Wondering how many players use Intense Training?

Post » Wed Jun 13, 2012 8:56 pm

I only go for endurance and strength in it for weapon requirements and extra health.
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ladyflames
 
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Post » Thu Jun 14, 2012 4:37 am

I use it on luck mostly. Because it's needed for the casino trophy I'm doing and when you start you focus on combat abilities.

I use it for all the SPECIALS, depending on my character.

Usually max it out.
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Misty lt
 
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Post » Thu Jun 14, 2012 1:23 am

I use it on luck mostly. Because it's needed for the casino trophy I'm doing and when you start you focus on combat abilities.

I use it for all the SPECIALS, depending on my character.

Usually max it out.

I get my luck to 6 and use the Naughty Nightwear. A luck of 7 can easily bust a casino.
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MARLON JOHNSON
 
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Post » Wed Jun 13, 2012 9:50 pm

It depends.. In the modern (FO3/NV) era I used all of them because I want to get to know the game with the most ideal settings.. Otherwise on RP PT's .. I usually don't bother..
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Anna Kyselova
 
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Post » Thu Jun 14, 2012 8:35 am

If we had the F3 system I'd take it, but we don't. Unfortunately we don't have a perk like No Weaknesses.
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Ross
 
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Post » Thu Jun 14, 2012 6:56 am

The early perks just don't make much difference later on in the game, and some are just flat out useless (Rapid Reload, Retention, Friend of the Night). I always build for the later levels, especially if the character in question is dead-is-dead. I pick (several) Intense training and educated pretty much right off the bat, until level ten or so, when you start to get into the really useful perks. To me, Intense training is really the only useful perk for early level building.
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latrina
 
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Post » Thu Jun 14, 2012 6:53 am

The early perks just don't make much difference later on in the game, and some are just flat out useless (Rapid Reload, Retention, Friend of the Night). I always build for the later levels, especially if the character in question is dead-is-dead. I pick (several) Intense training and educated pretty much right off the bat, until level ten or so, when you start to get into the really useful perks. To me, Intense training is really the only useful perk for early level building.
Rapid Reload is actually incredibly useful if you have a low Agility character or you have weapon that has single round reloading.
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Laura Ellaby
 
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Post » Thu Jun 14, 2012 10:54 am

Rapid Reload is actually incredibly useful if you have a low Agility character or you have weapon that has single round reloading.

Reloading faster is always a plus. I don't take it normally, but I did once and noticed a huge difference.
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Lynette Wilson
 
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Post » Thu Jun 14, 2012 2:30 am

That's all I was just curious of the players here how many use the "Intense Training" perk and if so, how many times?

Thanks, G
i can name one.
ALchestbreach
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Penny Courture
 
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Post » Wed Jun 13, 2012 8:50 pm

I use it at least four times in Vegas and put up STR, CHR and LCK. Besides that I just buy the implants or find clothing or perks that enable me to increase my SPECIAL stats.
In Fallout 3 I used it all the time because I forgot about the magic bobbleheads.
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Logan Greenwood
 
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Post » Thu Jun 14, 2012 2:56 am

I take it to put a point into luck.
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STEVI INQUE
 
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Post » Thu Jun 14, 2012 9:52 am

I use it to get my strength up to 10...........
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Dezzeh
 
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Post » Thu Jun 14, 2012 3:56 am

I use it three times. Much more than that, and it's useless.

In Fallout 3 with broken steel, it's useless because of "Almost Perfect".
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Esther Fernandez
 
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Post » Wed Jun 13, 2012 8:47 pm

Reloading faster is always a plus. I don't take it normally, but I did once and noticed a huge difference.

If I'm looking to reload faster, I'll just do the dead money agility glitch. Besides, with a 5 in agility you still reload fast enough to get by. At creation I usually leave agility at 5, and take points out of perception, instead. Perception is an easy skill to raise, even if you have a 2 from the start, with ED-E, and wearing glasses.
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Nicholas C
 
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Post » Wed Jun 13, 2012 11:47 pm

I usually end up taking it once, usually to raise luck.
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Josh Dagreat
 
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Post » Wed Jun 13, 2012 11:27 pm

Well some of them are simply not -THAT- crucial.

STR, unless you aim to use every single weapon possible, isn't in high demand. With a starting STR of 5, you can effectively get the maximum of 10 STR with the proper quests completed, the implant and the strength implant.
Perception as a stat is made practically obsolete by a certain companion. It still has powerful perks tied to it, but once you have 6 perception then you're pretty much set.
Endurance you can always use more of.
Charisma isn't super important; it's a luxury.
Intelligence isn't super important; with 4 INT you can still max many of your skills.
Agility you can always use more of. Faster reload speed.
Luck you can always use more of. Increases your odds at the casinos (free money) and your crit increases your damage output.


So Endurance, Luck and Agility are really the only ones that seem to constantly add direct benefit.
Besides, as I said there's several powerful perks, and Intense Training sort of kills replay value imo; it makes characters feel same-y. Overall though, there's definitely perks that trump Intense training spam. For example, instead of adding a point to agility, Rapid Reload is a bigger bonus, as is Action Boy. Instead of adding a point to Endurance, Life Giver provides a bigger bonus. Instead of adding a point to Luck, Finesse is a far greater bonus. Thus, as I originally said, Intense training is a perk best saved for unlocking other perks your character otherwise doesn't have access to.

Some people dont use companions because they svck. I dont use this perk usually either though until I've exhausted all perks I deem worthy.
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Maddy Paul
 
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Post » Thu Jun 14, 2012 1:00 am

raise luck.

Story of my Fallout life.
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Latino HeaT
 
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Post » Thu Jun 14, 2012 3:01 am

I don't go into a game thinking that I'll use it, but I've used it a few times. Even though I basically play the same character over and over, I always forget what the exact requirements for one or two perks are, which leads to a few adjustments through Intense Training.

Doesn't happen until late in the game, though.
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Cameron Wood
 
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Post » Thu Jun 14, 2012 9:54 am

If I'm looking to reload faster, I'll just do the dead money agility glitch. Besides, with a 5 in agility you still reload fast enough to get by. At creation I usually leave agility at 5, and take points out of perception, instead. Perception is an easy skill to raise, even if you have a 2 from the start, with ED-E, and wearing glasses.

Except that you can't bring ED-E with you on 3 of the DLC. I like to get to about an 8 PER with 1 being the First Recon Beret.

I normally do a 5 for agility at creation too. I normally take one for some perk that escapes me right now.
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Marine Arrègle
 
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Post » Thu Jun 14, 2012 6:05 am

I've only been able to use it when I run a mod that gives me a perk every level, eventually things just don't line up that I'm able to get the perk I want / others are useless / whatever so I take a shot of Intense Training. Without that mod? I've never had a chance to use it, I can think of 25 perks I'd rather have for any build.

Although, there aren't a lot of early Melee / Unarmed friendly Perks so if you don't want to take things like Confirmed Bachelor / Lady Killer / Hunter I guess a few more stat points to give you natural buffers while you stomp through hailstorms of gunfire to reach your target couldn't hurt.
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David John Hunter
 
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Post » Thu Jun 14, 2012 11:34 am

I never take it, perks are too limited and this isn't good enough to warrant a perk IMO.

I usually have a plan for my SPECIAL stats when I start, taking bonuses like spineless (+2 strength) into account. My charisma is usually 1 though, never really use followers and if I do they are good enough.
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courtnay
 
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Post » Thu Jun 14, 2012 6:24 am

Depends on the character I am making. I have spend countless hours playing New Vegas, so I decided to make a "perfect" character. I have leveled almost all skills to 100 ( Meele and Unarmed are the only two not at 100) and I have my S.P.E.C.I.A.L's at 10/10/10/8/10/9/9 if I remember correctly.
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willow
 
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Post » Thu Jun 14, 2012 10:53 am

The early perks just don't make much difference later on in the game, and some are just flat out useless (Rapid Reload, Retention, Friend of the Night).

Must admit, I pick Retention for rp reasons, but I think it still can be useful, and works well with Comprehension. They help you do more damage for longer, have more critical hit chance for longer, more effective when sneaking, selling, picking locks (if several locks within a certain area), etc.
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Rach B
 
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Post » Thu Jun 14, 2012 7:18 am

Must admit, I pick Retention for rp reasons, but I think it still can be useful, and works well with Comprehension. They help you do more damage for longer, have more critical hit chance for longer, more effective when sneaking, selling, picking locks (if several locks within a certain area), etc.

An interesting combo I thought up is...

If you're playing an energy weapons character, specifically one with the GRA Tri-Beam Laser, crits are very important for you. With that Lonesome Road perk that lets you consume magazines, you can regularly use True Police Stories to give yourself an additional 15% chance to crit, with Retention making them last long.
Retention is of course optional since you can produce the magazines in bulk, but it's a nice convenience to have.

Depends on the character I am making. I have spend countless hours playing New Vegas, so I decided to make a "perfect" character. I have leveled almost all skills to 100 ( Meele and Unarmed are the only two not at 100) and I have my S.P.E.C.I.A.L's at 10/10/10/8/10/9/9 if I remember correctly.

How?

You're suggesting a character with 66 SPECIAL stats. Every character has a base of 40 stats, can get another 7 from implants, another 10 from intense training and an additional point for completing Lonesome Road. Tha only makes 58 total. Where'd you get the other 8?
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kirsty williams
 
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Post » Thu Jun 14, 2012 5:17 am

An interesting combo I thought up is...

If you're playing an energy weapons character, specifically one with the GRA Tri-Beam Laser, crits are very important for you. With that Lonesome Road perk that lets you consume magazines, you can regularly use True Police Stories to give yourself an additional 15% chance to crit, with Retention making them last long.
Retention is of course optional since you can produce the magazines in bulk, but it's a nice convenience to have.



How?

You're suggesting a character with 66 SPECIAL stats. Every character has a base of 40 stats, can get another 7 from implants, another 10 from intense training and an additional point for completing Lonesome Road. Tha only makes 58 total. Where'd you get the other 8?
You get 2 ST from OWB. 1 AG from small frame trait. Possibly 1 Luck from the shades. He probably got those stats with "temporary" bonuses like the four eyes trait and reinforced spine perk.
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Jessica White
 
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