I normally play a Ranged Courier (usually focused on Guns, though I've got a Beam Weapon Courier I'm working on right now), so I wanted to mix things up. I therefore decided to try an Unarmed Courier. Unfortunately, I'm in a bit over my head, so I would like some advice. At the moment, I only have a handful of questions I'd like input on, but I won't discount the possibility of any answers I get causing new questions.
1. Which weapon? Looking at my choices, I've basically narrowed it down to 3 choices:
* Ballistic Fist - Single highest damage per hit in the game for Unarmed weapons. Drawback is that it's so heavy; given how my build usually goes, I'll likely have to hit Level 16 (for Weapon Handling) AND start Old World Blues (for Spineless) before I can even consider using this. Given how my Beam Weapon Courier is going, I won't start Old World Blues until long after Level 16, so this isn't a drawback I'm fond of.
* Embrace of the Mantis King! - Highest Crit Multiplier and extremely high Crit Damage given it's normal damage. I'm calculating a constant 82% chance to hit with my normal build (roughly; I did the math hours ago, and don't feel like double-checking it right now. I'm pretty much going to type this out, then head to bed). Drawback is it's price tag; I'm now playing on PC, and my House mod tends to have me collect stuff to have it rather than sell it. And when I do get multiples, I tend to sell the less valuable one, as I want a perfect-condition one for my collection. This, combined with the fact that I have Project Nevada installed, so I tend to have a lot of stuff that I want or do that costs a sizable chunk of caps, means I tend to be very poor. My Beam Weapon Courier literally cannot break 7k caps, and is literally going through Dead Money just to get some sizable investment capital.
* Industrial Hand - Highest DPS of any unarmed weapon in the game. With the Slayer perk, it apparently attacks over 4 times per second. In addition, it ignores DT and DR, so it's great against everything. Finally, Unarmed Bonus Damage and a Weapon Binding Ritual would make this thing just annihilate anyone. Main drawback is that it's extremely fast attack rate causes it to degrade extremely quickly.
I also considered the Saturnite Fist Super-Heated, but discarded that once I realized that it took two perks (Pyromaniac and Better Criticals) just to give it a 2.5 point edge over the base stats of the Ballistic Fist. Anyway, the reason I'm having so much trouble with this is because it will have a huge effect on my build. For example, the Ballistic Fist and the Industrial Hand won't be hurt too badly by the use of the Heavy Handed trait, while the Embrace of the Mantis King! will be neutered with it. And if I'm using Heavy Handed, I probably won't be taking Finesse or Better Criticals, either.
2. Unstoppable Force. I've been looking at this, but I want to pass it by, However, I don't know how common blocking is when you're playing an Unarmed character; my only experience with Unarmed right now is with Silus in Camp McCarran, and I'm pretty sure he's scripted not to fight back, so I think all he can do is block. That would skew things a lot. Is this a must-have perk, or can I do without it?
3. Piercing Strike. I also want to pass this by. I understand it's useful in the early game, but once I get one of the three weapons listed above, I don't see it being useful, as all three deal more damage per hit than someone wearing a full set of Remnants Power Armor (which noone does, but it's got the highest DT in the game, so it's a useful benchmark). The only reason I can see this being useful end-game is if someone has an unusually high DT for no reason (*pointed look at Joshua Graham's 50 DT*). For most of the enemies you'll be facing, I don't see this being great. Also, I obviously won't be taking this if I decide to use the Industrial Hand.
4. Stonewall. Another I want to pass by, as I don't see the extra DT being particularly useful. Frankly, I've never been knocked down by anyone, no matter what weapon they were using. I also don't find the extra DT against Unarmed and Melee to be worth it; if they're in range to actually hit me to trigger this perk's effect, I'm in range to hit them. And I tend to be better at killing than they are. If it gave increased DT against ranged attacks, I'd consider it, but for now, it doesn't seem that great. Am I wrong?
Those are the main questions I have. Any input is appreciated.