Need help with a character build, and advice aswell

Post » Wed May 09, 2012 11:49 am

so I'm trying to make a build that is kind of part sniper, part handgun user, that uses lockpicking and repair.



i cam across this stat build, but its designed for a realy hardcoe sniper.
my playstyle is to use rifles at long range, then when they get closer, switch to a one handed gun and finish them off. and i really want to fit lockpicking and repair in there.


but here is the build i have found

S: 6
P: 8
E: 5
C: 2
I: 2
A: 8
L: 9

now the thing that bugs me the most about the stat build is the fact that it greatly reduces intelligence and charisma.

and intel is needed for more skill points and repair. and i realy don't want my character to talk like he has a less than preschool education.

i also plan on having two followers, so the reduction of charaisma might mean realy squishy companions.

advice and help appreciated
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HARDHEAD
 
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Post » Wed May 09, 2012 7:28 pm

Keep Strength how it is and get weapon handling for the AMR
Drop perception to 5 and get the implant(for better criticals)
Up endurance to 6 or 7
Drop Charisma to 1
Get intelligence to 10
Agility can get dropped to 4 or 3(unless im forgeting of some important perk)
Keep luck at 9 or up it to ten cuz im not sure of how many points i just used

Repair- just dump your skill points into it
Lockpick- the same thing with repair

Companions- depends of the factions you want to help except for ed-e which is a must for a sniper and you dont really need companions to be honest

Traits- Get the attack rate boosting one cuz the velocity will help you and the accuracy loss is pretty much insignificant
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Scott
 
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Post » Wed May 09, 2012 9:21 am

thank you for the quick reply :D

i know this is general , and no spoilers are allowed, so look for a post by me in the section for spoilers hints and tips in a few minutes.
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Rachel Cafferty
 
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Post » Wed May 09, 2012 10:34 pm

S - 5
P - 5
E - 5
C - 5 (or 4)
I - 8
A - 5
L - 7 (or 8)

Strength 5 is the minimun for effective AMR use
Perception doesn't need to be raised, a certain companion reveals all enemies within shooting range
Endurance itsn't needed for snipers who don't expect to go round no-scoping
Charismia dosn't not need to be altered
Intel is always good to have high for skill points
Agility dosn't need to be altered
Luck has to be high for criticals

Also, I recommend getting the companions in Primm and Novac asap.
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Shelby McDonald
 
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Post » Wed May 09, 2012 9:01 pm

S - 5
P - 5
E - 5
C - 5 (or 4)
I - 8
A - 5
L - 7 (or 8)

Strength 5 is the minimun for effective AMR use
Perception doesn't need to be raised, a certain companion reveals all enemies within shooting range
Endurance itsn't needed for snipers who don't expect to go round no-scoping
Charismia dosn't not need to be altered
Intel is always good to have high for skill points
Agility dosn't need to be altered
Luck has to be high for criticals

Also, I recommend getting the companions in Primm and Novac asap.

well i wanted to have higher perception because it increases accuracy, Ive played with perception at 5 and i miss more shots than wanted
how much does perception increase accuracy?

and i did not want strength 6 for the AMR, As i had planned on using hunting rifles, sniper rifles, and some of the other rifles that need atleast 6 strength, i checked the prima guides weapon section and saw several rifles i would want to use that needed 6 strength.

as for agility, i might end up in a tight spot with some of the more dangerous enemies and need the extra speed you get from agility wearing light armor so i don't get steamrolled.

i agree with some of your points, and i don't mind taking a perk one time to raise a special stat, i also had planned on buying some implants when i get enough caps and get to the area they are in.

I'm trying not to be close minded about this, I do want a good discussion and more advice from more forums users. and the accuracy and speed that i pointed out, i confess i don't know how much they increase speed and accuracy. but that seems important so if i fight something serious, i don't want to miss a lot of shots, and if i need to back up and get out of melee range of some of the stronger enemies that shall not be named but realy should not be up close and personal with lol, i want to be able to escape melee range.

and as for the AMR, i don't want things to be too easy to take down. i want some challenge to killing things (no hardcoe mode though) and Ive heard that sometimes the AMR can be a bit of overkill,

but still if anyone has some counterpoints or counter arguments against some of my thoughts, let me know. i would rather be open minded and learn something, than be close minded and waste potential.
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tegan fiamengo
 
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Post » Wed May 09, 2012 5:04 pm

Perception doesn't seem to affect accuracy that much for me, and I've never noticed a speed boost from high agility...only more AP for VATS use.

It's cheap and absolutely easy to get your strength up by one, so I'd say not to worry much about that.
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Tanika O'Connell
 
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Post » Wed May 09, 2012 6:46 pm

u need strength 6 to use the AMR - my advice is to use it and not skip it but u';re choice of play

S : 1 ( base ) + 2 ( spine perk from OWB ) + 1 implant + 2 ( t45d power armor ) = 6 required to use AMR with ""weapon handling perk""
P : 9 ( i haven't noticed any increase in accuracy from Perception but in the addons wich don't supply u with a target detecting robot enemy's sneak and will get the jump on u if u don't detect them
E : 1 + 1 ( for strenght boose ) + 1 ( perception boost ) + 1 ( agility ) + 1 ( luck ) =
C : 1
I : 1
A : 9 ( no discussion , u need as alot of enemy's will escape head shots and that usualy means they live longer and translates into u living shorter )
L : 9 ( no discussion u need criticals )

using this u are left with 5 special points that u can distribute to whatever stats u choose :

str - if u won;'t do OWB addon
charisma - if u want some backup defense guys that u can run behind
intelligence - for more skill points in case u are not planning to reach lvl 50 before half the game is completed
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Taylor Bakos
 
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Post » Wed May 09, 2012 2:24 pm

My version:

ST- 4- 6, depending on whether you want to use AMR or you want to stick with lower calibers. AMR is fancy, but not really a must-have.
PE- 5+. You need a minimum of 6 after implants for Better Criticals.
EN- 7+. You need a minimum of 7 for all SPECIAL implants.
CH- 1. Charisma is largely a wasted stat unless you're roleplaying a companion-reliant pacifist.
IN- 6 will do, 7 if you want Voracious Reader (pretty good perk that allows you to clone an infinite amount of True Police Stories.
AG- 9. With AG implants, you're maxed.
LK- 5+. You need a minimum of 6 to get Better Criticals.

Traits: Built to Destroy is a must. If you're going to rely on handguns for close range, Trigger Discipline makes more sense than Fast Shot.
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W E I R D
 
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