may as well call me a new player. class setup help

Post » Fri Aug 02, 2013 10:40 am

So I've had this game since it first came out, I pre ordered it. And I thought it was a great game, unfortunately I liked it so much I got ahead of myself and SPOILER: killed mr. House. END OF SPOILER. Before I was supposed, glitching my game and rendering the main quests un doable. So I gave up on this game.

now all my friends have started talking about it and I want to get back into it. I was never good at creating a good set up in this game, so I wanted to get some advice on what a good character set up would be.
any ideas?
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Sat Aug 03, 2013 12:43 am

What is your style? Do you like stealthily killing your enemies? Then tag stealth and put some points in agility. If you enjoy going in guns blazing tag something else like speech to help you get more opportunitys in dialogue, Or if you want to try out the energy weapons tag them and I suggest looking up Gingys energy weapons critical build.

User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Fri Aug 02, 2013 5:07 pm

Alright. And if I accidently pick a wrong skill is there a way i can reset my skills and perks? Or do i have to choose wisely
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri Aug 02, 2013 9:28 pm

Choose wisely. The base game gives you a ton of skill points through level ups so it doesn't matter too much. Also,

Spoiler
the main quest isn't glitched if you kill House. It just blocks you from a couple of quest lines.

User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri Aug 02, 2013 9:52 am

Well none of the quests I had were doable..
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Fri Aug 02, 2013 9:02 pm

Which ones did you have?

User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Fri Aug 02, 2013 10:55 am

Different faction quest get locked out, but there's always a way to finish the main quest.

User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Fri Aug 02, 2013 1:34 pm

Hell if I remember.
its been like 6 months since I touched the game. All I know is I had to get to the bunker, but the legion attacked on site and I couldn't get in.

and also NCR wanted me to kill House, but he was already dead so I couldn't kill him.
I'm sure its just my game glitched, If I were to prematurely kill him on a new character I don't think it'd happen again
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Fri Aug 02, 2013 10:04 am

Alright if it was glitched guess you should start a new character just find what you like like I said on my first post.

User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Fri Aug 02, 2013 9:49 am

Your desired play style will be centered around a few key perks that highlight that style and a few standard perks that will always benefit any character regardless of desired play style. Look up the perks you want in order to determine the required SPECIAL points needed to start off with and you'll be set

Some key perks that everyone will want to get regardless of play style are:

Level 4: Comprehension: This doubles the effectiveness of books and magazines. Collecting books is a really effective way of boosting skills, and each skill has about 4 books in the vanilla game and more in the DLC

Level 10: Finesse: adds 5% to your critical chance (before weapon modifier). This will help with almost any build except when using weapons with low crit damage such as sledge hammers and fire-axes. (note: if you are going to be a sniper and use scopes rather than VATS, then forgo this as sneak attack criticals are auto crits)

Level 14: Jury Rigging: Allows use of similar items rather than exact same items when repairing. requires 90 repair. take this, makes the game much easier and allows for you to repair some rare items much easier (such as NCR veteran ranger combat armor)

Level 16: Better Criticals: Increases your critical damage by 50%. If you play a high crit chance build or any sneak attack critical setup (sniper or ninja) this is a must

Other:

Living anatomy: requires 70 medicine. 5% dmg versus humanoids, reveals HP and DT for targets: nice little dmg boost for the majority of your targets, and knowing the DT of your enemy will assist in using the right ammunition (AP or HP)

Bloody Mess: 5% dmg overall and chance to gib enemies in a bloody asplosion! There aren't very many perks in the game that give you a bonus to all damage, this is one of them and will assist you in any build, can be taken early also if you need to fill a perk while waiting for requirements

Silent Running: running no longer counts against you while sneaking: this is a great perk for melee ninja sneak attacks, and should be required for anyone who wants to sneak

Light Armor User:

Level 2: Light Touch: requires 45 repair adds 5% bonus to crit (after weapon crit multiplier, works well with automatic weapons) -25% crit chance for enemies when attacking you. Can be taken later, but is best as soon as possible and not may big choices at level 2 anyway

Level 6: Travel light; requires 45 survival: increase run speed by 10% while wearing light armor. running faster is just great

Level 26: Tunnel Runner: increased run speed while sneaking when wearing light armor. if you took travel light and silent running, and bought the perk from Old World Blues DLC, this perk will make you run while sneaking like a little crouching gremlin cheetah

round out the rest of your perk choices with those that boost the effectivness of your chosen weapon type and you'll be set.

User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Fri Aug 02, 2013 3:09 pm

Thanks for the advice guys. I'll keep that in mind when I make my new character tonight
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sat Aug 03, 2013 12:58 am

Even though the game hands you guns, don't treat everything you see like a target. Most named NPCs have a purpose in the game at some point. The less of those you kill (not counting the ones the games sends you off to kill) the better things are in the long run. Also, don't go so far with the Legion or the NCR or Yesman or House that the neglected factions send hit squads after you. Once you do that, every 24 hours, you have to deal with them.

User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Fri Aug 02, 2013 12:53 pm

We can't tell you what to build, but if you want inspirations or want to change tactics and playstyle because something is giving you trouble... I guess we can do that.

I'm thinking about a Deathstroke build, but his healing factor is giving me a headache (I'm thinking Rad Child and other Rad related perks would be nice; but then I would be having dangerously low attributes). I actually just found out that I should be more careful with the Reputation system, aside from EVERYTHING else that can go wrong in this game. :dry: So word of advice: BE CAREFUL and THINK REALLY HARD before you place points and perks and kill or help anyone or taking up on any faction-related quests... if you want things to go your ways.

Generally, if you want a good head start for a damage/crit oriented character, forget Charisma. Set that [censored] to 1 and save points for other attributes. There aren't much things in the game that can't be solved with violence. Pump Luck up to 9 or 8. Without the DLCs, you have only 1 opportunity (the Medical Clinic implants) to increase each attributes without wasting perks on Intense Training. For example: If you want to be a sufficient Melee/Unarmed character, you would have to increase both skills because some perks from Melee will cross with Unarmed. And those perks would require high Agility and Perceptions.

If you want, I can post my current build (Weapons: Unarmed, Melee, Energy Weapons, Explosives... Support: Repair, Survival... I'm still pumping points into Science and Medicine). With all DT perks and power armor, he's a tank... that can do pretty dramatic crit damages both long range and close range.

The drawback is that I have limited inventory because I cannot take Strong Back, which leads to limited equipment. And I have to open every containers for scrap metals and search for every scraps of food and have to do frequent inventory management with companions because I cannot take Jury Rigging and Them's Good Eating (which are ideally essential for this sort of build... but I try to max out damage, so I missed out on survivability perks). And I'm pretty inaccurate long range because I'm limited to Missile Launchers and Grenade Launchers (whom ammunitions are frigging expensives). The only means of accurate long range firing I have is the Laser Rifle. Pretty good damage. But it breaks down like crazy. Hell, all of my weapons and armor break down like crazy. Which requires LOTS of caps and scavenging for Weapon Repair Kits for maintainance.

But the fun starts when I get close range. With the GRX Implants and Chemist (a perk that required 60 Medicine... And I had NO intention of leveling Medicine when I started this run... Plans can change sometimes, and when it does, be careful) NOTHING can stand against my Ballistic Fist and Gehenna at close range. I have the ability to slow down time for a total 80 seconds per day (I can reduce the time for more usage if I want to), increase damage with Psycho, punching speed with Slayer (which is a perk that requires 7 Agility) and Rushing Water. Pop some Med-X and Desert Salad and I'm unstoppable...

... Theoretically anyway. :P Haven't got to 60 Medicine yet, but a good plan is good morale!

User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Fri Aug 02, 2013 4:41 pm


With all the DLCs, each book has an average of 6.


Waste of a perk. With a Repair skill of 50 you can make Weapon Repair Kits which will be more than enough to keep everything in top shape. Granted they don't work with armour but you'll be making so many caps it won't be a problem paying someone to fix those items for you. And for most armour you can just buy another suit and use that to fix your gear.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Fri Aug 02, 2013 11:41 am

I find the ability to repair armor on the go, especially the more rare pieces like power armor or Desert Ranger Combat Armor (Which is very expensive to repair) a more convenient situation than either paying for repair or buying armor to use for repairs. I have played without jury rigging and it wasn't the end of the world, but if you find yourself gravitating to more unique items that have high repair costs this perk might make your life easier and your game experience more enjoyable, especially for beginners who might not be adept at rolling in the caps. I'll consider it a more personal preference perk rather than a mandatory one

User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am


Return to Fallout: New Vegas