» Wed May 02, 2012 11:28 am
Hey guys.
Thanks for the additional responses. Decided to start my grunt playthrough using Service Rifle at lower levels, moving on to the Marksman Carbine and finally the All American. The Survivalists Rifle seemed good, but the bent iron sights and lack of hand loader ammo threw me off a bit. As for the Assault Carbine is was due to the GRA version not being effected by Grunt.
Anyone care to help me with my S.P.E.C.I.A.L stats? This is gonna be my big playthrough on very hard where I do everything, so I wanna get my character as efficient as possible (I know there are more efficient ways of doing a VH run, aka sniping, but I wanna stick to a character base and see if I can finish it). Here's what I got:
STR: 2. Service Rifle requires 2 strength, All American requires 4. With Weapons Handling, this means I'll be able to wield both. I could go to 1 and get the implant, as there are no STR perks I really want, but it seems a little overkill. I could also go to 3, get the implant and not take Weapons Handling, freeing up a perk slot.
PER: 6. For the sake of taking Better Criticals really. My weapons of choice are all reliable at semi-long range so even though this isn't gonna be a stealth focused character, opening up with a sneak critical will always be viable.
END: 5. I'm stuck here. Really not sure of the overall usefulness of a high END. I usualy just put whatever points are left into it.
CHA. 1. Always 1.
INT: 9. Dialog options/skill points/starting repair and medicine.
AGI. 9. Always 9.
LUK. 5. My weapons of choice all have a 1x crit multiplier, and I don't feel like making a max crit character again (and wearing the same damn armour everytime.) This is undoubtedly gimping my character but again, it fits into the RP.
I'm im correct I have 3 points left and no idea where to put them. Any help appreciated, also feel free to tell em if I've got it all totally wrong.