2) Is combat supposed to be this crushingly difficult? (Difficulties set to normal/normal). I tagged Small Guns, Lockpick, Speech. And then the vast majority of the beginning is all Melee, since you don't have a gun. Got through the Trials and first couple areas of Karmath (gecko grounds/refuel still; first couple areas of rats) by using the incredibly cheap "stab and retreat" method. Poke, move back five hexes, repeat ad nauseum; couple dozen attacks needed per fight. Of course, Golden Geckos ripped me a new one, since they move faster. And then I got to the big rats and rat king, and just died, died, died. Can't afford any armor better than a jacket. Don't have above a 40-50% melee hit rate, and then enemy does 2-3 times as much damage as me.
You know, it's funny, but after installing Fallout 1, I kept getting killed right at the beginning because I kept running into rad scorpions with non-combat characters and got sick of the game. It took me months before I went back and tried it over again. Where as Fallout 2 went rather smoothly for me ... until I ran out of time because I kept forgetting to use my car to travel, always figuring I'd go back for it when I needed the inventory space.
Oops. So, as with so many things in life, your millage may vary.
That said, Fallout 2 can be a bit rough for non-melee characters
at the beginning if you think you're supposed to kill everything you see. The fact is, you don't have to kill much. Especially if you have a high Agility so that you have plenty of Action Points, you can quite often run past things. And, in fact, sometimes it's
better to run past them. I'll give a perfect example:
Until you rescue Smiley, you don't have the skinning perk. So any gecko you kill before freeing him is in essence a waste.
Especially the golden geckos. So what I do is intentionally get the attention of the geckos on the cave entrance and lock them in the supply closet. They can't open the door. It's a tight thing to do and takes good timing and lots of AP, but it's like five or six golden gecko pelts saved when you come back later for them.
Likewise in second floor, before getting to Smiley I always get all of the geckos from all three paths to chase me, before ditching them down one of the side paths. That way I can then just calmly walk Smiley out of the darn place without killing any of the geckos. This can be quite a challenge, but money-wise is well worth it.
Just be sure to have the rubber boots on!
And then once you have the skinning perk, come back to reap the harvest.
The same as getting through the initial trial. Those scorpions are something fierce to a non-combat character. But the thing is, you don't have to face them ... at all. The worst that you actually have to face are the ants. The scorps are always on offshoots of the path to take. So just skip them. And, in fact, with high enough skills and traits (I don't recall exactly what you need) you can even
talk your way out of the fight at the end of the trial.
But also in Arroyo are characters who will train you in melee skills. So sometimes it's even just beneficial to race through the trial, get trained, and then go back through the temple to clear it out. You get the same exp either way.
And, of course, once you make it to Klamath you can steal Vic's pipe gun from his shack. It's a crappy firearm, but it's better than nothing.
For that matter, a highly overlooked skill that makes Fallout 2 a real breeze is Steal. Pickpocketing gives you so much freaking ammo it's ridiculous. It also gives you plenty of money in the form of things to sell. And it even gives you a few weapon upgrades before you find them the legit way. I just can't play the game anymore without investing at least 30% in Steal by the time I hit Klamath. (Which, consequently, is about all you need in Steal if you don't mind hitting the save button a lot before performing your next theft, and only stealing one item at a time.)
Funnily enough, the Steal skill is also one of the most entertaining ways to be an assassin in Fallout 2. Sure, you can super-stimpack people to death easily enough without the Steal skill. But it's far more entertaining (to me) to use Steal to plant armed bombs on people. It can get you into trouble if it doesn't kill them in one blast, because often they'll magically figure out who did it then and chase you down ... unless you use another little trick. Leave the map. By going to another area, the bomb is almost always immediately triggered then, and more importantly, the NPC you planted it on
won't chase you down. So then you can go back and plant another, repeat as necessary, stir, mix, bake, enjoy.
Leave the super stimpacks for combat.
That's the
real beauty of Fallout. (At least 1 and 2.) The game isn't
just about combat. There are always plenty of fun ways to get
around combat. It's not just a hack-and-slash game. It certainly
can be, if that's how you want to play it.
But it can also very much be a thinking man's game.
EDIT: Oh, and for the record, having the Advanced Power Armor on doesn't protect you from the green goo in that cave. I just recently went there and was quite surprised by that! You still needs those darned rubber boots of all things. I'm not sure about any of the other armors though. It could quite possibly just be a bug.
EDIT2: Also, really, don't do the gimpy thing and grab the Advanced Power Armor right at the beginning. Yes, it can be done. You don't even have to talk your way past the gas station guy. He's pretty lousy in a fight and you can easily take him down and then use the secret passage in his shack to sneak into the base. It's easy enough to start the game that way. And with some of the best energy weapons, the Mega Power Fist, and the Super Sledge all right there for the taking in the base and/or in San Fran, it really starts you off on an easy path. But it really takes a lot of the fun out of the game. I mean really, where's the challenge when you start out with nearly the best of everything?