Grunt build

Post » Thu Dec 15, 2011 2:06 am

Hi yall,

I'm making a new character and I'm trying to change up my play style ( I always seem to end up going sneaking and sniping) by basing my character off of the grunt perk.
I have some general ideas, grunt perk lol, but I could use some help. My two favorite perks are travel light and light touch so I usually use light armor; however, I don't think thats very infantry man like but who knows. Also, I usually max out luck would that be effect for a grunt build?

Here's what I think I want to do

S: 7
P:5
E:9
C:1
I:4
A:5
L:9

Traits: Skilled
Small Frame

Weapons
.45 auto pistol
All American
Chances Knife
Some Frag grenades
.45 Auto submachine gun

Perks
Grunt
?

Thats all I got, if any one has some suggestions for a build that fits the grunt perk that would be great.
Thanks for any help. :foodndrink:
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maria Dwyer
 
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Post » Thu Dec 15, 2011 1:47 am

Not sure what happened but I posted the topic twice sorry :banghead:
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Stacy Hope
 
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Post » Thu Dec 15, 2011 7:14 am

Get Survivalist's Rifle when you can. It becomes a beast with Grunt.
More luck is always nice.
Strength 7 might be unnecesarry, unless you're going for heavy weapons or melee.
You'll need perception implant for Better Criticals.
By the way be sure to get some explosives skill and perks. Frag grenades are really useful. "One of them can take out a pack of cazadors" level useful.
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Sami Blackburn
 
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Post » Thu Dec 15, 2011 2:40 pm

I love the grunt perk. First off, on your weapons list you are missing some true gems that work with the Grunt perk: Vances 9MM SMG, 45 SMG, Assault Carbine, Light Machine Gun and Grenade Rifle/Launcher. I would pass on Chances Knife/Combat Knife. The full auto weapons will destroy anything that gets close - why pull out a tooth pick when you can pump all kinds of rounds downstream fast?!

Second, I would drop luck down to 5/6. All the weapons related to the Grunt perk has a low crit multiplier (except the Combat Knife, but it is not very impressive). So you will not get much mileage out of them. A 7 strength is good, take 1 str implant and you can use the LMG which is a beast with AP/HP rounds. Boost your agility up instead of luck.

Tag: Guns, Explosives and what ever you want. I like barter or survial.

Other good perks: Demo Expert X3 for awesome Grenade Rifle/Launcher, Hit the Dek, Commando/Gun Slinger if you like Vats. Pass on Hand Loader, it only helps the 45s. Heave Ho is another good perk.
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JAY
 
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Post » Thu Dec 15, 2011 6:59 am

I'm going to get implants for everything except charisma and the health regen, I was planning on getting better criticals such a beast perk. I put strength at 7 because with implant and the owb new spine I can get to 10, probaly overkill but I like it.
I never thought of using the grenades for cazadors that could be awsome.

I probly should have mentioned I very, very rarly use vats.

I won't be using Chances knife often (ever) but thought an infantry man should carry a knife.

You two have convinced me I never have used alot of explosives but with the grenade rifle and the hand grenades I'm going to use them alot.

Here's my new base special

S 7
P5
E9
C1
I 5
A6
L7

Final

S8
P6
E10
I6
A8
L8

Hows that look?
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Klaire
 
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Post » Wed Dec 14, 2011 10:57 pm

Are splash damage and all there demolition ranks good perks choices?
Also, I'm only getting survival up to 50 (until I reach the area of exess skill points and jack of all trade stage of the game) for the bighorner steaks, Since I'm not using sneak alot I think I'm going to be taking alot of damage so I'm soly going to heal with stems because of this is the fast matablism perk a good choice?
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Antony Holdsworth
 
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Post » Thu Dec 15, 2011 11:40 am

Are splash damage and all there demolition ranks good perks choices?
Also, I'm only getting survival up to 50 (until I reach the area of exess skill points and jack of all trade stage of the game) for the bighorner steaks, Since I'm not using sneak alot I think I'm going to be taking alot of damage so I'm soly going to heal with stems because of this is the fast matablism perk a good choice?

If you have all DLCs you sort of run out of useful perks anyway so I wouldn't be too picky about them. Just pick it if it helps you.
Oh and I'd take Heave Ho! too. I like bombarding stuff from far away. And it really helps when you have Splash Damage because aoe gets huge. There were a lot of times I though I missed the throw but it blow people up anyway.
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Avril Louise
 
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Post » Thu Dec 15, 2011 8:51 am

All one Charisma builds should be ignored.
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Nicole Kraus
 
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Post » Thu Dec 15, 2011 7:23 am

Charisma is only useful for companion nerve, sustaining Ferocious Loyalty and Hot Blooded (since this has the same health requirement as Ferocious Loyalty). The fact you can temporarily boost your charisma from 1 to 10 (with no clothing items) negates all need for it except as a convenience factor in the three mentioned companion aspects and courier perks.

If you intend to use Chance's Knife, grab Cowboy also. The knife is the only unique weapon to benefit from both perks, it also arguably becomes the strongest improved melee holdout weapon.
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Amanda Leis
 
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Post » Thu Dec 15, 2011 6:15 am

All one Charisma builds should be ignored.


I don't use companions and the only time I use them to complet their questes they still kick ass. You can still max out speech and barter. For roleplay reansons it can be higher; however I can't convince myself to raise it, when I could get alot more value from the points on another stat. :shrug:
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Shelby McDonald
 
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Post » Wed Dec 14, 2011 11:28 pm

Charisma and perception are the two weakest SPECIAL in my opinion. Charisma only impacts companion damage. The added DT from Charisma is minimal. If you are worried about companions staying alive then pick up Spray and Pray. Since as an explosives character you will probably kill your compaions before someone else does.
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danni Marchant
 
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Post » Thu Dec 15, 2011 12:24 am

Charisma and perception are the two weakest SPECIAL in my opinion. Charisma only impacts companion damage. The added DT from Charisma is minimal. If you are worried about companions staying alive then pick up Spray and Pray. Since as an explosives character you will probably kill your compaions before someone else does.


I agree about the two weakest special skills, at least perception effects some good perks, like better criticals.
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Cedric Pearson
 
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Post » Thu Dec 15, 2011 1:04 am

I agree about the two weakest special skills, at least perception effects some good perks, like better criticals.

Yep, that and sniper is the only reason I don't drop it down to a 3. I like to leave it at 5 and use an implant to bring it to 6.
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Marlo Stanfield
 
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Post » Thu Dec 15, 2011 2:59 pm

I would do this:
S-6
P-5
E-7
C-1
I-6
A-7
L-8

Hot blooded & trigger discipline (TD is very good for weapons like SMGs and the assault carbine).

Guns, explosives and repair/medicine.
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Anna S
 
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Post » Thu Dec 15, 2011 2:46 am

If you're going to be using only weapons covered by the Grunt perk, then Better Criticals will not be of much use to you as you won't really be getting any.

My Infantryman went with the green Combat Armor as it's the most fitting, and his weapons are the LMG and Grenade Launcher. Note that those will not be obtainable early on, so the Grenade Rifle and 9mm SMG are good 'starter' equipment (there's a GR in Nipton in the booby-trapped house, and 9mm SMGs are all over the place). You'll want a 7 STR before implant as the LMG has an 8 requirement, and a high AGI is probably not a bad idea although not really required.

If you're going to use the Grenade Rifle/Launcher, then Demo Expert x3 is pretty much mandatory, and you'll probably want Splash Damage and Hit the Deck as well. Note that the latter perk checks to see if you are holding an Explosives weapon rather than if the opposition is.

Fast Metabolism sounds good on paper, but in actual application runs afoul of the formula used to calculate stims' efficacy; because the Medicine skill is halved in said formula stims never exceed about 90 or so HP total healed, which means that FM never adds more than about 18-19 HP, which isn't really enough to justify taking the perk.
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Lory Da Costa
 
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Post » Thu Dec 15, 2011 1:43 pm

Yep, that and sniper is the only reason I don't drop it down to a 3. I like to leave it at 5 and use an implant to bring it to 6.


Same here :foodndrink:
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Farrah Barry
 
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Post » Thu Dec 15, 2011 2:04 pm

Lol this so called ''grunt'' character is my normal character (only i call to it a merc character)

Just use a combat armor(doesn't matter witch one)
I my self use a assault carbine, grenade rifle, combat knife and frag grenades
and just pick perks that benefit those weapons and play style(run from cover to cover and flank).
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x a million...
 
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