You will probably have so much of these that you will be selling them and they are very valuable. They drop from enemies as well meaning the more you kill, the more you can heal. You will rely on these more than Stimpaks and the effect of both at the same time stacks so you can regenerate very quickly. By this point, you should be ready to use the strongest sniper rifles in the game.Ģ0 – Them’s Good Eatin’ (Requires Survival 55)īy this point, you should have all the Star Bottle Caps you will need and can now get rid of all of your Sarsaparilla and replace them with Blood Sausages and Thin Red Paste as they are lighter, more powerful and more plentiful. This perk lowers all weapon strength requirements by 2. Remember all these perks apply to sniper damage and to our energy weapons later. This is another major one that gives +50% crit damage. A bug in the game means it applies to all pistol and SMG crits not just sneak attacks like the perk description says. This perk will be more useful later but it’s 20% extra crit damage with pistols. ![]() As you can guess, it’s essential for any sneak character.ġ4 – The Professional (Requires Sneak 70) This is a very useful perk that allows us to move quickly when sneaking. This one gives a flat +5%, which is very useful especially when applied to a weapon with a high crit multiplier. This perk is mainly so we can carry more loot to sell, which will help us make money faster. The carry weight of our equipment late game will not really push the limits of what we can carry unless you aren’t storing items somewhere. None of the perks available to us yet are ones we are interested in, so this is the time to take Intensive Training and put your point into Luck. I usually play female characters and I would say the male version of this perk is not quite as useful as there will be more dialogue options for Black Widow.Īlways take Educated at level 4 if you care at all about skill points, which we do. It gives some bonus damage against male enemies, which is most of the human enemies. Levelling Perksīlack Widow is probably the most powerful level 2 perk of all. This can be countered by making Weapon Repair Kits, getting Jury Rigging later or just having the money to use a vendor’s repair. If you are playing this in Hardcore it still shouldn’t be a problem Doctor’s Bags are plentiful and so are Hydra.īuilt to Destroy is a bonus 3% Crit Chance, which is very important for maximising our crits but the trade-off is that weapons will lose condition faster. It’s drawback is negligible as we shouldn’t be in a fight long enough to get a crippled limb and even if we were then we could just use a Stimpak to fix it. We can get the implant, take Intensive Training early to get an extra SPECIAL point and later on we will get the Lucky Shades to get our max crit chance. We can get this to 10 very easily to maximise this chance. Luck is the most important SPECIAL of all as Crits are what this character is all about. Walker’s Instinct will also give us a point whilst outside, which gets us to 10. The only thing this inherently effects is reload speed, which we will do a lot of when we use Pew Pew, so we can put the free SPECIAL point for beating Lonesome Road into AGI as it is the most useful there. We need it to be 8 later for Tunnel Runner but we can get the implant for 7 and we will take Small Frame for 8. We will max out every important stat with a comfortable margin by level 50 anyway but this is still important early.Īgility is another important one. ![]() We need to get as many skill points as possible. Hopefully you won’t be using companions that much as they would get in the way more than anything. ![]() ![]() It goes without saying this is a dump stat. The END implant pays for itself in terms of the implant maximum cap so this one if basically free. Later on Walker’s Instinct can give us +1 when outside and Alertness can give us +2 when standing still, which can get us up to 10.Įndurance is only really necessary for the number of implants we need. We do need PER 6 for Better Criticals so start it at 5 and take the implant. Perception is a bit of a dump stat as the only thing it affects is compass range, which is not super important for us. Later, after Old World Blues, getting our spine back gives us +2 STR so all weapons can now be wielded properly. All we need to do is take the implant to get to 6 and Weapons Handling to reduce the requirement from 8 to 6. We need to get to 8 STR to be able to wield any sniper weapon such as the Anti-Material Rifle or YCS/186. Strength can start at 5 as your equipment won’t take up much of your carry capacity but you will need the space to carry guns to sell.
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