» Wed May 02, 2012 10:30 pm
Some advice
Important SPECIAL stats
Luck (start off with 6 or 7)
Perception(start off with 5 or 6)
Luck determines your base critical hit chance, 1% per each point. Most of the Energy Weapon have a critical hit multiplier, making them more likely to score a critical hit. See the wiki for indvidual stats http://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons
There are several perks and parts of equipment in the game that will raise your base critical hit value further.
Perception you want to be at 6 by Level 16 latest, as this is the requirement for the perk Better Criticals, which raises your crit damage by 50%. You can buy an implant at the clinic, so going with 5 PER at the start is fine.
Distribute your other SPECIAL points at will.
Must have Trait Built to Destroy (+3% base critical chance)
Must have Perks
Vigilant Recycler (not only gives you better recycling, but up and foremost lets you craft more powerful ammo)
Finesse (+5% base critical chance)
Better Criticals (+50% critical damage)
Laser Commander (+10% damage with Laser weapons, +15% critical hit chance)
There's a number of other beneficial ones, but these are really essential for a serious EW user
Recommended equipment
1st Recon Beret (+5% base critical hit chance)
Joshua Grahams Armor (+3% base critical hit chance)
Elite Riot Gear (+5% base critical hit chance)
Weapon loadout
There's a huge number to choose from.
For the start, I'd recommend to go with the Plasma Pistol.
It is very cheap to buy, and does some serious damage from the get go.
Yes, the Plasma Defender is better, but way more expensive, and also has a skill requirement of 50, while the regular Plasma Pistol has 0. So, when starting from scratch, the Pistol is really the better solution.
It is using 2 SECs per shot, though, so have a Laser Pistol with you as a pea shooter.
As mentioned by silent93, a modded Laser Rifle is a very versatile and efficient weapon, especially early to mid game.
Also recommendable:
Q-35, unique Plasma Rifle, good base damage, high crit damage, ammo efficient, only uses 1 cell per shot
AER-14, unique Laser Rifle, good base damage, good ROF, better crit multplier than the non-unique version, uses 2 cells per shot however
Laser RCW, low base damage, high ROF, *very* low spread for a full auto weapon, superb against dangerous 0DT enemies like Cazadores or Nightstalkers
Tri-Beam Laser, high base damage, high crit chance, high ROF, can be upped to around 500 DPS, with the right perks, mods, ammo and buffs. Eats 3 cells per shot, though and needs a lot of repairs
Holorifle, high base damage, ammo efficient, uses 1 cell per shot. However, slow ROF and no critical hit multiplier. Good sniper tool, less good in open combat
Gauss Rifles/YCS-186, Sniper Weapons, insane base damage, critical hit multiplier, however using 4 or 5 cells per shot. That said, there's not much surviving a hit from these weapons out there.
LEAR, basically a light-weight Plasma Caster, very high base damage, high ROF, efficient ammo usage, crit multiplier. Fantastic weapon. Needs lots of repairs, but that's the only downside.
All the heavy weapons like Gatling Lasers, Plasma Casters and the like are very powerful, too. Just bear in mind them having high STR requirements and possibly high ammo consupmtion.