Need help deciding my last PERK! Jurry Rigger or Hit the Dec

Post » Tue May 18, 2010 12:14 pm

I can see that now, Fiend-I'm gonna get you :toughninja: . You-no you're not :gun: .
Fiend-OK, OK let's be friends have a :cookie: . You-No :gun: .



LOL ya thats exactly how it goes/
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Cameron Garrod
 
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Post » Wed May 19, 2010 2:43 am

Fiend-I'm gonna get you :toughninja: . You-no you're not :gun: .
Fiend-OK, OK let's be friends have a :cookie: . You-No :gun: .


Question:

Does the Fiend even survive after the first :gun: ?

On topic:

Going off of your list Torm, and going off of your level, I'm not exactly sure if you really need of them.

- I never really had much of a problem without Splash Damage, since I've actually run an Unarmed and Explosives character, though it would be a nice thing to have.
- Hit the Deck isn't all that useful in the long run. The only trouble you may run into explosives is from your own, if its indoors or up close via VATS, or traps, if they even apply to the perk.
- Super Slam was definitely designed for lower levels. Higher levels, its just nice to have the body flying.
- Stonewall is like Super Slam. I took it in case of anything like that occurs, but this isn't exactly Oblivion so again, its usefulness is moot at higher levels, since the only enemy that can actually knock you down is Bighorners. Deathclaws just seem to try to propel you into the nearest wall or something. Not sure about Super Mutants and their Clubs and Sledges though.
- Nerd Rage, well.. unless you want to try to stop Brush Gun or Trail Carbine bullets, it shouldn't be taken. Anything that goes over max DT of Power Armor, 28, is either something that ignores DT anyways, or a melee / unarmed foe that you can take out with the Grenade MG from afar.

The 5 are probably just for reassurance so its your call. This is only my opinion on the perks after all.
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lydia nekongo
 
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Post » Tue May 18, 2010 3:51 pm

Thanks bud. You think hes more like a Dark Eldar? maybe you're right . I took Slayer right at 24 ASAP that [censored] is ridiculous with a Ballistic Fist.


Off topic: sorry I meant I am a fan of the Dark elder, your build does sound more like a space marine to me yes.
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Calum Campbell
 
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Post » Tue May 18, 2010 4:40 pm

JURY RIGGER

repair power armor with metal armor, hunting rifles with varmint rifles, etc. basically it means "anything good, yeah you can repair that with something that costs significantly less than repairs would."


Buuuuuuuuuuut......

if you dont have a big need for repairing anything besides power armor, and you're loaded with caps, maybe hit the deck. but remember that typical repairs on guns and armor are around 5000 caps per repair, and if you think thats low enough for you then hit the deck i guess.
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Trista Jim
 
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Post » Wed May 19, 2010 12:28 am

Question:

Does the Fiend even survive after the first :gun: ?

On topic:

Going off of your list Torm, and going off of your level, I'm not exactly sure if you really need of them.

- I never really had much of a problem without Splash Damage, since I've actually run an Unarmed and Explosives character, though it would be a nice thing to have.
- Hit the Deck isn't all that useful in the long run. The only trouble you may run into explosives is from your own, if its indoors or up close via VATS, or traps, if they even apply to the perk.
- Super Slam was definitely designed for lower levels. Higher levels, its just nice to have the body flying.
- Stonewall is like Super Slam. I took it in case of anything like that occurs, but this isn't exactly Oblivion so again, its usefulness is moot at higher levels, since the only enemy that can actually knock you down is Bighorners. Deathclaws just seem to try to propel you into the nearest wall or something. Not sure about Super Mutants and their Clubs and Sledges though.
- Nerd Rage, well.. unless you want to try to stop Brush Gun or Trail Carbine bullets, it shouldn't be taken. Anything that goes over max DT of Power Armor, 28, is either something that ignores DT anyways, or a melee / unarmed foe that you can take out with the Grenade MG from afar.

The 5 are probably just for reassurance so its your call. This is only my opinion on the perks after all.


really really really good point lol.
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Jonathan Windmon
 
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Post » Wed May 19, 2010 2:17 am

WRK are guns only. If you use Jury Rigger you can repair Power Armour with Metal Armour. That one right there sells it for me.

do you realize how much it costs to repair armor like recon, over 9,000 caps. jury rigger will save tons of caps.
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Big Homie
 
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Post » Tue May 18, 2010 5:21 pm

maybe I will go in another direction then the last 2 levels...I do have 100 medicine...maybe the chem route? He could turn into an addict after seeing so much death in combat...he just starts ROID RAGEING on Buffout and Pyscho :mad: and soothes himself with Med X LOL.
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Robert Garcia
 
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Post » Tue May 18, 2010 6:02 pm

do you realize how much it costs to repair armor like recon, over 9,000 caps. jury rigger will save tons of caps.


Eeeh... That's what I said... :blink:
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Dina Boudreau
 
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Post » Tue May 18, 2010 11:38 pm

took jurry rigger at 26!
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Britney Lopez
 
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Post » Tue May 18, 2010 9:09 pm

do you realize how much it costs to repair armor like recon, over 9,000 caps. jury rigger will save tons of caps.


I use Mk2 combat armor allot and it cost 8k caps to repair at 50% CND. By the time the armor hits 50% CND I've earned the well over 20k caps. For guns my Trail Carbine can shoot 500+ SWC rounds before the CND hits 75%. "This Machine" is even worse at 600+ rounds. So yeah, by the time my gear needs some fixing I've earned the repair bill several times over.

Again I'll bring up Major Knight who kills the entire perk on the spot. Have him repair your stuff and pickpocket your caps back if you become poor later on. He'll hang onto those caps for the entire game near as I can tell. He's not the only NPC that does this, but is the easiest one to get access to.
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Kerri Lee
 
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