First playthrough

Post » Thu Sep 02, 2010 1:17 pm

A newbie who talks to the construction guy on the road at Sloan, and then thinks "Meh, i can sneak through them deathclaws, no problem!" ? :teehee:

Lol bad idea.
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Rhiannon Jones
 
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Post » Thu Sep 02, 2010 4:34 pm

I would recommend going with Guns as combat skill, for reasons of availability of both weapons and ammo.

As for S.P.E.C.I.A.L :

ST- 4+ Depending on which weapons you want to use and whether you're taking Weapons Handling.
PE- 6 for perk requirements
EN- 7, for maximum S.P.E.C.I.A.L implants
CH- Depends. If you plan to do all the fighting by yourself, you can strip it down to 1. If you want your followers to do more damage, leave it at 4-5.
IN-6+ Higher Intelligence means more skill points, but the usefulness of that is limited. You get about 0.5 skill point per level for each point in IN, so it's approximately 15 over the course of the game. You get four times that from the Educated perk, and with some planning of your skill point investment you can have all your skills maxed by level 30 with IN 6.
AG-6+. The more the better, but don't start off with 10.
LK- 6+ Again, the more the better but don't start off with 10. 6 is the minimum for perk requirements.

Traits- I would recommend Small Frame and either Trigger Discipline (if you plan to rely on automatic weapons) or Fast Shot (if you plan to rely on Cowboy or semi-auto guns).
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Camden Unglesbee
 
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Post » Thu Sep 02, 2010 7:35 am

Yah but who goes that way?

I do.
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Francesca
 
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Post » Thu Sep 02, 2010 2:59 pm

I do.


Ditto.. take a rolling pin to be extra safe.

It's easy to do so when you learn the game honestly, you don't even have to sneak past them with skill, knowledge and luck.
Though it's better just to head south on the yellow brick road, as you find lots of easy XP like giant rads and golden geckos with better and better equipment poping up as you search for the wizard Mr House.
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Sweets Sweets
 
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Post » Thu Sep 02, 2010 9:04 am

Ditto.. take a rolling pin to be extra safe.


Where do you even find a rolling pin in FNV?
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anna ley
 
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Post » Thu Sep 02, 2010 6:30 pm

Where do you even find a rolling pin in FNV?


Cliff Briscoe's bungalow in Novac on top of the refrigerator.
It also appears inside a dresser in Vault 11.
Can appear in Doc Mitchell's house.
It can also appear in the cabinet of the sheriffs house located in Primm.
It can also appear in the mailboxes of all the Mojave Wasteland.

(courtesy of fallout NV wiki)
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Louise
 
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Post » Thu Sep 02, 2010 1:34 pm

Cliff Briscoe's bungalow in Novac on top of the refrigerator.
It also appears inside a dresser in Vault 11.
Can appear in Doc Mitchell's house.
It can also appear in the cabinet of the sheriffs house located in Primm.
It can also appear in the mailboxes of all the Mojave Wasteland.

(courtesy of fallout NV wiki)

There kinda rare. They were found far more in F3.
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Stacyia
 
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Post » Thu Sep 02, 2010 6:16 am

There kinda rare. They were found far more in F3.


Yeah, unless you get lucky(?) and loot it from Doc Mitchell's house, or get it out of a random mailbox in Goodsprings, you would probably have to go all the way to Novac to 100% find one.
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Alkira rose Nankivell
 
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