» Wed Jan 06, 2010 7:39 pm
Perception should be kept t 5, 6 with an implant (for better criticals). Endurance should be at least 7 or 8. strength can be 6(Weapon Handling) or 7 (Remants Power Armor) to use Anti-Materiel Rifle. Charisma should be 3, or lower (mine is 1). Get rid of Night Person, Friend of the Night, The Professional (only affects weak guns), all your Explosives perks (a big no-no for a stealth character), Quick Draw, and Infiltrator (this and Computer Wiz are horrible perks). Education and Comprehension are a must (with Comprehension, leave Lockpick, Speech, and Science at 80). Take Hand Loader to make .308 JSP; it will make your silenced sniper rifle very deadly. Cowboy is optional, but I'd recommend it, as it can make the scoped Trail Carbine a very powerful sniper rifle, easily your main weapon. Use your Silenced Sniper for larger groups of enemies where you would need semi-auto firing/or for killing without alerting others. The AMR can be reserved for tough enemies, Ratslayer/All-American (depending on a need for stealth or rapid fire death-dealing) for weaker enemies, and LaLongue Carabine for weak-medium enemies. Cowboy shines again here. Skills: Guns 100 Sneak 100 med 100 repair 100, Lockpick, Speech, Science 80, Melee Weapons at least 45 (Cowboy). The rest can be whatever you desire, probably EW if you want to use the YCS/186.