need help with a guns character

Post » Sun Dec 06, 2009 1:55 am

can any of u guys help me cos on new vegas im noticeing that u cant play like fallout 3 u have to build a character to focus on like 3 to 4 skills if any one can reply with like perk setups and special or any build suggestions i would be able to finish this awsome game
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Jessica Colville
 
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Post » Sun Dec 06, 2009 7:52 am

S 6
P 6
E 6
C 3
I 7
A 6
L 6
I guess.

Repair, Guns, Speech.

Trigger Discipline.
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ILy- Forver
 
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Post » Sat Dec 05, 2009 6:16 pm

Disappointingly, you don't have to specialise in a few skills after the first 10 levels or so. On my current character i have everything maxed out except for unarmed, melee and survival.

My starting special was 5, 5, 7, 5, 9, 4 and 5
Traits were Good natured and Trigger Discipline
I bought implants for everything but Charisma, i picked the sub-dermal armor instead of that.

Take Educated and Comprehension as soon as they come up, also take Tag!, the rest is up to you. I maxed out Luck with intense training, got handloader, weapon handling, jury rigging(amazing), took both levels of Toughness and Explorer.

Do make use of skill books if you can be bothered.
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Fanny Rouyé
 
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Post » Sun Dec 06, 2009 6:25 am

thanks that a pretty cool build but i thought good natured lowered ur guns and such
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Guinevere Wood
 
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Post » Sat Dec 05, 2009 9:58 pm

thanks that a pretty cool build but i thought good natured lowered ur guns and such

It does lower guns by 5, but considering it's a Guns character, the other combat skills don't matter, and in return you get a +5 in Speech, Barter, Repair, Science and Medicine which you will actually make use of.

You'll still be able forced to max out other combat skills later down the line anyways.
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Sheila Reyes
 
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Post » Sat Dec 05, 2009 9:32 pm

oh right so then my guns are lowered but theyy can be increesed
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Mark
 
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Post » Sun Dec 06, 2009 8:49 am

Sure! Good Natured only affects your starting skill points, not your maximum.
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MatthewJontully
 
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Post » Sun Dec 06, 2009 10:25 am

thanks man ill try that out
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Stace
 
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Post » Sun Dec 06, 2009 5:59 am

is there a way i can get the anti material rifle fast or the gobi rifle or what ever it is
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Jamie Moysey
 
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Post » Sun Dec 06, 2009 7:32 am

At about level 18 it will appear for sale at the Gun Runners and carried by NCR Veteran Rangers, if you do enough Brotherhood quests to have the Elder authorise the good stuff for you you MIGHT be able to buy it earlier from Knight Torres. The Gobi rifle just requires 100 lockpick skill (80 with a magazine and Comprehension).

But the AMR isn't all that great anyways, i normally end up with the Brush Gun at level 16 for my "kill powerful things" gun. Before that i go for the Hunting rifle and This Machine. The Ratslayer is pretty good at low levels too.
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kirsty williams
 
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Post » Sun Dec 06, 2009 2:00 am

i went with this build 5 5 5 5 10 5 5 as my special and guns repair and speech as my tags tell me what u think
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Catherine N
 
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Post » Sun Dec 06, 2009 1:22 am

You wasted 1 point by maxing out INT.
Keep in mind you'll need at least 6 STR plus the Weapon Handling perk to be able to use the AMR. (8 without the perk)
You can do this via Intense Training or the implant.

Every point you have in Endurance allows you to buy one implant, so with a low END you're missing out on free points.
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Erin S
 
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Post » Sun Dec 06, 2009 9:20 am

Don't get Trigger Discipline, it's a nasty perk.
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Jesus Lopez
 
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Post » Sun Dec 06, 2009 4:29 am

Don't get Trigger Discipline, it's a nasty perk.

You've got my attention. Tell me more.
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Siobhan Wallis-McRobert
 
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Post » Sun Dec 06, 2009 7:10 am

iv been whachting youtube vids and sum of the high leval and well known gamers have sed that a high intelligence is not needed but pick a few skills is so please help me cos im screwed i want to make a character that can be good with guns
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Chantel Hopkin
 
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Post » Sat Dec 05, 2009 8:00 pm

shotguns arn't as fast at blowing down people? That i think is the only prob with trigger discipline I can think about
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Nick Pryce
 
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Post » Sun Dec 06, 2009 7:59 am

iv been whachting youtube vids and sum of the high leval and well known gamers have sed that a high intelligence is not needed

What "high leval and well known gamers"? I don't think any devoted Fallout player would ever tell you that.
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Saul C
 
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Post » Sun Dec 06, 2009 5:05 am

gaming meistro or sumit he started wit 3 intel and beat the game on hardcoe
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Rude_Bitch_420
 
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Post » Sun Dec 06, 2009 7:38 am

ok so i think iv got a good build ok s 5 p 5 e 6 c 5 i 9 a 5 l 5 so i put my endurence at 6 so that i could get an implant for each one except for charisma ill get sub dermal armour insted 9 intel because of skill points and agillity 5 witch will be increased alot due to implant and intence training all i need know is to pick tag skills and traits any suggestions
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Rhiannon Jones
 
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Post » Sun Dec 06, 2009 10:55 am

ok know guys what about guns lockpick and repair
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Camden Unglesbee
 
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Post » Sun Dec 06, 2009 1:56 am

gaming meistro or sumit he started wit 3 intel and beat the game on hardcoe

"or sumit" lol, i guess he's really well known then. Sure, anyone can make their way to an ending with gimped peaceful skills, or no skills at all but you're asking for a good character, aren't you?

By the way, hardcoe just means that you have to eat and drink like a tamagochi. Finishing the game that way is no big accomplishment, more like a personal preference.


ok so i think iv got a good build ok s 5 p 5 e 6 c 5 i 9 a 5 l 5 so i put my endurence at 6 so that i could get an implant for each one except for charisma ill get sub dermal armour insted 9 intel because of skill points and agillity 5 witch will be increased alot due to implant and intence training all i need know is to pick tag skills and traits any suggestions

The sub dermal armor also takes one endurance point.

Tag skills don't matter in the long run, i'd put them on Guns, Speech and Lockpick to help out early in the game.
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Francesca
 
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Post » Sun Dec 06, 2009 9:19 am

what about wild wasteland and good natured
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Sweets Sweets
 
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Post » Sun Dec 06, 2009 3:24 am

What about them?
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anna ley
 
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Post » Sun Dec 06, 2009 12:49 pm

Capping INT at the start isn't necessarily a waste of a point, although if you're going to do that with a 'vanilla' chargen system it might be a good idea to take the Small Frame trait for +1 AGI and move a point from there to END. That said, the difference between an INT of 9 and one of 10 at the start is only a couple of points assuming one beelines for Vegas and has the caps for the INT implant.

I would definitely take Educated, however Comprehension is optional since the added skill points from Educated will allow for the capping of additional skills and you actually won't need the bonus +1 to skill books unless you're trying to hard-cap more than 8-9 skills. True, it does help with the skill magazines, but given the limited number of perks one can have it's probably better to add something more directly related to the character's concept. Then again I am not a fan of leaving skills I am actually going to bother raising uncapped, so ymmv on this point.

For SPECIAL I would recommend something like this:

STR- 6
PER- 5
END- 6
CHA- 3
INT- 8 (no implant) or 9 (implant ASAP)
AGI- 5 (no Small Frame) or 6 (with Small Frame)
LCK- 7

If starting INT is 8, set LCK to 7 and skip the implant, if starting INT is 9, set LCK to 6 and get the implant. Due to how the LCK bonus to skills is calculated you get the next additional increase at each odd number, so manipulation of INT, LCK, and the implants will allow one to squeeze out a few extra skill points at the start. With an INT of 8 adding the implant will not grant all that many additional SP, thus the implant slot is saved for LCK, and with a LCK of 7 bumping it to 8 will not gain any SP which leaves room for the INT implant.

Another possibility would be STR 7 and PER 4, in which case you don't need Weapon Handling after the STR implant. There's also taking CHA down to 1 and using the 2 points thus gained in other attributes, but I don't recommend that as Speech gets a lot more use than it did in FO3 and you don't want the starting value to be too low. If you do decide to do that then I would go with INT 9 and LCK 8 (instead of 8 and 7) and get the LCK implant.

For implants: STR, PER, END (NOTE: will not allow an additional implant), AGI, +DT and either INT or LCK as discussed above. Alternatively, if one will be getting the Weapon Handling perk and/or wearing Power Armor, drop the STR implant for the CHA one.

For Traits I'd take Small Frame and Good-Natured, as that will be a net gain of at least 15 points assuming one will not be raising more than two weapon skills plus the point in AGI as mentioned above.
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Louise
 
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Post » Sun Dec 06, 2009 7:52 am

Yeah, beating the game hardcoe and low intelligence is such a epic feast :eyebrow:

Anyways, Guns character shouldn't need any help; everything is just around the corner.
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Stacyia
 
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