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Old 10-07-2017, 09:57 PM   #203
twillight
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Join Date: Nov 2005
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Default Fallout Tactics - melee level guide

Brahmin Wood:
Collect the 2 punching daggers. One in each hand in case you suffer broken bones.

Freeport:
Before starting the mission go and buy the Enviromental Armor at the Trader special encounter. With its protection you won't need your stealth skill.

Rock Falls:
Before starting the mission buy 1-2 Impact Gloves. It has better damage, but maybe two is overdoing.
After the mission buy 1 Power Gloves. No need 2, the enemies are not that tough yet, later probably you'll find another, and small energy cells are not everywhere. Yes, you can go to the Coppertops-encounter, but why bother if it isn't a must?

Macomb:
While you don't really need the vehicle to carry stuff (still, for all the kits will come in handy, also for in-between bases), travelling faster in the wastes makes this quest more desirable.

Preoria:
Wearing enviromental armor negates the threat of poison.
For melee weapon specialists here you can find micro sledge and cattle prod.

Quincy:
has deathclaws. Singled out deathclaws can be delt with simply using Power Fist (bring 125+ ammo, 200+ can be bought at base).
To deal with the ghoul town eat drugs (buffout + 2 psycho + voodoo), and make themstuck behind the farm's fence.
Here stealth is a must at points, so bring in mark II leather armor.
Human/ghoul characters are much faster than supermutants, and that's an advantage. Managed to save everyone, 1 causality each location.

Mardin:
Rise your unarmed to 100% (not counting bonuses) to be able to dealwith wasps w/o problem.
Watch out for the occasional mines, because you use Healing Powder and that takes away your perception (harder to spot mines, if at all).
You find Razor Claws here, best no-ammo unarmed weapon.
Against the Emperor switch to Power Fist. Btw, there are ca. 50 small energy cells here on the enemy, so this should not be a problem. Managed to keep ALL small deathclaw in the final confrontation alive.
Bringing a super stimpack or two is an advantage.

NOTE 1: I'm storing my perks here. My initial perks were: bonus HtH attacks, loner, silent running and slayer. From lvl 2 I gain 1 perk each level, and those were until now, in order: die hard (for obvious reasons), stone wall (getting knocked down is annoying and waste of AP, could result in death, especially against deathclaws), hit the deck (protects against grenades, mines and rockets), bone head (because I don't like to reload I made myself resistant to becoming unconscious).
For the future it is only clear I want better criticals at lvl 9 and 1 rank in lifegiver at lvl 12. What causes me headache are the soon-coming supermutants. Probably I'll take stunt man and bonus HtH damage, while solving my resistances with psycho. Not sure.

NOTE 2: While searching for the special encounters previously, decided to check out the Pitch Black again. Turned ut Riddick cansafely alone walk to the exitgrid, and if you guide your team cautiously through the glowing spots, you can accomplish the same, don't even need stealthing. The last bunchare too close and will start to run towards you, but there you'll simply step n the exit grid.
You can only hire Riddick from the next bunker, and I think this time I will just to have a buddy (I also kept Stitch around on "just to be safe" base, but until now I could firstaid, doctor and lockpick myself through everything).

Springfield:
Now wer're talking. The additional speed compared to supermutants, and especially the armor makes this place very much doable. Still picked 1*toughness because of the top row of all-AK-enemies. For the final battle I even consumed a voodoo.
Also pretty much suggesting to look up the Coppertops encounter for small energy cells, because the amount spent here (25-50) I only have 75-100 left, and that's not much.
With supermutants coming the perk stunt man I see advisable along hit the deck.
Choosing any level of thoughness though resets the Die Hard's activated bonus. Do not afraid though, just make yourself beaten by you buddy, and the bonuses come back to you.

St. Louise:
Staying alive is good, so the next perks shallbe thoughness*2 (rising it 3*toughness).

And I did this (before picking toughnesses, and consuming 2*psycho + trauma pack. Man, that bandaged status rly gets in the way!):



Yep, I'm standing in the middle of the mutant HQ after it got cleaned by just me punching the life out of 'em.

Jefferson:

Some tips on fighting mutants:
- always attack the one in armor with power fist
- try changing target if your opponent gets unconscious (the game is slightly unresponsive unfortunately)
- always attack the one with the machinegun, especially if youknow it is a browning
- if you have to face multiple machinegun opponents at once, try standing between the two, so they'll hurt each other, shortening the time you have tospend with each enemy
- silent running is an absolute must, not because it shortens real life time spent on the game, but because of the delay on respons of actions. You have quite the time to reach the enemy after it detects you, but before it gets shooting
- of course there are always the drugs too, but why waste them?

Kansas City:
Wow, this was easier than I thought:
- at arrival sent Riddick with Cattle Prod, attack mode: overcharge, to the north gate, way out of the fance, to the wrecked car where the SAW-mutant comes in, and just set him agressive to deal with the melee mutants.
- me ate: 1 buffout (seems with drugs maxium stats are 12, this rises AG, EN and ST which are for me basic 10) + 2 psycho.
- because of the tumultuous start I've picked more HtH damage todispose the enemy faster.
- me ran immediatelly to dispose the few mutants at the billboard, then run down. Prime directive do not let any slip up, otherwise start on the left, finish on the right, do not mind the two sniper nest. Fortunately none on the map have brownings, that's what makes it doable.
- then just enter sneak mode, run to the next mutant and keep it on. Time is pressure because the drogs are what keep you alive, but shouldn't be a real problem, as you don't need to loot.
- before the mission you can also getyourself a nice enviromentalarmor mark II.

Osceola:
Added myself Dodger.
You can kill everything here if you concentrate on the occasional browning ones, only don't bother the pairs at the main gates. Only go back there when you cleaned everything but the boss' room - if you kill the boss the still-alive mutants disappear.
Still, be pretty-patched-up when dealing with the mutants on the little bridge before the little building (2 armored and an unarmored mutant there, can kill you w/o enough health).
If you wantto deal with the browning-guard-pairs before entering the boss' room take 2 voodoo which you'd need otherwise too because Gamorrin has some pretty awesome penetration, and do your stuff then.

Junction City:
There are a lot of enemy covering each other, and some (mainly the grenadiers I think) can hurt you. Play strike&retreat. Watch out for the traps.

Cold Water:
Added myself Bonus HtH damage (now have 2 ranks).
At the final level you can't kill the sharpshooters above (no way climbing there), so just suffer them.
For the final go I used a trauma pack for more resistances, and also to heal myself (got bandaged). First kill the rocketman, than the boss, than the ripper guy stalking you (he is actually dangerous, watch your HP).
After the mission you can get yourself a nice and cosy power armor.

Great Bend:
Added myself all Bonus HtH Damage, because of Load Lifters etc.
With this many resistance this really becomes almost pathetic.
Btw, seem the Die Hard's effect is cured by the doctor skill.

Newton:
You find your Advanced Power Armor here. You have to realise stealthing might prevent your encounters with scurry bots, which'll be a sidequest in the mission into the nuclear power plant.
Also, the lack of small energy cells start to be worrying. Ok, I still have 4-500, but for all sake, I'm using Slayer (and against single humanoid bots, or single unconscious-enemy-only I switch to that Wolverine-thingy)! So yep, a stealer mule seems to be a must if you'd try 100% legit. Good new is: you don't need drugs.

Canyon City:
Choosing this for the sole reason no behemot.
The mission was practicaly boring. The only thing noticable is, I'mstarting to run out of smallenergy cells.Sure, I have like 250 left on me, and another 500 appeared on the quartermaster, but that's not many considering a legit playthrough where Slayerdon't spare you a crapload of ammo.

If you'd make an unarmed go, I suggest making a team. The team would be entirely support. One stealer (to lessen the ammo sortage) and one medic (I had problem first aiding myself atthe start) seems advisable. Secondary skills to those two should be: for one big guns keeping in mind Gravestone, and for the other lockpick. Repair don't rly comes into play with this one, and the rest is either negligeable (like barter), or will be covered by books (like trap)

Buena Vista:
Woopsy, ran out of ammo. Seriously. Despite intensively using the Razor Claw on practically everything what was not towerr, or behemoth.
Speaking of behemoth: if it hits you, you're dead. I mean without drugs.
Also, beware for the lasers, they HURT you. Entering the complex is not lethal, but problematic.
At the Deep Pit the load lifters gathered atthe bottom, had to destroy them with electric grenade.
Also used plasma grenades to eliminate the bots behind the fence of the alarm consol. Maybe it'd've been better to let them be alarmed.
Note: after the mission the 500 small energy cells are still for sale at the quartermaster, but after that I can only steal some more from the random BoS NPCs. The shopalso offer Tesla Armor - not exactly practical, because the enemy always have some machingun amongst its ranks.

Scott City:
Ok, so it not impossible to do this, even w/o power fist.
Found out the loss of resistance bug is caused by saving and reloading, and it effects any and all amrors you might wear. So remove your armor before saving. might also be that I changed armor during battle.
Because the bug kicked in late on the map, I got fed up, and next time went straight for the merchan't head. this slightly lessened my ammo-problem, finished the mission with ca. 525 left. On the 3-robot patrol in the junkyard there are a minor amount (75-100, depends how much they can shoot) of small energy cells.
Oh, and there wasn't muchroom for stealthing.

Also, gave a thought how I'd pick the perks for a legit gaming when seeing all my results, and finding the tesla armor in the shop before this mission. That armor is potentially awesome IF you eat drugs. Eat a lot of drugs to give yourself resistances, because the power armor does not really protect you from energy blasts. This is also useful info for the finalmission.
Also because of behemots you'll need slayer, what means an unarmed build must play in though guy mode.

So the perks you should have for an unarmed build in fallout tactics are: #1 slayer, #2 better critical, #3 bonus HtH attack, #4 hit the deck, #5 silent running #6 toughness #7 thoughness #8 toughness #9 die hard #10 lifegiver #11 bonus HtH damage #12 bonus HtH damage #13 bonus HtH damage. Lifegiver can likely be put out, and something else must go too. Thoughness might be exchanged to drugs, and Silent Running might be circumwent.

Final Mission:
Phase #1: 100 small energy cells shorter. Some trouble, but nothing new. The turret at the start w/o robots around remains passive - good.
Phase#2: MUST have tesla armor from a point. Eat healing stuff like a lot. Die Hard HERE AND ONLY HERE is coded right (for f* sake!), and disappears when HP is higher than 20%. -250 small energy cells. Do not try to spare it, the fights are big and serious. Try to chip away the enemy from room to room, crouch behind walls to get time for uing doctor - they realy do cripling criticals here for reasons. Ye,a good doctor skill comes in handy.
Phase#3: wear tesla, and start on the right where some physical attacks come from. Retreat as needed.
But the last room are INSANE. Even with psycho + voodoo, and healing by trauma packs, even the first 2 rooms are siky, not to mention the last one, where you have to dispatch the minigunners ASAP, because they'll penetrate your armor like it isn't there, and eventhan the battle is not won. Oh,and for the last room I just ran out of small energy cells period.

I did it, but even with my extra perks it was more though than any other way.
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Last edited by twillight; 15-07-2017 at 03:13 PM.
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