"Why didn't I think of this before?" Post your stron

Post » Thu May 10, 2012 12:19 am

I recently made a character with the intention of making him as powerful as possible. Dropped Charisma to 1, put 7s in every other Special basically (cept Perception), took Fast Shot and Built to Destroy (best traits imo) and planned on taking the most powerful perks (Better Criticals, Implant GRX, And Stay Back!, Grunt etc).

Well, at first the results were....disappointing. I somehow ended up with a character that has 340 carrying weight (plus pack rat), 48 DT and high critical damage and good DPS weaponry....but not a SINGLE weapon to my name that hit hard. (and yeah, I dunno how I ended up with the DT and the carrying weight, maybe because the overpowered perks I aimed for took longer to get to?) By comparison my Courier can hit a devistating 122 damage per hit with the Medicine Stick, all with decent firing rate (stockpiles of Rushing Water and Turbo + Fast Shot) and ~20% base crit. This character? This character could use the Survivalist's Rifle and the Q-35 Matter Modulator, which while they were good as DPS weapons, I quickly noticed a severe issue with Deathclaws.

What was frustrating was that I knew that on a crit, the Q-35 Matter Modulator hit for a ton (~134 damage), but the problem was that if it didn't crit, it was a modest 41 damage and on Very Hard mode, I NEED a headshot or else it becomes 20 damage. With 15% base crit (30% for the Q-35 Matter Modulator), while it's nice and consistent, it's still not enough for the high DT enemies, but I didn't it was the best gun to exploit Better Criticals off of. I ended up building myself around the damn gun, trying to find a way to make it useful, so I started taking VATS perks since I wasn't too impressed with it's ironsights. VATS perks were great and all, letting me fire 5 rounds of it in VATS with good accuracy, and staying in VATS was beneficial since it gave an additional 5% crit (so up to 40% crit for the Q-35) but it still felt like something was missing.

Then I thought back to the Courier again. This new character was very well rounded with perks in every category, just like my Courier. Except unlike the Courier, this character svcked ass, lolz. A high damage per hit weapon was missing, and I had no idea how to achieve that without taking Hand Loader and Cowboy, which just would've been copying the Courier (and obviously I was wanting to try something new). I realized though that part of the Courier's strength was consumables. Rushing Water and Turbo turned him into a beast, so much so that I had cleared the Courier's Mile by basically just standing in the middle, alerting everything and letting them all run at me as I shot them down before they hit me. This character unfortunately shot down the Great Khans for roleplaying reasons, so no turbo, and even WITH turbo and rushing water, this character lacked a high DPH weapon to exploit with them. The Courier also had stockpiles of Med-X, Slasher and Battle Brew. Again though, this character already had 48 DT and good health, so those were rarely needed. The only consumable that helped me was Psycho, to help beef up the lackluster DPH I had.

Then it hit me.

I was looking at what perks to get with my last 4 perk slots, and I thought "if only True Police Stories could be stockpiled." I noticed the Voracious Reader perk. This was something my Courier couldn't get because his INT wasn't high enough, and I had generally scoffed at the perk because it was released with Lonesome Road; by the time you could get it, all your skills would already be knocking on 100, so you wouldn't need magazines.
The thing is though, combined with Comprehension, True Police Stories awards 10% crit. 10% crit on a x2 crit weapon like the Q-35 Matter Modulator is already 20% additional crit, bringing me up to 60%. More importantly, 60% crit with a 48 DT character that has Better Criticals and plenty of VATS use. I COULD use the 1st Recon Beret and the Elite Riot gear to beef it up to 90% crit, but didn't for RP purposes. This meant that the majority of my shots were now hitting 134 damage. And Voracious Reader was the key that allowed me to farm True Police Stories, cause otherwise, I only had two copies.

And just like that, I realized that Voracious Reader + Comprehension are absolutely KEY in utilizing energy weapons. With those combined, you can make them crit the majority of the time, and they crit far more often and/or far harder than most guns, meaning they benefit the most from it.

Now the character feels reminiscent of the Lone Wanderer in FO3 after you get Grim Reaper's Sprint, where you hit that point where you never leave VATS. Furthermore, I feel like I've FINALLY developed a character that isn't using Energy Weapons just because I choose to, but because they're truly better for him. Carrying weight is a non-issue (340 carrying capacity), he crits like mad and his income is high enough that I can bring plenty of Weapon Repair kits. I'm very impressed with this. :biggrin:



Anyone else got any killer SPECIAL combos that they find completely OP?
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Sudah mati ini Keparat
 
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Post » Wed May 09, 2012 7:51 pm

I don't have anything specific, but there are certain combos I use that become devastating in my hands. Welcome to my mind:

SPECIAL in order of preference:
Spoiler
Intelligence for skills points is highest not because I want to max everything, but I want to get things high quickly.
Luck is next partly for crits(mine and theirs) and partly for gambling which can add up to over 40 000 caps not counting the Sierra Madre.
Strength is next because a high carry weight is always useful and while it is important to have the Strength requirement for weapons, you don't need the heaviest ones to get through the game.
Endurance is next because its always good to have high health and high resistances, but my natural character is a clever sniper. My personal motto is that if someone is attacking me then I'm not doing something right.
Perception is next because even though some people believe it becomes almost obsolete with ED-E, some very useful perks and Skill checks need high Perception.
Agility is next because it affects how fast i reload and all things VATS related. I very rarely use VATS though, its mainly just a panic button when I get surprised by something big running towards me.
Charisma is last because it unfortunately wasn't used to its full potential. That's it really.

Skills in order of preference:
Spoiler
Guns/Melee/Unarmed/Energy Weapons - My order of favourite to least favourite(not that I don't like EWs). I just prefer the simplicity of Guns and Melee/Unarmed can be surprisingly devastating.
Lockpick/Repair - I personally think that these are the two most important non-combat skills. There are so many locked containers with important things in them and my insanely anol scavenger NEEDS to know whats inside them. Repair is needed for Jury Rigging, Hand Loader, the Reloading Bench and Weapon Repair Kits...I feel like those reasons are enough.
Speech/Science - The ability to complete a mission without conflict is still amazing to me. I put Science below Repair because while it does allow crafting at the Work Bench, hacking computers(I do love that minigame) and Vigilant Recycler it's still not as diverse and useful as Repair.
Survival/Medicine - I put them together because though other consumables can restore more HP overall if you points into Survival, Stimpaks and Super Stimpaks can still heal you quicker which is vital in combat. This is referring to hardcoe mode which I now never turn off.
Sneak - I'm usually too far away for this to matter and when I am close enough I have something(Riot Shotgun/Fully Modded 12.7mm SMG/Embrace of the Mantis King!) that can deal with anything.
Barter - I put this last because I consider it a less useful version of Speech. Since I already have Speech I have little reason to have this. There are certainly Barter checks that can give extra caps, most notable in the Thorn. It can also affect how much you can buy and sell equipment for, but not enough for me to dedicate points into it. The Great Khan Armoury and Cliff Briscoe's shop also make Barter unneeded.

Perks not in order of preference:
Spoiler
Comprehension - This is the most important perk to me not because of the books, but the magazines.
Educated - Like with high Intelligence it helps me get my skills high quickly.
Jury Rigging - Does not need explanation.
Intense Training - Again does not need explanation.
Hand Loader/Vigilant Recycler - VR is in my opinion required for an Energy Weapons playthrough and while HL isn't as vital for a Guns playthrough it helps a great deal.
Shotgun Surgeon/And Stay Back! - This combination is ridiculous for shotguns. I went into Dead Wind Cavern with this combo and a Riot Shotgun, I have never cleared it so quickly.
Strong Back/Burden to Bear - I'm an insanely anol scavenger so not having these perks annoys me.
Pack Rat - Required for hardcoe mode in my opinion, if you're an insanely anol scavenger.
Heavy weight - See the two above.

Traits not in order of preference:
Spoiler
Fast Shot - This is my first playthrough using it and I'm so far enjoying it.
Skilled and Good Natured - A great combo for a pacifist playthrough. It does nothing to your combat skills and doubles all of your non-combat skills.

Weapon Combos(Lucky is included with all of these):
Spoiler
CZ57 Avenger - I'd say this goes good with everything and is great against nearly everything when used with the right hands. I have so far used it in three of my four Hoover Dam battles, it has never failed me.
Fully Modded Hunting Rifle and Chance's Knife - This is a combo that can least me nearly an entire game and it is one of my favourites.
Fully Modded Sniper Rifle/Christine's COS Silencer Rifle and Fully Modded 12.7mm SMG - This is my stealth build and I occasionally almost feel like its too powerful.
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Madison Poo
 
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Post » Wed May 09, 2012 5:54 pm

I usually RP when I make my special stats but I think it's still a decent build:
SPECIAL:
Spoiler
Strength 4 (the weapon handing perk cancels this out so it works fine IMO)
Perception 7 (I RP a sniper character)
Endurance 4 (If I snipe from far away most of the time I won't have to worry about this, but I still get the implant)
Charisma 7 (My character's are smooth talkers, what can I say?)
Intelligence 7 (I don't want a character with all skills maxed out so an Intelligence of 10 is unnecessary for me)
Agility 6 (I get the implant as soon as possible)
Luck 5 ( I also get the implant for this one)

Perks:
Spoiler
These are just off the top of my head:

Hand loader because JSP's are great
Jury rigging
Educated (Obviously)
weapon handling
Grunt (aside from the Gobi campaign scout rifle I use the survivalist rifle a lot)

That's all I can think of for perks right now


Tag Skills:
Spoiler
1: Repair
2: Lockpick
3: Guns

Traits:
Spoiler
Trigger Discipline

Then when I get to OWB I swap it out for fast shot and sometimes Built to destroy cause by then I'll probably have jury rigging)

It might sound like a bad build but I completed the game on hard with hardcoe mode on with this build (and no fast traveling) so it works fine for me.
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CHANONE
 
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Joined: Fri Mar 30, 2007 10:04 am

Post » Wed May 09, 2012 6:40 pm

I honestly dont think nearly as much as some of you guys on most of my character builds so ill just post some of my favs:
SPECIAL
Spoiler
Intelligence - skills
Strength - carrying weight
Endurance - hit points(for EWs and Unarmed/melee weapons)
Luck - crits and gambling
Agility - The best of the three worst
Perception - other than better crits theres no reason to not put it on one
Charisma - its supposed to change companions in some way but i never noticed it

SKILLS
Spoiler
Survival - i have an obcession for crafting and hoardering
Speech - cuz i aint that good at combat
Lockpicking/science - as i said im a hoarderer and the mojave is full of locks and i also enjoy reading some of the terminals of new vegas
Sneak - though i used to like it more i still enjoy it
Unarmed/Melee weapons/explosives/guns/EWs - ews at last cuz they can be very powerfull but you need to have too much work to do so
repair - its better than medicine
Medicine - there is one perk that makes it worh while but other then that no thanks
Sneak - see my favs when it comes to fighting and youll see why

TRAITS
Spoiler
Hot bloded
Logans loophole
built to destroy
trigger discipline
smal frame

PERKS
Spoiler
and stay back!
shotgun surgeon
living anatomy
vigilant recicler
pack rat
strong back
animal friend
purifier
better crits
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Mandy Muir
 
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Post » Wed May 09, 2012 9:42 pm

I'm about to move into Dead Money, so my current planning is about mitigating its uniquely annoying survival lssues. My current Courier is Explosives-specialized, with Guns as a secondary combat skill of choice. Explosives are rare in Dead Money, yet they could be extremely effective as they cripple limbs every time.

Three perks that caught my attention are Mad Bomber, Them's Good Eating and Nuka Chemist. Nuka Chemist has two uses- increasing the action points with Nuka Cola Victory and providing the material for Nuka Grenades. Mad Bomber can provide an additional source of Explosives in the form of aforementioned Nuka Grenades and Tin Can grenades, while Them's Good Eating should be great for reducing the amount ot chips spent on Stimpaks.
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Carys
 
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