My first character I took to level 20 before realizing it was pretty messed up. Wanted to share my thoughts on character building I've learned so far.
Biggest first character mistakes:
- Didnt balance SPECIALS which limited perks greatly
- Bad trait picks notably Small Frame Trait + hardcoe = more broken limbs than I could deal with.
- Ignoring skills like speech. Taking some skills like science too high. Basically didnt understand which skills were important.
Here is my second try which is a much much more successful design. Going for a cowboy style with high guns, high damage, good VATS, and well rounded skills. Able to kill enemies before they get in melee range backed up with skills that open up quest options. Character is tested in hardcoe and has come out shining.
Introducing the.......
Cowboy
SPECIALS
Strenght - 6
Perception - 6
Endurance - 6
Charisma - 1
Intelligence - 9
Agility - 6
Luck - 6
This spread opens a huge amount of perks especially when you take into account implants.
Charisma is a dump stat. First character I went with charisma of 7. I can detect no difference in how NPCs react to me or companion strenght or "nerve" with it now dumped to 1.
Regarding weapon strenght requirements you can use any weapon regardless of strenght. For instance currently I am using the anti material rifle (req 8) with a strenght of 7. I get about a 20% decrease in damage which ive confirmed by taking buffout. It does not seem to effect weapon spread. Strenght of 6 with implants and power armor easily gets you to 8 for the anti material rifle.
Traits
Good Natured - Trades -5 in all the weapon skills for +5 in barter, science, medicine, speech, repair. Since I'm only using guns and melee (for the cowboy perk), this basically nets me 15 skill points. This game is tight on skill points so 15 extra points is not trivial.
Kamikaze - +10 AP for -2 DT. Helps get off another shot in some VATS situations. To me a worthly trade off.
Skills
Tagged Skills -
Guns - Need a way to kill stuff. Take this all the way to 100
Lockpick - It svcks being locked out of places. You don't want that. Lockpick opens up far more areas than science. Take this to 95 (with uniform +5) or 100. Too many Very Hard locks to trust getting magazines for.
Speech - Solves many many quest problems. In new vegas speech checks come up alot. However very few are above 60. 60 Therefore is a good stopping point. Should be able to use magazines for the few tougher checks (highest ive seen so far is 70).
Other important skills
Repair - Slowly increase this to keep up with whatever ammunition your reloading. Currently im using 45-70 gov which is rare (65 repair to make). If you want hand loader perk later on go as high as 70.
Science - Not as important when you have a high lockpick. Still handy though. Taking it to 55 will allow breaking very hard terminals with magazines (comprehension perk +20 mags).
Melee - Need to get this to 45 before level 8 so you can get the cowboy perk. +25% damage for cowboy weapons is huge.
Helpful skills
Medicine - Very few medicine checks. Also this build typically kills things before I get hit leaving me swimming in stims. Nice leftover place to put points especially as it helps with radaway. Seems im always getting radiated. So far having this in the 40-50 range seems more than enough.
Sneak - The few places you really need to sneak in can be bypassed with stealth boys. Helpful combat skill though. For ranged builds like this you dont need a super high sneak. 30-50 sneak with silenced weapons and decent distance keeps alot of baddies pretty confused.
Dump skills
Energy Weapon / Explosives / Unarmed - Uneccessary, guns will take care of all baddies.
Barter - Suprising amount of checks during conversation. Im take this as a dump though. Hey only have so many skill points.
Survival - Even while playing hardcoe I find plenty of food and water. Most of the recipes seem underwhelming to me and not worth the time or wieght to collect. I have heard though that it may be required for advanced reloading recipes which I have not found. If so then it may move up in my list.
Cowboy Up your Perks
Lvl 2 - Black Widow or Confirmed Bachelor (+10% damage to Males)
Lvl 4 - Educated (+2 skill per level is huge)
Lvl 6 - Comprehension (+20 skill for magazines is amazing it allows the passing of many conversation checks without having to max skills especially speech and science)
Lvl 8 - Cowboy (The basis of this build, making repeaters, trail guns and brush guns deadly)
Lvl 10 - Commando (VATS)
Lvl 12 - Sniper (VATS head shooting)
Lvl 14 - Finesse (More crits)
Lvl 16 - Better Criticals
Lvl 18 - Action Boy
Lvl 20 - Grim Reaper (Ultimate VATS perk)
Lvl 22 - Action Boy
Lvl 24 - Adamantium Skeleton
Lvl 26 - Tag
Lvl 28 - The Professional
Lvl 30 - Hand Loader
Weapons
You will only really need two weapons through the course of the game a scoped rifle for sniping and a cowboy style lever action for VATS and close fighting. Pistols are not necessary.
Progression for sniping rifle will generally be:
Varmint --> Hunting --> Sniper Rifle --> Anti Material Rifle
Progression for cowboy rifle will be:
Cowboy Repeater --> Trail Carbine --> Brush gun
Combat Tactics
In open range attack from max distance with your scoped rifle while crouched in sneak mode. If rushed pull out cowboy lever action and go to VATS when you believe the enemy is within 95% headshot distance. All headshots. Will finish almost all enemies.
For close in or building simply use the cowboy rifle you have progressed with and VATS. After you obtain Grim Reaper you will be able to stay in VATS and absolutely slaughter large groups of enemies.
Defense should not be a issue as the build is designed to kill before they reach you.
Pre-sniper rifle and or anti material rifle be careful with Cazadors. I would try to avoid them until 18th level. Once you have grim reaper and either of the affore mentioned rifles they become much easier to deal with.
Other Tips
Wieght can become a big issue especially in hardcoe. Try to avoid having too many weapons and thus too many calibers of ammo.
Get a early house like a hotel room in Novak and pile all the extra stuff there. Keeping your normal wieght down below 120 or so makes it much easier to bring loot back for sale.
Dont sell ammo you dont use. Instead break it down at the repair bench. Ammo breakdown products dont have wieght and can be used later to make your calibers.
Also regarding ammo reloading, buy all the cases, jars of powder etc when you find them at vendors. If the powder or whatever stays in case form then drop it on the ground and pick it up again. Works for me.