sniper build?which one?

Post » Sat Dec 12, 2009 8:01 pm

#1
STR: 5
PER: 4
END: 9
CHR: 1
INT: 4
AGI: 8
LCK: 9

#2
Strength: 5
Perception: 5
Endurance: 7
Charisma: 1
Intelligence: 4
Agility: 9
Luck: 9

was wondering which one is better for sniper?
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dean Cutler
 
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Post » Sun Dec 13, 2009 12:34 am

You probably should go wit ha combination of the two with minor changes. I recommend this:

Strength: 8
Perception: 10
Endurance: 4
Charisma: 1
Intelligence: 9
Agility: 9
Luck: 5

This gives you a lot of advantages:
Strength: You can get an implant to boost it to 9 so you can handle the Anti Material Rifle accurately
Perception: So you can detect enemies at longer ranges
Endurance: don't really need this as a sniper unless you're on hardcoe
Charisma: Again, you don't really need it. Get ED-E as a companion if you side against NCR, Boone if you side with NCR, they both give sniper bonuses and require little to no charisma/speech tests to get them to come with you
Intelligence: So you can repair your guns, since sniper rifles are very rare
Agility: You move faster and yours guns are more accurate I believe
Luck: Not a necessity, but it will help you get critical hits if you like to sneak around. Get an implant to raise it to 6


That's just my opinion though
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LuBiE LoU
 
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Post » Sat Dec 12, 2009 6:00 pm

@ above post

Agility doesn't make you faster or more accurate, it does give speed bonuses to reloading or switching weapons
You really do not need an intelligence of 9 when you are playing sniper, there are very few skills you need to focus on (the higher your intelligence, the more skill points you have), I'd say an intelligence of 4 is good enough

The build you suggested is pretty good, the only thing I'd change about it is a lower intelligence and a higher luck.
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RObert loVes MOmmy
 
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Post » Sat Dec 12, 2009 2:25 pm

@ above post

Agility doesn't make you faster or more accurate, it does give speed bonuses to reloading or switching weapons
You really do not need an intelligence of 9 when you are playing sniper, there are very few skills you need to focus on (the higher your intelligence, the more skill points you have), I'd say an intelligence of 4 is good enough

The build you suggested is pretty good, the only thing I'd change about it is a lower intelligence and a higher luck.

Agreed. An intelligence of 6 or 7 is plenty, the remaining points can be put into luck, Although having charisma at 1 can present some difficulties at times. I've found that it wasn't as useless as some might have you believe.
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A Lo RIkIton'ton
 
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Post » Sat Dec 12, 2009 7:30 pm

Agreed. An intelligence of 6 or 7 is plenty, the remaining points can be put into luck, Although having charisma at 1 can present some difficulties at times. I've found that it wasn't as useless as some might have you believe.

yeah, I suppose getting your charisma up to 3 couldn't hurt
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^~LIL B0NE5~^
 
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Post » Sat Dec 12, 2009 2:00 pm

Don't make your ST more than 5, as you could take the ST implant and then the Weapon Handling perk at lvl 16. This is probably around the time you'll find an AMR anyways. I always find that my sniper builds work best when I ignore VATS completely. This frees up a ton of perk slots, since a lot of the guns combat perks are VATS based. You can also work with a lower AG, since you won't have to worry about APs. An EN of 7 is *nice* to have, since you can take most of the implants. You may wish to make sure you meet the requirements for the Cowboy Perk, since using the Trail Carbine with that perk is one of themost effective sniper builds in the game, even though I myself think it's a bit redonkulous. Get Boone and Ed-e, especially Ed-e, and you don't have to worry about a high PER. How about:

Before Implants:
ST 5
PE 5
EN 7
CH 3
IN 6
AG 5
LU 9

After Implants:
ST 6
PE 6
EN 7
CH 4
IN 7
AG 6
LU 10

Take all the non-vats damage perks and all the +crit perks you can stomach. Pump guns, sneak and repair (or melee for a cowboy perk build). Kill away.

-Gunny out.
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joeK
 
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Post » Sat Dec 12, 2009 8:21 pm

Don't make your ST more than 5, as you could take the ST implant and then the Weapon Handling perk at lvl 16. This is probably around the time you'll find an AMR anyways. I always find that my sniper builds work best when I ignore VATS completely. This frees up a ton of perk slots, since a lot of the guns combat perks are VATS based. You can also work with a lower AG, since you won't have to worry about APs. An EN of 7 is *nice* to have, since you can take most of the implants. You may wish to make sure you meet the requirements for the Cowboy Perk, since using the Trail Carbine with that perk is one of themost effective sniper builds in the game, even though I myself think it's a bit redonkulous. Get Boone and Ed-e, especially Ed-e, and you don't have to worry about a high PER. How about:

Before Implants:
ST 5
PE 5
EN 7
CH 3
IN 6
AG 5
LU 9

After Implants:
ST 6
PE 6
EN 7
CH 4
IN 7
AG 6
LU 10

Take all the non-vats damage perks and all the +crit perks you can stomach. Pump guns, sneak and repair (or melee for a cowboy perk build). Kill away.

-Gunny out.

As a Sniper you are presumably getting nothing but sneak-crits, in which case a high LCK is irrelevant. Assuming that's the idea, then you might try something like this:

Pre-Implants
STR: 5
PER:6
END:7
CHA:3
INT:8
AGI:5 (6 w/Small Frame trait)
LCK:6

Post-Implants
STR: 6
PER: 7
END: 8
CHA: 4
INT: 8
AGI: 6 (7 w/Small Frame)
LCK: 7

with the Dermal implant for added DT.

STR 6 + Weapon Handling perk means you can use the AMR with no penalties from L16 on, assuming Guns is already at 100 (which it should be). With the Dermal implant you can stick with Light armor and choose perks accordingly to make it easier to relocate if discovered, since you shouldn't be hit often enough for the lower DT to be problematic and staying with Light armor will aid in sneaking.

The difference in skill points between an 8 INT and a 9 INT is at most 17 SP, which isn't going to matter as sometime in the 20s you will be padding out secondary skills, if not before then, so there is no need to raise INT with an implant. LCK increases add a point to all skills at each odd number because the equation rounds up, so starting with an even number means the implant isn't 'wasted'.

That said, if going for a 'pure crit' build you could drop two points from END, start LCK at 8, and forgo an END implant, or even shave a point from AGI and start LCK at 9, although that 1% is rarely going to matter. You want an AGI of 6 post-implant regardless for perk reasons, so plan accordingly.

If you're going to use a Trail Carbine you may want to invest in the Cowboy perk; it has a co-requirement of 45 Melee, which may be more than you want to spend early on in a skill you likely won't use much, if at all, so that should be taken into consideration. On the other hand there's something to be said for carrying a Combat Knife as an emergency backup, so YMMV.
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Juan Suarez
 
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Post » Sat Dec 12, 2009 7:13 pm

@ above post

Agility doesn't make you faster or more accurate, it does give speed bonuses to reloading or switching weapons
You really do not need an intelligence of 9 when you are playing sniper, there are very few skills you need to focus on (the higher your intelligence, the more skill points you have), I'd say an intelligence of 4 is good enough

The build you suggested is pretty good, the only thing I'd change about it is a lower intelligence and a higher luck.

It didnt in fallout 3, but i think Im prity sure agility is a derived statistic for runing speed in this game.I might be wrong though.
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Jani Eayon
 
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Post » Sat Dec 12, 2009 4:21 pm

It didnt in fallout 3, but i think Im prity sure agility is a derived statistic for runing speed in this game.I might be wrong though.

yeah, you're wrong
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Elisabete Gaspar
 
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Post » Sun Dec 13, 2009 1:50 am

Are you just asking about SPECIAL? or the entire build? As for the SPECIAL, I would go with this (pre-implant).

S6
P10
E4
C3
I6
A6 (7 w/small frame)
L5

Maybe you could use an intense training to further raise these.
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Sophie Miller
 
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Post » Sat Dec 12, 2009 8:04 pm

As a Sniper you are presumably getting nothing but sneak-crits, in which case a high LCK is irrelevant. Assuming that's the idea, then you might try something like this:


Luck's not for crits (although I modded out the sneak crit multiplier on my game), it's for efforless winning at blackjack and slots to quickly afford all those implants and fancy weapons at GRs. I usually rake 100,000+ from all 5 casinos, but a high luck is pretty critical to do this without a lot of wasted time.

-
Gunny out.
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lucile davignon
 
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Post » Sun Dec 13, 2009 5:44 am

I get high luck for board bonus on skills.
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Erich Lendermon
 
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Post » Sun Dec 13, 2009 3:16 am

Luck's not for crits (although I modded out the sneak crit multiplier on my game), it's for efforless winning at blackjack and slots to quickly afford all those implants and fancy weapons at GRs. I usually rake 100,000+ from all 5 casinos, but a high luck is pretty critical to do this without a lot of wasted time.

-
Gunny out.

That's why I raise LCK high too, however I was ignoring gambling for the purpose as not everyone does that (can raise 50K fairly easily selling repaired weapons, for example). As such I set it lower to free up points for use elsewhere.
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Donatus Uwasomba
 
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Post » Sun Dec 13, 2009 2:45 am

Ok... Sniper build.

S Necessary to handle weapons

P Why? Look through the scope.

E Sneak. Don't give away your position

C Companions give away your position. Don't bother with them.

I Skill points never hurt anyone (RP- Snipers have to be good at math....high angle shots)

A Guns and Sneak skills

L Sneak Critical. Gambling money perhaps?

The only must-have stats for a sniper are STR, INT & AGL

Look through the scope to locate enemies... much longer range than red dots.
Sneak; and either use suppressed weapons or shoot and move.
Pump Guns & Sneak. Get repair to min. 50.

This is a true sniper build. A "Marksman" is a little bit different.
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Franko AlVarado
 
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