Gun (?). Plus a LMG if I really panic. I've tried the AMR and find it wanting to be honest, too slow.

With a high repair and a good reserved supply of weapon fixing kits all of my weapons are maintained in the high 90's.

I'm now at level 20 and have a really good bunch of skills - at the beginning I concentrated on lock-pick, science and THEN guns. I tend to aim manually and only use VATS close up if I've failed to handle the situation.

I think you are getting more hassle then you are due because your post is named Sniper Guide and not Sniper Build!
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Niisha
 
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Post » Sun Mar 06, 2011 12:31 pm

directly from the guide

s: 6 optionally 8
p: 8
E: 5
C: 2 optionally 1
I: 2 optionally 1
A: 8
L: 9

Primary skills Guns, Sneak, Repair

Traits four eyes, small frame (stealthy sniper) or trigger discipline, Built to destroy (Critical Hit Specialist/Sharpshooter)

Perks sniper, commando, finesse, center of mass, better critical, Rapid reload, weapon handling, silent running, hand loader, confirmed bachelor, bloody mess. hunter, entomologist, robotics expert, travel light, living anatomy

Weapons All rifles Especially varmint rifle (night scope, silencer, Ext mag, 5.56mm ap and HP) hunting rifle (custom action scope, ext mags .308, all types) sniper rifle (carbon fiber parts, suppressor, .308, all types)/gobi campaign scout rifle, anti-materiel rifle with match (hand load) ammo

Other equipment 1st recon beret, stealth boys for losing hostiles if spotted. weapon repair kits, reinforced leather armor for travel light perk. sunglasses for four eyes trait

Implants perception, agility, luck

Followers Boone, Ed-E, (or no one)
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Alex [AK]
 
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Post » Sat Mar 05, 2011 10:42 pm

bump
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Astargoth Rockin' Design
 
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Post » Sat Mar 05, 2011 11:50 pm

Why? because I have low perception? perception has nothing to do with sniping. I can scan and locate hostiles just fine before I even get close.

I took hear and now because nothing else I wanted was open. There might be half as many perks, but my build does not need more then 4-6 perks.
You could easily replace it with something else if you wanted. When I hit level 14 I had nothing else I wanted at that time, so anything I took would have been equally useless.


Well, your low Perception is a bit of a put off but that's a personal preference choice and I really don't plan on knocking you for it... your perks are really what makes me find your build ridiculous. I have to run out and do some errands, but I'm gonna come back to this and I'll see about putting my build up as a better example than "Your build is ridiculous!", lol. :user:
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Andrea P
 
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Post » Sun Mar 06, 2011 1:18 pm

trigger discipline and four eyes arn't that great imo.. small frame maybe.

four eyes effectively drops your perception by one hard point, requiring one more hard point from another attribute to get your perks.

trigger discipline bonus is negligible on a spread of .05-.03, offering something like .01-.006 bonus. the rof debuff slows your shots considerably more since the low fire rate.
-if anything, picking fast shot is more beneficial.

small frame is alright.. but it hurts your players survivability -more so if you're playing on hardcoe.

-

having good natured gives you 25+ skill points at the cost of 5 guns.

built to destroy gives you +3 crit chance with 15% faster decay on weapons/apparel... imo it doesn't even matter once you have high repair+jury rigging.

and, imo, a bonus from not picking any of the traits is your accurate snipers retain their rof and spread, while suffering no debuffs during combat.
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Nany Smith
 
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Post » Sun Mar 06, 2011 11:30 am

double post.

might as well fill it with something.

i am in the midst of finishing another play through and i will be making another build... i'm kind of starting to hate the amr, but the ammo choices and pure damage are still really nice. (might warrant the use of pyromaniac?)
i might drop int, but honestly having every non combat skill maxed or close to it is soooooo nice..
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stevie critchley
 
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Post » Sun Mar 06, 2011 8:30 am

Yeah, like mine, that IMO is much better.
S-4
P-2
E-3
C-5
I-9
A-8
L-9

Built to destroy
Small frame.Start AGI is 9.
2-Black widow
4-Educated
6-Travel Light
8-The Professional
10-The Vault Navigation
12 Finesse
14- I took H&N to jump to level 15, OR you can take anything that benefits your play style. Like S&S if you like boom sticks.
16-Weapon Handling
18-Grim Reaper's Sprint
20-Toughness
22-Toughness
24-Jury Rigging, oddly I find this not so useful, can sub other perk in here.
26-Nerves of Steel
28-Action Girl
30-Rad Absorption.

Honestly, any of the perks after level 18 is just gravy. I am level 16 right now and I crit like crazy. Every 2-3 shots is a crit. You get 16 points per level, in 20 levels that's 320 points. so by level 24 you should have at least three-four skills above 70.

No problems so far, I can back peddle (travel light) faster than some enemies can run, and that gives me breathing room. Rat slayer + .357 w/ HD cylinder and long barrel OR 9MM w/ mags and scope.
If pistols are not your thing (I then to use them inside often) you can sub out The pro at level 8 for something else.
No problems using ratslayer with 4 str, no problems hauling loot.

But, thats my play style, and might not bee god for everyone. guns skill can make up for a couple of points in STR until you get W.H at 16.


Okay, in comparison my build is as follows:

Spoiler
S.P.E.C.I.A.L.
STR: 6
PER: 9
END: 5
CHA: 1
INT: 10
AGI: 8
LCK: 6

Traits
Trigger Discpline
Kamikaze

Perks
Action Boy (2)
Better Criticals
Commando
Educated
Finesse
Grim Reaper's Sprint
Intense Training (LCK)
Jury Rigging
Hand Loader
Silent Running
Sniper
Strong Back
Toughness (2)


Implants
Agility
Intelligence
Perception
Damage Threshold
Regeneration


Note: My S.P.E.C.I.A.L. score is post-implants.


Okay, now let's break down why I think your build is ridiculous and I mean this in a friendly debate manner, not a "UGHMUHGAWD U R A FOOLZ0R!" manner. :foodndrink:

Your Strength is too low and forces you to take the Weapon Handling perk just to be a "sniper" which makes no sense according to your reasoning on it. Assuming you're a "sniper" than I would imagine your main weapon would be the sniper rifle, IMO, Weapon Handling grants it's maximum benefits to players with a Strength score of 4-6 who want to run around with Miniguns, Rocket Launchers, Rebar Clubs, etc... so in that regard, I think you wasted a perk slot and fouled up an attribute score.

Your Perception is ridiculously low and while I won't knock you for wanting to indulge your desire to immerse yourself more, you're locking yourself out of some perks... namely Better Criticals, which if you're a "sniper", IMO, I think is practically mandatory. Often a sniper's creed/motto/slogan/whatever involves something about a single, undetected shot to kill their target, not multiple rounds fired at the target. Therefore, you want your initial sneak attack critical to be catastrophic... even your normal criticals if you're in close proximity to an advancing enemy which is inevitable in a good portion of the game.

Your Endurance is a bit low which you're going to pay for mostly in terms of radiation "damage", since as a "sniper" you're not commonly going to be within melee range so your HP isn't that big of a deal. But then again, radiation "damage" is easily thwarted and you picked up Rad Absorption :facepalm: so the only real downside is your low HP which I've already covered. :nono:

I can't figure out why your Charisma is 5 to be honest with you, then again my Charisma is always 1 so perhaps I'm missing out on something. However, even with my Charisma at 1 I've still been able to punch my Speech skill high enough to pass nearly every Speech challenge available with and without a magazine... so, not much to say on that except it seems like wasted points if I'm not missing something. :meh:

Your Intelligence is just fine by me, skill points are gold. :grad:

Your Agility is also just fine by me, I assume you use V.A.T.S. frequently considering your Agility score (action points) and some of your perk choices. :tops:

Your Luck I think is totally excessive, why do you need all that Luck? Do you plan on gambling a lot or something? As a "sniper", you're generally guaranteed that your first shot is going to be a critical hit... you shouldn't need another one unless you're in close quarters with a group of enemies. You said you fire from just outside the draw distance, if that's the case you can just one shot your target, wait for your hidden status to refresh, and one shot another of the group. This also brings me to your lack of the Better Criticals perk, you probably think you're maximizing your critical rate but your criticals really aren't anything special... I don't know, I think it's silly personally. :eek:

On to your perks, the ones I specifically question in your build are: The Professional, Vault Navigation, Here and Now, Weapon Handling, and Rad Absorption.

The Professional: Not sure why you have this as a "sniper", I assume you sneak around "dungeons" with a pistol in hand? Your sniper rifle works just as well indoors as outdoors, so I don't think this perk is necessary for a sniper build.

Vault Navigation: I don't even know what this perk is, never heard of it, can't find it on the internet either... I'm thinking maybe you're referring to Math Wrath which in itself isn't a terrible perk to take but I think it'd make more sense to spend some of your LCK points elsewhere and get Finesse instead. Thereby saving yourself some S.P.E.C.I.A.L. points to place elsewhere and still gaining the beneficial equivalent of 5 points of Luck.
EDIT: My mistake, you do have Finesse... this only changes my review slightly in the regard that your Luck score is even more obscenely ridiculous now.

Here and Now: Total waste of a perk slot, you said there was nothing at level 14 you needed/wanted so you took that instead... how about Adamantium Skeleton which reduces limb damage by 50% or Jury Rigging which you waited 10 levels later to take or you could've even went back and taken Silent Running if your Sneak was high enough. Fact of the matter is that once you hit level 30, that perk slot is completely useless, even if you chose a perk that seemed situational to you at least it'd have some end game potential.

Weapon Handling: Already went over this previously.

Rad Absorption: Because Rad-X and Radaway is so difficult to find and doctors charge a whoppin' 100 caps to heal any stage of radiation... Here and Now is almost a better choice than this, 'nuff said. :facepalm:

Your traits are just fine by me, it's mostly preference in that regard. Anyway, that's a more in-depth review of why I think your build is utterly ridiculous! :fallout:
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Kelvin
 
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Post » Sun Mar 06, 2011 10:01 am

I don't use vats when sniping cause I think it makes it more fun. So I did this whole sniper deal but with 9 intelegence instead of 2 and I didn't use any vats perks, which leaves a lot more open for choosing fun perks like confirmed bachelor.
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joseluis perez
 
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Post » Sun Mar 06, 2011 1:28 pm

TBH, any build seems to work. And Sniper builds get boring as ****
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Add Meeh
 
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Post » Sun Mar 06, 2011 7:53 am

let me elaborate more on my guide.


---
skill------base-------book-------stats
barter ....14 .. = 14 [+12] = 26 (+**) = **
energy ....12 +2 = 14 [+12] = 26 (***) = 26
exp .......12 +2 = 14 [+9 ] = 23 (***) = 23
guns ......27 +2 = 29 [+12] = 41 (+59) = 100
lockpick ..17 +2 = 19 [+12] = 31 (+69) = 100
medicine ..32 .. = 32 [+12] = 44 (+56) = 100
melee .....10 +4 = 14 [+15] = 29 (***) = 29
repair ....47 .. = 47 [+12] = 59 (+41) = 100
science ...32 .. = 32 [+12] = 44 (+56) = 100
sneak .....32 +2 = 34 [+12] = 46 (+54) = 100
speech ....14 .. = 14 [+12] = 26 (+**) = **
survival ..19 +2 = 21 [+12] = 33 (+**) = **
unarmed ...14 +2 = 16 [+12] = 28 (***) = 28


copy and paste to notepad if you wish.

the +2 and +4 are skillpoints gained from advancing your attributes.

you gain 487 skillpoints. you use 335, effectively maxing all secondary skills and the combat skill guns.
you're left with 157 skillpoints, which you can then distribute to survival with a base of 33, barter at 26 or speech at 26.

now. this is the reason i have intelligence at 10, giving me a +20 to repair, science and medicine. it is ALSO the reason my trait, good natured, is selected. offering another +5 bonus to every other skill, and only dropping guns by 5 (seeing as its our only used skill)

onto the special distribution. in fallout: new vegas, there is a doctor that offers implants. these give you a permanent, one time bonus. this bonus is a +1 to any and all of the attributes, as well as a regenerative implant and a more important +4 to dt implant. they cost 4k caps for all attribute implants and 8k caps for the dt one. we're not going to worry about the regenerative one since the life gain is kind of useless for our build. (we aren't using health regen to tank, but instead stimpaks/food and of course keeping range)

now onto the important part, you need at LEAST a base of 6 endurance in order to get all of these implants. that is why that attribute is like that.

luck is very important. crit damage = +dps/alpha
(alpha is initial hit, which can include a sneak critical.)

i have stated above why luck is important to this, or any guide. most of the creatures in FO:NV have very high hp, and you will come in contact with them at ranges where you cannot remain hidden!
on top of this having 9+1 luck basically means you never have to worry about caps again, ever. the reason for this is because luck effects gambling. having +10 luck eliminates the houses edge, ontop of the fact that you can save and reload later.

having this ability means you can get all of your implants the moment you get to new vegas, and you'll still have more caps then you know what to spend on.

all of the other attributes are at the minimum in order to boost the important ones to maxing dmg. intense training is taken in order to use our weapon of choice, the ANTI-MATERIEL SNIPER RIFLE.
this rifle is a beast. ESPECIALLY when you optimize damage and use correct ammunition with it.

anywho i hope this helps confusion a bit. or adds to it, who knows?

dude complete waste of 20 or 40 or 50 points. lockingpicking and science can be boosted by magazines by 10 at the times that you need them and by 20 if you take the perk and repair past 90 is pointless i think cause it just makes you repair more with a weapon.. but seeing as how you get an assload of every gun...
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carley moss
 
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Post » Sun Mar 06, 2011 7:21 am

Replace good natured with trigger discipline, other than that it looks good. Though, I'm not one for setting up my characters.
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Stat Wrecker
 
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Post » Sun Mar 06, 2011 12:56 am

@BIGREDBEAST
good idea. never considered that even tho i use books religiously

@BoSStealthAgent
maybe. i might need it if i plan to decrease my int, might not. we'll see.

@CyricTheMad
thanks for pointing that out.. i was to lazy to do it myself.
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Shelby McDonald
 
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