Energy Weapon startoff...

Post » Wed Sep 01, 2010 9:06 pm

i've started a character for using with Energy weapons, with explosives as a secondary weapon. any tips for someone like me? how do i find good energy weapons early on? should i go outta my way early on to get veronica as my companion?

my build:

strength = 6
perception = 6 (for the sniper perk later on)
endurance = 6
charisma = 1
intelligence = 6
luck = 8 (i want good crit so i can bypass armored foes' DT more)

traits: good natured and kamikazee (since i use vats alot)

the 3 skills i chose to boost are

energy weapons, science (to turn one kinda energy ammo into another) , and explosives.

any tips will help, lemme know if i need to do something else, never used energy weapons that much, but i've found their fun.

btw, trying to get my crit chance high enough as well.
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Kate Norris
 
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Post » Thu Sep 02, 2010 12:26 am

You forgot Agility.
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 01, 2010 10:48 am

Ok some simple tips..

1 dont get good natured if you have 2 weapon skills instead with energy weapons get small frame and put the extra stat point to good use.

2 Dont put perc at 6 to get sniper instead put it at 5 and up it later with an implant to get sniper.. id suggest getting 7 endurance so you can get every implant sept charisma and healing ones.

3 dont get kamikaze instead oddly enough get trigger discipline. This will let you headshot from much farther out once you have sniper and lasers will still fire about as far as guns do normaly.. None of the realy POUNDER style energy weapons allow for more then 2 shots anyway in vats so might as well make sure most times both shots count.

4 agility is oddly enough not all that important to energy weapons or explsoives id suggest 5 or 6 depending on what perks you plan to get and remember again the implant..


5 Dont bother with the recycler perk.. all it does is give you back a bit more of your ammo.. around 17% more.

Dont forget to get demo expert fairly early so you can one shot boom armored nasties and groupings of said nasties..

If yout thinking of meltdown... get toughness 2x AND the dermal implant before meltdown.... might even want hit the deck too if that helps..

Dont forget the incinderator is an energy weapon.. and a dang good one with cheap ammo...

And finaly always remember to wear a dust mask when searching powdered gangers;/
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Trista Jim
 
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Post » Wed Sep 01, 2010 5:12 pm

i took your advice and my build is now:

strength = 6
perception = 5
endurance = 7
charisma = 1
agility = 6 (6 with the small frame trait.)
intelligence = 6
luck = 9 (for the high crit and i hope to use mysterious stranger and miss fortune in the future)

i also took the trigger discipline trait

i selected energy weapons, explosives, and repair (so i can make weapon repair kits early on to help save caps.)

how often does mysterious stranger or miss fortune come around with 9 luck? i'd be pissed if it was a waste of 2 perks...
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Big Homie
 
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Post » Wed Sep 01, 2010 10:15 pm

The incinerator used by the escaped convict leader on the first floor of Bison Steve will be your best friend early on.
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Danial Zachery
 
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Post » Wed Sep 01, 2010 12:58 pm

Just try and get friendly with the brotherhood early on. That way, you've got access to alot of hard to find energy weapons fairly early in the game.
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Lillian Cawfield
 
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Post » Wed Sep 01, 2010 5:57 pm

duno how often the stranger comes around.. do be aware early on its less often until you meet a challenge goal of something like 50 visits and then they come more often.

Also remember im suggesting trigger discipline because you picked sniper and like vats... the two combined should boost your head target accuracy 45 points in vats. If that seems to work nicely and you like 2 handed energy weapons you might even get commando to up it a further 25.

Good luck.
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Paula Rose
 
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Post » Thu Sep 02, 2010 12:13 am

Get all the mods for the laser rifle (there are 3) as soon as you can, and it actually becomes a pretty powerful weapon against unarmored enemies, especially if you're using it for long range sneak attack crits.
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Bloomer
 
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Post » Wed Sep 01, 2010 10:24 am

Laser RCW actually does more damage per shot as well damage for sec.
Forget about Laser Rifles with mods, you can't get a metal blaster out of it.
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CHangohh BOyy
 
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Post » Wed Sep 01, 2010 1:28 pm

you can get 2 laser pistols from a box in doc mitchel's house and some energy cells
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lacy lake
 
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Post » Wed Sep 01, 2010 12:05 pm

I noticed the post. I know some things about this (not all). Agility is for only if you want to take VATS skills. The only thing those stats do for Energy Weapons is increase the starting skill of Energy Weapons you get. Something like Luck actually does something long term by increasing your critical chance. I guess you can increase if you want to. You will be able to max out 3 skills from what I can tell. I made it to level 27 and I had maxed out Guns, Repair, and Medicine. I had 50 Sneak to back it up so I could make long range shots. That is what I know. I am not sure if it helps however this is the best I can do.
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TRIsha FEnnesse
 
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