» Wed Jan 23, 2013 3:19 am
I'm going through another play through with yet another guns guy. I went cowboy style this time, but it's really still more of the same. I'm thinking of scrapping it and going with more of a brawler type. I'm playing with the JSawyer mod, which has these important effects:
1) My health is essentially halved.
2) Most of the Melee/Unarmed perks have conditionals added so either can meet the requirement. In other words, you can get Ninja with Unarmed 80 instead of Melee 80. (Side note, Ninja actually works properly with this mod).
3) My carry weight is also reduced significantly (50+10*ST).
4) My Level is capped at 35.
The health droppage concerns me, especially with low armor. Early on, I can get killed by a radscorpion in just a few hits. It might only take one or two if I get poisoned. However, if it's viable, I prefer the mobility of light armor. I put together this build and could use some critique:
S 6
P 5
E 8
C 1
I 6
A 6
L 8
Tags:
Unarmed, Repair, and probably Survival
Traits:
Skilled and either Good Natured or Built to Destroy
Perks:
Light Touch
Educated or Comprehension
Travel Light
Super Slam
Finesse
Piercing Strike
Silent Running
Better Crits
Paralyzing Palm
Ninja
Rad Child
Slayer
Nerves of Steel
Tunnel Runner
My only hang up is that I'm a side-quest/completionist fiend, so I always keep up my non-combat skills so I don't lose out on anything.
I envision this character as someone was has a surly/misanthropic (hence CH 1) handyman (or handywoman) that liked to hit the bars and brawl a bit. Getting bored with that life, s/he decided to become a courier, and has been doing that until this mess. I'm leaning towards Comprehension for the second pick. It's a bit better for this concept, and probably more effective skill points when you think about it. This build is obviously crit-oriented, because I read that it works well with unarmed, but I have no idea why. Only a handful (no pun intended) have a better than x1 crit bonus or do bonus crit damage. I've also heard that unarmed is great in VATs, but I'm not sure how. The AP costs rival that of most rifles, nevermind pistols.
There are some perks I don't have that concern me somewhat. Strong Back is one. With the dropped carry weight, it leaves me with a tight fit. People say that you save space on ammo with melee/unarmed, but a power fist weights as much as any gun/ammo combo I would carry. Also, I was thinking of supplementing my tactics with explosives when necessary, and those can be pretty hefty. Jury Rigging would be handy, too. Weapon HP seems to be pretty low for unarmed weapons and a lot of them can only be repaired with only other versions of them, or WRKs (but I don't want to have to carry around a stack of those, too). I'd probably feel more comfortable with a couple ranks of Toughness, though it won't matter for Cazs and DCs which are my biggest worries, so it's not a major concern. I'll tell you, though. I don't think there's enough Med-X in the wastes.
Anyway, this is what I'm thinking so far. I would appreciate some input.