Any advice for Fallout 2

Post » Sat Feb 26, 2011 11:25 am

I just got the Fallout Classic Collection earlier today and I'm completely confused about fallout 2. I understand part of the battle system but the rest of it is confusing as crap. I tag small guns yet Melee Weapon would probably be a better selection.

So any advice for Fallout 2
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lauraa
 
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Post » Sat Feb 26, 2011 1:44 pm

Read the manual or press F1 if you need a quick reminder of the basic functions and icons in the game.

As for your character, there're approximately 4 global ways to design a character:

- Stealth boy/girl

- Diplomatic boy/girl

- Scientific boy/girl

- Combat boy/girl

The first time when you play FO2 I recommend selecting combat boy/girl, either melee or small guns. Then carefully choose your tags and traits depending on the character design. Traits are optional by the way.


A few examples from Per's Fallout2 Guide:
Spoiler
Team gunfighter: A bright and sociable character who can bring three friends along. You can take on all quests and pack some punch.
Initial stats: ST 5, PE 6, EN 4, CH 6, IN 7, AG 7, LK 6.
Developed stats: ST 10, PE 7, EN 4, CH 6, IN 8, AG 8, LK 8.
Traits: Small Frame, Fast Shot.
Tag skills: Small Guns, Lockpick, Speech.
Perk progression: Level 3 Awareness, level 6 Quick Pockets, level 9 Better Criticals, level 12 Living Anatomy, level 15 Bonus Rate of Fire, level 18 Gain Agility, level 21 Action Boy, level 24 Sniper.
Comments: Pick up Sulik, Vic and Cassidy for a posse of gunslingers. Later in the game you can switch to Big Guns (goes well with Fast Shot), perhaps in conjunction with pulse and/or gauss weapons. You need a Jet or Mentats for Sniper. Whether you should pick Living Anatomy or go for more AP is situational.

Gifted gunfighter: A boosted version of the above.
Initial stats: ST 5, PE 7, EN 4, CH 6, IN 7, AG 10, LK 8.
Developed stats: ST 10, PE 8, EN 4, CH 6, IN 8, AG 10, LK 10.
Traits: Fast Shot, Gifted.
Tag skills: Small Guns, Lockpick, Speech.
Perk progression: Level 3 Awareness, level 6 Quick Pockets, level 9 Better Criticals, level 12 Living Anatomy, level 15 Bonus Rate of Fire, level 18 Action Boy, level 21 Action Boy, level 24 Sniper.
Comments: See Team gunfighter. Basically you're a deadly gunman (or -woman) who can also pick up a few NPCs.

Solo sniper: A character that can do almost everything in the game and mostly relies on ranged (and deadly) sniping to conquer the enemy. A bit harder to play early in the game.
Initial stats: ST 5, PE 7, EN 4, CH 1, IN 7, AG 9, LK 8.
Developed stats: ST 10, PE 8, EN 4, CH 1, IN 8, AG 10, LK 10.
Traits: Small Frame, Finesse.
Tag skills: Small Guns, Lockpick, Speech.
Perk progression: Level 3 Awareness, level 6 Quick Pockets, level 9 Better Criticals, level 12 Living Anatomy, level 15 Bonus Rate of Fire, level 18 Gain Agility, level 21 Action Boy, level 24 Sniper.
Comments: Build Small Guns to 150% and kill everything that moves with the Scoped Hunting Rifle/Sniper Rifle/Gauss Rifle. Don't get the enhanced combat implants until you've temporarily recruited the NPCs you can get xp and other bonuses from (such as Myron's antidote quest). You can do the Mutate! thing at level 27 to get Fast Shot if you like, but you'll be pretty deadly anyway with 12 AP and a Gauss Pistol.

Team brawler: A character devoted to Unarmed and Melee Weapons.
Initial stats: ST 5, PE 6, EN 4, CH 6, IN 7, AG 9, LK 4.
Developed stats: ST 10, PE 7, EN 4, CH 6, IN 8, AG 10, LK 6.
Traits: Small Frame, One Hander.
Tag skills: Melee Weapons, Lockpick, Speech.
Perk progression: Level 3 Awareness, level 6 Bonus Move, level 9 Better Criticals, level 12 Living Anatomy, level 15 Bonus HtH Attacks, level 18 Gain Agility, level 21 Action Boy, level 24 Slayer.
Comments: Pick up Sulik and Cassidy. CH 6 is mostly for quest purposes; theoretically you could recruit Marcus or Goris, but I actually wouldn't. You need a quick trip to NCR around level 9 to meet the LK requirement of Better Criticals. You can move two points of CH to LK if you want, but LK ultimately isn't as important for an HtH character. The reason I choose Melee Weapons over Unarmed from the start is that it's a little better in the beginning, and there are many ways of raising Unarmed for free during the game, so that it's very easy to make the switch when the time comes.

Solo brawler: Same as above but with less CH. Not really an improvement, though, since you lose some quest features and mostly boost Luck in return (theoretically you could boost EN instead, but I just wouldn't bother).
Initial stats: ST 5, PE 6, EN 4, CH 1, IN 7, AG 10, LK 8.
Developed stats: ST 10, PE 7, EN 4, CH 1, IN 8, AG 10, LK 10.
Traits: Small Frame, One Hander.
Tag skills: Melee Weapons, Lockpick, Speech.
Perk progression: Level 3 Awareness, level 6 Bonus Move, level 9 Better Criticals, level 12 Living Anatomy, level 15 Bonus HtH Attacks, level 18 Action Boy, level 21 Action Boy, level 24 Slayer.
Comments: See Solo sniper (but exchange the Super Sledge or Mega Power Fist for the Gauss Rifle, and you don't do the Mutate! thing).


Also try to use your experience points in the beginning on specific skills and tags. Later on in the game you can spread your xp out over more skills. FO1&2 char designs are totally different compared to FO3 because in the end not every skill will be 100% or more. So choose wisely where you invest your xp in. Same goes for perks, if you want to be a gunfighter for example then select perks like: better criticals, sniper, bonus rate of fire, etc.
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Justin Hankins
 
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Post » Sat Feb 26, 2011 10:32 pm

Take it slow when moving on from locations. Theres plenty stuff to do in each place and you'll be better off if you do a lot of it before heading out to your next destination.
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Cat
 
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Post » Sat Feb 26, 2011 4:24 pm

Good advice thank you
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Terry
 
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Post » Sat Feb 26, 2011 3:49 pm

Picking pockets is a great way to get loot that would otherwise be outta reach till later in the game.
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Sian Ennis
 
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Post » Sat Feb 26, 2011 3:56 pm

Get a Bozar.....and your set hehe
But I won't spoil you the joy of finding it yourself.
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Spencey!
 
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