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Old 31-07-2012, 07:03 PM   #2
twillight
10 GOSUB Abandonia
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Join Date: Nov 2005
Location: Var, Hungary
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As Abandonia kept this still, I add some info using races mod (allows choosing nonhuman races).

Fast on skills:
Small guns is the starter. You won't have anything else at the start, so if you don't have a melee specialist (most probably unarmed, as melee weapons just not cut enough). But don't overdo it, just have around 100% (and for one crewmember ca. 150% would pay off).
Big guns: machineguns will be your choice here, a flamers and rocket launchers just don't do the trick. Gatling Laser is energy weapon (and not too good)! You only need 6 ST to use them as Power Armour will give another 3, thus rising it to 9, what is Browning (all other considerable weapon in the game have 6 ST requirement).
Energy weapons: Get the laser rifle here.

All other skills can be considered secondary skills.
I almost alsway use Target as throwing specialist, as the 3 LK is the only weakness of him, but that's not big of an issue, and he comes early. There is a mission filled with supermutants, where your life can be much easier throwing granades threw the fence.
Gambling: with 0 point you can offer 0 $ against all the equipment of the "trader", and win (requires clicking 1-2 minutes, but that's nothing compared to the gain).
Repair: it can fix your vehicles, what should not be real issue. Eliminating mines is what usualy hits the car early in the game, but it is rare to have a car. The robot crewmember is pathetic with its 57 HP, so the only thing might make you consider this, if you yourself play a robot.
First aid: good healing skill. This or doctor IS a must to use in one of the singleplayer campaign's missions (where you get the APC).
Doctor: a must have if you want further healing, and/or want to rescue the Brother Grimm.
Outdoorsman: will come in hady, but only from books, and be prepared anyway to have too much random encounter.
Lockpick: as equiping 2 lockpick the same time gives a hugh boost, you most probably won't really need to invest into this skill. The only places what'd worth a tag/spending points here are Rock Falls (where you get the robotic arm) - but you can come back later as the safe has only a traps book -, and the last mission wich has two extra locker with ridiculous requirement but hardly any real gain.
Traps: traps are seling good, and are a nuisance during the game, so I always have a trap specialist. There are books for this too, and during early the realy big mines (those big grey t-40 or something) can not be safetised, so your choice.

The rest of the skills are negligable.

Races:
- human: gifted + skilled is the usual combo, but with a decent inteligence change skilled to fast shot. You'll probably want so many perks you won't have enough point for high charisma, so go there with 1 (only ghouls will probably have high charisma). Luck don't play major role (especialy as the Sniper perk do not work), so 4-5 is enough. Have 6 ST to avoid any problems during any stages of the game (hint: add Gain Strenght perk to any cool crewmember of your with 5 ST). 3-6 EN will suffice, and 6+ (or 8+ if gifted) IN. the rest shall go to PE (most probably 8).
- dog: yes, there IS a recaes mod variety what allows you to play a dog as main character in the single player campaign (the No Mutants Allowed don't have this race, and for a reason). Dogs are worthless creature not being able to use items, having limited backpack... But if you just can't stand not haveing a pure trap-disarming specialist, go for it. Even during the first mission it lacks HP, armor, combat abilities...
- supermutant: a supermutant can do the game alone if needed. Make it Ham Fisted + Fast Shot, give it tons of protection perks (don't forget super mutant armor mark 1, brahmin armor, sma mark 2 in this order along the supermutant only thoughness-equialent perk) and a heavy weapon. Gatling laser is the only energy weapon they can use, so forget that. For the first part just bash things barehanded, then shoot them down. High PE allows you focus your spray of bullets, so it worth it. Along the Fast Shot trait supermutants gain beside the all races' Bonus Rate of Fire another perk what lowers AP-cost of their weapons, so pea yourself around for it.
- Robot: they don't gain perks, but if you add tons of resists to it (can wear brahimn armor if I'm correct), and don't forget to tag unarmed, you'll have a nice protagonist. For the first missions like supermutants or deathclaws you'll get highly-incrised fighting ability, and later you can use energy weapons. Avoid too much damage 'cause of the special way of healing, but otherwise nice character.
- ghoul: ghouls are born sharpshooters. I suggest hese stats: 6/7/1/8/6/8/6. Yes, 1 endurance as you won't get hit with good skills, perception and weapon. Yes, the listed char has only 7 PE, but you might take 7 points from CHA and invest there if you want sheer power. But this can work too, as I have Fear the Reaper, and will have Divine Favour (so will be able to gain Sarpshooter perks to compensate and more). Don't forget to add Fast Shot here too. From the special perks Cancerous Groth might worth considering for being able to heal cripled arms and such without a doctor kit for the fun factor.
- deathclaw: now this is what i'm curious about. I've seen no party with deathclaws, so I thought I'll make my own deathclaw. They can wear no armor what isa problem, and can use only unarmed and throwing for offensive. Sneak is the third skill must tagged, and that's it, as they'll have low inteligence. I don't know how the Night Person trait effects leveling (on the skillpoint side), but seems to work in combo with Domesticated (gives 2 inteligence, but rises its maximum by 1 only).
So, my deathclaw will look this way: gifted + onehanded (it effects unarmed too, but you don't need too much in unarmed, as it only works from point blank range, thus easily gives 95%). Stats: 8/6/7/2/4/10/10. I could give a deeper analysis, but it'd take toom uch space. Expected perks: brutish hulk, hide of scars, talon of fear, slayer (this, unlike Sniper does work, so that's why 10 LK), bonus hth attack, silent running (this one is crucial). I've considered Silent Death too, but it seemed not good enough, and have no more space as lvl 24 is the maximum in the game.
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