Is there a clear strategy to unlocking specific perks?

Post » Sat Jan 30, 2010 12:26 pm

I know you unlock perks every other level but I am struggling to see ALL of the perks through my current 4 playthroughs. I know you get different attributes depending on what points you apply to SPECIAL by I'm unclear how you unlock others. Ive been to level 30 three times now and I've yet to get a hand on all of them even though I've created comPletely different characters. For instance I am invested in sneak and repair right now and would like the perk to repair unique weaPons with ordinary ones. I am pretty sure it opens near level 30 but I would like to see a clear schematic or pathing for these perks and attributes.
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Catherine N
 
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Post » Sat Jan 30, 2010 4:42 am

I know you unlock perks every other level but I am struggling to see ALL of the perks through my current 4 playthroughs. I know you get different attributes depending on what points you apply to SPECIAL by I'm unclear how you unlock others. Ive been to level 30 three times now and I've yet to get a hand on all of them even though I've created comPletely different characters. For instance I am invested in sneak and repair right now and would like the perk to repair unique weaPons with ordinary ones. I am pretty sure it opens near level 30 but I would like to see a clear schematic or pathing for these perks and attributes.


That perk in particular is the jury rigger perk. You have to have 90 repair. All perks have a description next them that shows their requirements.
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Eileen Müller
 
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Post » Sat Jan 30, 2010 8:42 am

When leveling, you can see the requirements for perks by scrolling down below the ones you can choose. The greyed out perks will display the requirements i.e. LVL 14, 90 repair. I'm not sure on the level requirement, but I know you need 90 in Repair to get the Jury Rigger perk. (I believe that's the one you're referring to.). Otherwise, the http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks should have it.
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maddison
 
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Post » Sat Jan 30, 2010 7:41 pm

My strategy is as follows:

1. Research all the perks you want to have in a build and take note of their SPECIAL requirements. A good rule of thumb is to leave the required SPECIAL attributes at 5 if you don't need more than that, as most (if not all) perks cap out at 6 and you can boost SPECIAL with implants.
2. Pump skill points into the skills that are related to the perks. Like the others have said, you need around 90 repair to unlock jury rig, so start pumping Repair early. Most other perks have more modest skill requirements.
3. Depending on your play style you can save points even on skills you use heavily. For example I haven't seen a speech check that required more than around 80 speech to pass (if you encountered one, mentats and speech mags will be enough to nudge you througH). Pushing speech past 80 doesn't result in any gains whatsoever. Being educated about what skills you need at what level of mastery helps you optimize allocation into skills that do need more (like repair).
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Hazel Sian ogden
 
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Post » Sat Jan 30, 2010 8:00 am

Thanks, everyone. That's been my general method so far. It felt like all perks were unlocked (or at least no grey perks remaining) in FO3 but I might be mistaken. I typically focus on boosting SPEECH, LOCKPICK, REPAIR, and recently MEDICINE (for et tumor, brute?) and I refrain from starting with skills like guns, energy weapons, etc until later.
This playthrough I got my gambling and pickpocket achievements so I was initially invested in luck (sneak). I only have a few achievements left, and I'm guessing I'm going to need to invest in more survival to optimize healing with food achievement (I tried very hard during my last playthrough to rely as much on food alone opposed to stimpacks but still fell short.
I wish there were a little clearer progress log for some these achievements.
I'll see the update pop top left when I make progress on a challenge but I don't always see everything when searching under challenges. The same applies with some details about current quest objectives. Sometimes dialog will include details that can't be reviewed in quest log.

Thanks for the help. I do c heck the wiki daily but I hadn't seen a clear chart for perk/skill progress. Sometimes I'm a visual learner that needs to see A>B to plot points (especially in respects to how many I might truly need. Ie speech checks by end game NEEDED almost max speech and naughty nightware to pursuade legate to retreat.) but I would like to optimize points as to avoid putting too many any one skill.
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Robert Devlin
 
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Post » Sat Jan 30, 2010 6:55 pm


Thanks for the help. I do c heck the wiki daily but I hadn't seen a clear chart for perk/skill progress. Sometimes I'm a visual learner that needs to see A>B to plot points (especially in respects to how many I might truly need. Ie speech checks by end game NEEDED almost max speech and naughty nightware to pursuade legate to retreat.) but I would like to optimize points as to avoid putting too many any one skill.


No probs.

If you're visual like me you could try visualising the paths to each perk as tech trees with unlockable gates (factors for unlocking being SPECIAL, which are usually unlocked near the start and Skill Points), with the height of the tree controlled by how long before you'll need the particular perk, laid out in a row. With multiple playthroughs now you should be able to piece together quite a clear picture. In my brain this works in a strange way, not precise but it gets me in the ball park almost every time.

Or you could draw out one yourself and post it on the wiki for everyone's benefit ;)
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Bryanna Vacchiano
 
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Post » Sat Jan 30, 2010 6:06 am

No probs.

If you're visual like me you could try visualising the paths to each perk as tech trees with unlockable gates (factors for unlocking being SPECIAL, which are usually unlocked near the start and Skill Points), with the height of the tree controlled by how long before you'll need the particular perk, laid out in a row. With multiple playthroughs now you should be able to piece together quite a clear picture. In my brain this works in a strange way, not precise but it gets me in the ball park almost every time.

Or you could draw out one yourself and post it on the wiki for everyone's benefit ;)


Maybe:) but I was thinking even somethig similar to the wiki charts for weapon/ammo/armor comparisons.
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Nicholas
 
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Post » Sat Jan 30, 2010 2:54 pm

Maybe:) but I was thinking even somethig similar to the wiki charts for weapon/ammo/armor comparisons.


You mean like this? http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks
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Catherine N
 
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Post » Sat Jan 30, 2010 3:34 pm

You mean like this? http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks


Yes, but unfortunately it doesn't detail what I need to know...the skill pre requisites that unlock each.

Actually I understand it now. I see the skill Pre requisites...am I not seeing a perk for two handed guns ? (non laser) weapon skills are devoted to guns and energy weapons (generally two handed weapons like anti material, sniper rifle, plasma, gauss rifle).

And just to extend this train of thought, I'd like to see how each chain stacks toward similiar ability (some perks have multiple levels)
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Heather Stewart
 
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Post » Sat Jan 30, 2010 8:07 pm

Yes, but unfortunately it doesn't detail what I need to know...the skill pre requisites that unlock each.

Actually I understand it now. I see the skill Pre requisites...am I not seeing a perk for two handed guns ? (non laser) weapon skills are devoted to guns and energy weapons (generally two handed weapons like anti material, sniper rifle, plasma, gauss rifle).

Commando
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MR.BIGG
 
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Post » Sat Jan 30, 2010 3:31 pm

Yes, but unfortunately it doesn't detail what I need to know...the skill pre requisites that unlock each.

Actually I understand it now. I see the skill Pre requisites...am I not seeing a perk for two handed guns ? (non laser) weapon skills are devoted to guns and energy weapons (generally two handed weapons like anti material, sniper rifle, plasma, gauss rifle).

And just to extend this train of thought, I'd like to see how each chain stacks toward similiar ability (some perks have multiple levels)


Yeah, that's commando, which is in the list. You seem to have some trouble reading the table - the skill pre-requisites are indeed listed here.
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Sun of Sammy
 
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Post » Sat Jan 30, 2010 1:44 pm

Yeah, that's commando, which is in the list. You seem to have some trouble reading the table - the skill pre-requisites are indeed listed here.


If you read my thread I corrected myself. Secondly i was looking for accuracy/crit with 2handed guns/energy weapons (not necessarily in vats). I assume that regular guns are not perked (unless in commando-VATS) opposed to most every other weapon that has a perk +DMg/crit for any use. Basically was looking to improve sniping without being in vats (practically useless since % is very low unless in a mid range). This means that I can't statistically improve my regular two handed targetting unless I use magazines. (laser commander works for laser guns but nothing for sniping). And i was wanting a more linear map of point placement. Don't be a turd.
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Sophie Louise Edge
 
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Post » Sat Jan 30, 2010 6:27 pm

I use this site...

http://www.gamebanshee.com/falloutnewvegas/perks.php


What I do is first decide if I want my char to have any very high or low stats... Like making an int 1 character or a luck 1 character...


I also decide the main weapon and if there is a second weapon type.

Now for guns melee unarmned I raise the skills stat up quite a bit and I raise strength fairly high too. If melee or unarmed very high str is very good.

For energy or explosives high str is mainly needed to carry ammo and nades/dynamite and so on...but yes some is needed for reqs. Main difference is I DONT raise perception even tho it governs both skills.. in fact its better to play an explosives build with 1 perception.

After all this I decide how many skills im gona want high.. the more then higher I pump intel.

After all this I fill in the other stats and then figure out roughly what perks I want.

THEN I make sure very roughly that I can reach the skill reqs of those perks... often in my list I put skill requiring perks farther back in the list then I hope to get them and pad the list with perks that have no reqs or easy ones knowing I might get it sooner. This simply makes planning the char alot simpler and oopsy proof.

I also make sure I can reach the stat reqs with implants and maybe intensive training at level 2.

tada character planned out.

And of course you will find out some things you assumed would work.. actualy svck flaming monkey butt.... like it took many tries to come up with a good energy weapon char and 3 tries to figure out a solid explosives build.
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K J S
 
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Post » Sat Jan 30, 2010 8:17 am

If you read my thread I corrected myself. Secondly i was looking for accuracy/crit with 2handed guns/energy weapons (not necessarily in vats). I assume that regular guns are not perked (unless in commando-VATS) opposed to most every other weapon that has a perk +DMg/crit for any use. Basically was looking to improve sniping without being in vats (practically useless since % is very low unless in a mid range). This means that I can't statistically improve my regular two handed targetting unless I use magazines. (laser commander works for laser guns but nothing for sniping). And i was wanting a more linear map of point placement. Don't be a turd.


Dude, I'm not trying to be a turd to you at all. I read a little too fast, my bad, no reason to get prickly.

Assuming I read you right, perks that affect Guns in accuracy/crit outside VATS:

- The Professional
- Cowboy

These perks affect all forms of attack and will benefit Guns:

- Finesse
- Better Criticals
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Toby Green
 
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Post » Sat Jan 30, 2010 8:14 pm

Dude, I'm not trying to be a turd to you at all. I read a little too fast, my bad, no reason to get prickly.

Assuming I read you right, perks that affect Guns in accuracy/crit outside VATS:

- The Professional
- Cowboy

These perks affect all forms of attack and will benefit Guns:

- Finesse
- Better Criticals


I was voicing my mother for a moment there:)
Thanks!

I think my general issue is thinking through many of the points system can be a little vague, but after you guys directed me to the wiki page I should have looked up, it made more sense. Sorry for being prickly
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x a million...
 
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