New Character: please advise?

Post » Sat Jan 16, 2016 3:01 pm

Hi again guys. I have always played Sniper like characters since F3, so and since the main story seems a bit short, I decided to make a new char. No multiple saves, Hard difficulty, no snipping. I would go for something like Charisma+VATS, heavy on the settlements development (which I did not need at all for the Sniper char). My SPECIAL would be something like:




SPECIAL

Base

Strengh

3

Perception

4

Endurance

3

Charisma

6

Intelligence

4

Agility

3

Luck

5

Total

28


As for Perks, I have a huge doubt. Pistols would be my main weapon, so does it make any sense to also invest in Rifleman? I am asking this because I would have to use different pistols, for ammo will be scarce. Do you think I should go for Rifles as well or is there enough ammo diversity in Pistols? Also, I guess perhaps Power Armors make more sense for this build, with more close range fights?



Any comments or suggestions would be most welcome! This type of build is completely new for me. :-)



Cheers

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Reven Lord
 
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Post » Sat Jan 16, 2016 6:41 pm

Well I am gonna start that char later tonight, hope to get some feedback till then, if I get lucky hehehe

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Sarah Unwin
 
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Post » Sat Jan 16, 2016 3:55 pm

Note you can turn about any pistol into a rifle or vice versa, so if you want pistols just craft the guns you find into pistols.



I played a Pistol only character and it went well. A modded 10mm can actually take you pretty far in the game. Never had a real issue with ammo. If the 10mm ammo runs low just keep a .38 Pipe Pistol handy as there's tons of that ammo around.

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dav
 
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Post » Sun Jan 17, 2016 12:46 am

You can eventually put points into rifleman, but if you're not using a rifle it doesn't make a whole lot of sense to.



You won't need more than one pistol. A properly modded 10MM (with perks) can carry you through the whole game, though you'll want to replace it with the Deliverer as soon as you get it. This is especially true if you're taking headshots in VATS. I know it's tempting to slap a bull barrel on a .44 and go all Dirty Harry on the wasteland, but the low ammo capacity and long reload time ain't worth it, IMO. Since 10MM is cheap you'll be able to buy more of it than you can shoot by selling off the all the .45, 5.56, 5MM, fusion and plasma ammo you'll find but won't need.



Agility is what determines your number of action points, so you'll want to get that higher than 3 ASAP. For the build you're talking about AGL is going to be way more important than LUC.



The good news is that with no level cap it's hard to make an irreversible mistake. Just play how you want, worst case scenario is you have to dial down the difficulty until you gain enough levels to get things where you want.

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Yung Prince
 
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Post » Sat Jan 16, 2016 1:51 pm

To start, I would go easy on the "no multiple saves" rule just in case something bugs out on you and you have to take a step back. You can still avoid reloading anything but your most recent save, though, just keep a few handy in case Bethesda's game starts to act like a Bethesda game.



Your SPECIAL looks good. Remember that you can get one more point by reading the SPECIAL children's book in Sanctuary, and the Perception bobblehead is a very early find in Concord. I'm pretty sure you can get away with using pistols exclusively. I'd suggest mainly using a 10mm Pistol and a .44 Revolver, but remember that you can mod any Laser/Plasma weapon into a pistol as well - very handy if you ever find an energy rifle with a nice legendary effect. Other perks I'd recommend are Scrounger, since that'll help you keep up with ammo and you can sell any ammo for non-pistols (like 5.56mm) to trade for more ammo you do use. You're going to want to bump up your SPECIAL a little to get the best perks (for your build, that might be Critical Banker and Better Criticals), but if you get Idiot Savant (and don't mind the sound effects >.>) you'll level up pretty quick. And if you plan to do a lot of crafting, I'd suggest bumping your INT so you can take Science! as the first rank is required for a few advanced settlement items (turrets, the best water purifiers), and later ranks are great if you plan on building up your energy pistols. And yeah, bumping up your Agility for raw AP is highly recommended, with pistols your usual strategy will be getting in as many VATS hits as you can. Which, with pistols like the Deliverer or 10mm, is a lot.



Some (light) spoilers about guns I'd recommend and how to get them:




Spoiler

Deliverer - Can get it very early on in the Railroad questline. Uses 10mm ammo, and it's almost completely better than the standard 10mm Pistol.


Kellogg's Pistol - this was my "sniper" weapon, modded with a scope, but it's still great for close/mid combat. You may not want a scope, as that jacks up the VATS cost.


Righteous Authority - reward for the first Brotherhood of Steel quest at Cambridge Police Station. You get it as a Laser Rifle, but you can mod it into a Pistol and it's special effect is one of the best you can get for a Luck oriented character.


Lorenzo's Artifact - this one requires a little Science! to get the most of, and I don't know how great it is for a VATS oriented build, but modded with the Electric Signal Carrier Antenna this thing actually became pretty useful for me. You've got to side with Jack at the end of the Cabot questline to get this, though. fun fact: you can take the Artifact attachment off of this weapon and put it on other Gamma Guns, if you ever find one with a cool Legendary effect.



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Ricky Meehan
 
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Post » Sun Jan 17, 2016 1:34 am

Their is a snub nosed .44 early in the game not a huge spoiler but

Spoiler
if you go north up the opposite side of the river at sanctuary their is a water pump machine just turn it off and follow the pipe to where a snub nose is so you can turn it into a magnum if you want.

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Laura Elizabeth
 
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Post » Sat Jan 16, 2016 10:42 pm

I completely agree with you on Agility and mind you 5 was my minimum goal. Here is the full table I have:




SPECIAL

Base

Bobbleheads & Book

Investment

Target Entry

Target End

Strengh

3

1

0

3

4

Perception

4

1

0

4

10

Endurance

3

1

0

3

4

Charisma

6

1

0

6

10

Intelligence

4

1

1

6

6

Agility

3

2

0

5

10

Luck

5

1

0

6

8

Total

28

8

1

33

52


I will slowly pump up Charisma, Agility and Perception, not necessarily in that order :-)

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Stephanie Valentine
 
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Post » Sat Jan 16, 2016 1:26 pm

Ups, now I realize it did not paste as a table... point is, my target for Agility, Charisma and Perception is 10 (maybe Perception is overkill, but I do like the 2 last Perception Perks, so I will see how many available points I will get)

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Alan Cutler
 
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Joined: Sun Jul 01, 2007 9:59 am

Post » Sat Jan 16, 2016 10:43 am

Thanks a lot for all the help guys. I can start the char earlier after all, so here I go! :-)

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Paul Rice
 
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Post » Sat Jan 16, 2016 9:59 pm

There is a unique .44 outside hub city auto wreckers. Travel south along the river and there is a large concrete pump house embedded in the banks, enter inside and there is a code machine, code 10-4-5-1. It is incendiary and has decent mods to start. Called the gainer.

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Pat RiMsey
 
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