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I would like to know! For science!
Spark Mandriller said:I can never find the spare points to get above 7. Beats me how you guys manage it.
7's good enough anyway, though, I always thought.
Spark Mandriller said:I can never find the spare points to get above 7. Beats me how you guys manage it.
7's good enough anyway, though, I always thought.
You only need 7. Plus there's always mentats if you want to game it.Vibalist said:Spark Mandriller said:I can never find the spare points to get above 7. Beats me how you guys manage it.
7's good enough anyway, though, I always thought.
Not if you want to convince The Master to abandon his plan. I think.
sea said:I use 8 to 10, usually 10 with Gifted (yeah, I'm lame), since more IN equals more skill points.
I usually have 7 in all stats, except Luck. I prefer balanced characters. And they work! I managed to see most of the content with balanced characters. 8, 9, or 10 in any stat other than Agility seem to be a waste.Jaesun said:Yeah, I usually just have 7 INT.
Depends on your build, but generally 10 IN, 9 PE/ST (either guns or melee/unarmed), 9 AG and 5-6 LK works fine so long as you drop EN, CH and others. I find that generally EN over 3 isn't very useful once you get decent armour (plus, followers take hits for you), and you can get away with ST of 3-4 and boost it using Power Armor. LK is useful but the gains aren't as great as you'd think (1% critical chance per point isn't valuable compared to the gains you get elsewhere, i.e. extra AP). CH is the odd one out, but usually I don't need more than one or two followers to get by, and in Fallout 1 at least, they tend to bite it more often than not (unless you use the NPC Mod, but even so, then they're just pulling their own weight rather than simply drawing fire). During the early game you can use Ian to mow through the weaker enemies, then dump him/let him die by the Glow, when he's no longer going to be doing much good.Spark Mandriller said:I can never find the spare points to get above 7. Beats me how you guys manage it.
7's good enough anyway, though, I always thought.
Uh huh. Here's one reason you are wrong, and it is exclusive to Fallout 2.sea said:Generally, unlike Fallout 1, I find melee and unarmed are a good deal less useful, mostly due to the larger numbers of enemies, especially the Enclave soldiers in the final third of the game that stand up to almost everything melee can offer.
Wyrmlord said:Has anybody playing Fallout 1 done Super Mutant Grinding in order to get to level 18 and use the Slayer Perk?
I haven't, because I figured that high Unarmed, high Luck, More Criticals, and Better Criticals would achieve the same results anyway at much lower levels. Am I wrong?
And what about the Sniper perk?
Both these perks confused me while going through the manual again after finishing Fallout for the first time. The game was not made for level 18.