So im starting a new account of Fallout 3

Post » Sat Nov 03, 2012 1:21 am

Hey whats up guys i'm starting a new account on fallout and I was just wondering what stuff I should start out with(S.P.E.C.IA.L/Skills) I never really got into this game and I dont have any DLC for it so I was just wondering if someone could tell me what stuff is good to start out with. Thanks! :biggrin:
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Jeff Tingler
 
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Joined: Sat Oct 13, 2007 7:55 pm

Post » Sat Nov 03, 2012 3:12 am

Well this is a very open question, it all depends on what play style you want. Do you want to be a tank wielding heavy power armour and a minigun with more health than you could ever need or do you want to be a stealth character, who can spot enemies far before they can see you. I'll be happy to help but reply with an idea of what you want out of your character and I'll try to advise. Also this isn't for definite, by level 20 you'll be a beast in everything so you won't be stuck with your play style. Also regarding skills, for a new-ish player I'd say small guns, repair, lockpick.

I find play-throughs a lot easier/more enjoyable if you choose one combat skill, one primary skill and one non-combat skill. I'll give skills an indication on how easy/reliable they are.
Combat:
Small guns (Extremely reliable. Plenty of ammo and guns around the wasteland for every occasion.)
Pro: Weapons and ammo are everywhere. Con: Nothing really.
Melee Weapons: (Very reliable. Throw in some good strength and endurance and you'll be a power house.)
Pro: No ammo required, plenty of melee weapons throughout the waste, even over-powered ones *ahem* shishkebab with pyromaniac *ahem* Con: Gotta get close to use them.
Unarmed: (Moderately reliable. With the right perks can be ridiculously deadly.)
Pro: No weapons needed. Con: You won't be doing much damage until you get spiked knuckles also have to be close.
Energy Weapons: (Moderately reliable. Heavy damage or fire rate. Not really an in-between in the vanilla game.)
Pro: Highly accurate and can deal with pretty much anything. Con: Hard to find early on, also they are expensive.
Big guns: (Poorly reliable. Weapons are best kept until later in the game.)
Pro: Ridiculous damage. Con: Practically impossible to find good conditioned big guns early on, a lot of ammo is required for items such as the minigun. Also they weigh a lot.
Explosives: (Poorly reliable. Unless experienced these should sort of be regarded as a primary skill instead.)
Pro: Can cause a lot of damage to single or multiple opponents. Cons: Can't use them up close. They also require some planning to be effective.

Primary skill:
Repair: Useful with everything, helps you make money. Pretty much the best one in my opinion.
Sneak: Is helpful if you can't be bothered or can't fight an opponent. Also if you use mines or sniping or heavily rely on sneak attacks it's essential.
Medicine: This one is obvious; higher medicine, better healing. Works best with unarmed or melee seeing as you have to get up close and personal you'll be taking a few hits.
Explosives: I know they were mentioned as a combat skill but pretty much every combat skill benefits from having this as a back up (for example, sneaking with mines or unarmed against multiple opponents).

Non-combat skill:
Lockpick: Loot is frequently behind locked doors or inside containers. Lockpick is very useful due to this.
Science: Can turn turrets friendly if there is a terminal nearby and can also open some doors. (Usually if there is a locked door, either a terminal can unlock it or you can pick the lock.)
Speech: Can help get better rewards for quests, avoid parts of quests or conflict and can influence peoples actions. Not that useful in my opinion seeing as nearly all speech checks can be exploited if so desired.
Barter: To put it simply, it's cheaper stuff. If you want the game challenging, put not points into barter and pay extortionate prices for everything. Want the game a little easier, load barter up with points and sell everything you find to be rolling in caps.

Hope that helped a bit, need any more advice just let me know. c:
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Alisia Lisha
 
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Joined: Tue Dec 05, 2006 8:52 pm

Post » Sat Nov 03, 2012 3:31 am

Put your explosives up to 25 minimum.

As far as vanilla SPECIAL, I go with, respectively, 6-5-5-5-9-4-6. Then as I get out of 101, I get Megaton's location so i can fast travel back. then I head directly east until I hit the river, then swim south and around the Memorial, then come out by Rivet City. The reason for this is to grab the intelligence bobblehead, on a table in the Science Lab, and max out Intellingence, which dictly affects the amount of skill points you get per level.
Back to Megaton, buy a pack of Mentants (if your explosives are less than 35), from the Doctor guy I think. Then take the Mentants if you need them, and disarm the bomb. There is much more to do if you don't nuke it.

After that, do the first chapter of the Wasteland Survival Guide and then go for the MQ. Or just jump into the MQ.
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Sami Blackburn
 
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