[FO2] Starting New Char - Help Requested

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Starting New Char - Help Requested

Hi everyone.

I just installed Fallout 2 on the computer I am using now. I had made a character and taken him up to San Fransisco, but since have lost the save file and all the information I had about how I developed that character.

I am looking to start a new character that will be proficient primarily in sniper rifles. I will attempt to have him take down enemies from a distance, before they can reach him.

I was wondering if you would be willing to advise me on how to distribute my points (str, ag, cha) and also what perks and traits you would recommend taking. I remember Str could be pretty low, as it can be boosted a lot throughout the game, but I forget by exactly how much.

If you could reply to this with your ideas and recommendations as to how a sniper character should be made and developed I would greatly appreciate it.

Thanks,

Grondar
 
RE: Starting New Char - Help Requested

Hey there. I would keep strength at 5 maybe 4. Youll still need to haul stuff around ya know. For Endurance id also keep it at 5 so that youll still have life and stuff. For perception i would buff it up to 7 or 8 for good aiming and crud. Charisma leave at 5 or lower if you dont want teammates to soak up some damage =). Agility at 8 so you have those 9 ap to shoot and reload and to dodge once in close combat(It will happen). As for special perks i would go with finesse and maybe skilled or heavy handed(so that you do more unarmed damage in HtH). Then i would tag small weapons, and sneak(so you can sneak in a room far enough away from people but not having LOS blocked and then open up so it takes them a few turns to get to you) and perhaps speech or something else like barter or steal so you can get better weapons. hope this helps 'cause this is basically my character. For my special perks i chose bloody mess (HAHAHAAHA THIS IS SOOO GREAT TO SEE THEIR HEADS EXPLODE WHEN I HIT THEM WITH A MEGA POWER FIST!!!) and i took finesse. i tagged small weapons, unarmed, and sneak. And so far i havent died (well too much anyway.... :)) hope this helps.
 
RE: Starting New Char - Help Requested

You don't really want odd numbered stats except for strength perhaps... for a sniper:

ST: 5
PE: 8
EN: 6
CH: 6
AG: 8
IN: 8
LU: 6

Take gifted and (only because you're a sniper) finesse. Then tag small guns, speech, and steal. It's a good all round character and is a pretty good sniper too.

---------------------------------
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RE: Starting New Char - Help Requested

I only finished the game twice but never increased Steal one point. Yet I was able to steal from everyone. Is there a reason why you suggest Steal tag, whitechocobo6?
 
RE: Starting New Char - Help Requested

I normally take the following:

St:5 (adv power armour & strengh module bring it up to 10)
Pe:7 (module brings it to 8,so can have sniper as trait)
En:5 (I fear no pain)
Ch:4 (just enough to talk properly)
Int:6
Ag:7 (can be bettered later perhaps with perk)
lk:5

Small guns is an essential skill 4 a sniper
energy weapons is nice also for the (pulse rifle ,think its called this)
unarmed - good also for when they get close (super power fist + good for fighting compititions.

I would take awareness,sniper,actionboy(X2)(since those sniper rifles just eat up AP's).

sniper rifle is useful until later, then gauss rifle is good.

Hint: If u want perks u can't get cos not good enough charaterisics (I THINK u can get them by taking the appropriate drugs to get those required before choosing perks).
 
RE: Starting New Char - Help Requested

I would recommend:
ST 5
PE 9
EN 4
CH 4
IN 8
AG 10
LU 6
Trait: Gifted
Tag Skills: Small guns, Speech, Energy Weapons/Steal
You can take another trait if you want, but don't take Heavy handed, Bruiser, small frame, jinxed, skilled or fast shot.
This character is quite unbalanced but you should be able to get through the early part of the game. It is crucial that you take 2 lifegiver perks, as well as the obvious ones like sniper. Night vision is quite useful too, allowing you to kill enemies with ease as they fail miserably to hit you. As soon as you get a sniper rifle or scoped hunting rifle you should have no problem. Good NPCs are: Sulik(Forthe HtH damage), Cassidy(Lethal with any kind of rifle), Goris(Same as Sulik, incredible when levelled up) and Marcus(With the Turbo Plasma Rifle).
I'm currently playing through as a sniper char using my own realism mod(Guns do about 10* the damage and bullets come in 1s and 2s instead of 20s. It is incredibly hard but a good challenge.)
 
RE: Starting New Char - Help Requested

I'll revive the thread to make my contribution... Because I have a couple of comments.

First off, some stat recommendations.

Primary statistics.

ST 5 - It's easily enough for the beginning, and you'll be at 10 in the end with adv. power armor and the memory module.

PE 9 - This is the single most important attribute. You'll be at 10 after the module. Lord, someone said take 6 for sniper... good grief, no! :-)

EN 6 - I'd recommend 6 because you will need the Hp. You won't be the only sniper in the game, trust me.

CH 4 - This will do, you'll get 2 party members which again, is easily enough. You'll get heavily screwed while bartering, but this has never been a problem for me, since the amount of loot is overwhelming. :-)

IN 8 - You need skill points, you need dialog options, you need perks, you need technical skills. Intelligence has to be high (this is obvious?). If you can spare a point, you could have it at 9.

AG 8 - You will get 9 ap. It's sufficient. Having AG at 10 is a joy but also a waste. Sniper requires 8 ag, btw.

LK 8 - Everybody in the thread seems to have disregarded luck, even though it is perhaps the second most important attribute of the sniper. You will get it up to 10 at NCR. This is important, because when you get sniper, it will roll against your luck. And you will definitely want some criticals early in the game. Sniper may require 8 LK, not sure.

---

Traits.

Gifted is required. But here's something that's actually quite useful, and once again disregarded by everyone else: Small Frame. You pay 50 carry weight for 1 AG. Because you will have companions and a car to carry around your luggage for you, you'll only need to carry the essentials (armor, guns and ammo). 110 lbs will be enough. (which is what you get if you follow this character)

---

Tag skills.

As usual, tag speech. You'll be starting at a lower level of speech with 4 CH, so tagging it will be ever more useful now.
Next, the mandatory combat tag. I recommend small guns, because it'll be useful early in the game. You can tag energy weapons later if that's your cup of tea, so to speak.
And finally a "free-choice" skill. I recommend lockpick, getting through those nasty doors will be useful all the way through the game. A substitute for this would be traps. It'll also be very useful all the way. As someone mentioned, steal is a very bad idea. I wouldn't tag sneak for a sniper.

---

Ok, that was a truckload of info... Comments are welcome. That happens to be my current character. Ofcourse, there are as much opinions and ideas and unique characters as there are players, but these are some ideal (IMHO) guidelines for a sniper character.

---

"Sometimes I feel like a magic 8-ball. I just spout random sayings and walk away."

- saboteur
... saboteur@softhome.net
... http://saboteurmusic.cjb.net
 
RE: Starting New Char - Help Requested

I used to tag steal, you get quite some ammo and such early in the game, but on the long run it doesn't pay off... you can always improve that skill later on.
 
RE: Starting New Char - Help Requested

About that "free choice" tag - what would you recommend for a sniper that wanted to be a little more realistic?

What I mean is that choosing lockpicks or traps isn't very sniper-oriented. know what I mean?
I want my charecter to be a sniper in everyway, and I don't like that sniper/demolitions guy combo.
 
RE: Starting New Char - Help Requested

>I'll revive the thread to make
>my contribution... Because I have
>a couple of comments.

And so have I. You've got quite a good character there, but there are a few things you could change.

>First off, some stat recommendations.
>
>Primary statistics.
>
>ST 5 - It's easily enough
>for the beginning, and you'll
>be at 10 in the
>end with adv. power armor
>and the memory module.

Agreed

>PE 9 - This is the
>single most important attribute. You'll
>be at 10 after the
>module. Lord, someone said take
>6 for sniper... good grief,
>no! :-)

You're right, you do need high Perception. But 8 is enough for the perfect sniper. At level 9 you can take the Sharpshooter perk which effectively increases your perception for the purpose of range modifiers with ranged weapons.

>EN 6 - I'd recommend 6
>because you will need the
>Hp. You won't be the
>only sniper in the game,
>trust me.

You can play a little with this too. PE 6 is good, but I've had snipers with PE 5 that did a good job. I do agree that PE 6 is better, though.

>CH 4 - This will do,
>you'll get 2 party members
>which again, is easily enough.
>You'll get heavily screwed while
>bartering, but this has never
>been a problem for me,
>since the amount of loot
>is overwhelming. :-)

Agreed.

>IN 8 - You need skill
>points, you need dialog options,
>you need perks, you need
>technical skills. Intelligence has to
>be high (this is obvious?).
>If you can spare a
>point, you could have it
>at 9.

Agreed. Intelligence 8 is enough in most cases. I usually take some mentats when I feel I need more.

>AG 8 - You will get
>9 ap. It's sufficient. Having
>AG at 10 is a
>joy but also a waste.
>Sniper requires 8 ag, btw.

I don't agree with you on this. I think having 10 AG is essential for any combat oriented character because it ups you APs to 10. Sniper rifles take a lot of APs to fire and a true sniper uses that weapon at least for a portion of the game.

>LK 8 - Everybody in the
>thread seems to have disregarded
>luck, even though it is
>perhaps the second most important
>attribute of the sniper. You
>will get it up to
>10 at NCR. This is
>important, because when you get
>sniper, it will roll against
>your luck. And you will
>definitely want some criticals early
>in the game. Sniper may
>require 8 LK, not sure.

You couldn't be more right. Luck is also essential for a sniper. With 10 Luck and the sniper perk you assure a critical hit for each shot you fire (if you don't miss offcourse).

>Traits.
>
> Gifted is required.

Agreed. You wouldn't be able to get your base stats as above without it.

>But here's something that's actually
>quite useful, and once again
>disregarded by everyone else: Small
>Frame. You pay 50 carry
>weight for 1 AG. Because
>you will have companions and
>a car to carry around
>your luggage for you, you'll
>only need to carry the
>essentials (armor, guns and ammo).
>110 lbs will be enough.
>(which is what you get
>if you follow this character)

Again I agree. Small frame is a very good trait for a sniper. So is finesse. As a sniper with high luck you get a lot of critical hits, so you want to make them count. Finesse gives you that oh so sweet one shot, one kill abillity reasonably early in the game. Later when you get the sniper perk this trait is a bit more useless, but you can always mutate it (if you don't mind using that perk).

>---
>
>Tag skills.
>
> As usual, tag
>speech. You'll be starting at
>a lower level of speech
>with 4 CH, so tagging
>it will be ever more
>useful now.

Speech is handy to have, but it certainly isn't necessary for characters who want to fight their way through the game.

> Next, the mandatory
>combat tag. I recommend small
>guns
, because it'll be useful
>early in the game.

And not just early. I dare say small guns is the most important skill for a sniper during the game. The best allround guns in the game (.223 gun, gauss gun/rifle) are small guns.

>You
>can tag energy weapons later
>if that's your cup of
>tea, so to speak.

Agreed. So is big guns if that's your cup of tea. You'd say big guns isn't a good skill for a sniper, but if you read the description of the Bozar you see it's actually a modified sniper rifle. It does masssive damage at a relatively long range.

> And finally a
>"free-choice" skill. I recommend lockpick,
>getting through those nasty doors
>will be useful all the
>way through the game. A
>substitute for this would be
>traps. It'll also be very
>useful all the way. As
>someone mentioned, steal is a
>very bad idea. I wouldn't
>tag sneak for a sniper.

For a free choice tag skill I'd choose neither of those. I've never needed to use the trap skill in FO2. Lockpick is handy, but you can up it fine without needing to tag it. Medical skills don't have to be tagged either as there are enough stimpacks in the game to last a lifetime. A good free choice tag would be science. This would make you able to get skynet as a NPC relatively quick. Skynet is a good NPC and a sniper as well when you change his combat settings.


>Ok, that was a truckload of
>info... Comments are welcome. That
>happens to be my current
>character. Ofcourse, there are as
>much opinions and ideas and
>unique characters as there are
>players, but these are some
>ideal (IMHO) guidelines for a
>sniper character.

http://www.dribbleglass.com/images/satan-pro.gif


"The best trick the devil ever pulled was convincing the world he doesn't exist."
 
RE: Starting New Char - Help Requested

Heh, thanks for the compliment and comments, shadow. :-) I'll follow up on them a bit...

>this too. PE 6 is
>good, but I've had snipers
>with PE 5 that did
>a good job. I do
>agree that PE 6 is
>better, though.

I take it you meant EN - not PE here. :-) See below...

>this. I think having 10
>AG is essential for any
>combat oriented character because it
>ups you APs to 10.

Well yes, you do have a point here. Like I said, it would be a joy... The reason why I wouldn't bother with it is that you have to spend two precious stat points just to get one more ap... I'd prefer taking Action Boy at some point in the game instead. Ok, let me figure this out... For 10 AG you could take EN down to 5 as stated above to free up one point. Then you could take another point from PE, as I disregarded sharpshooter: Yep, it's propably a better tradeoff to start with 8 PE and take sharpshooter. You'll have the effective equivalent of 10 PE. So in the end we wouldn't have to give up much to gain 10 AG. Hmm. Yep, that's propably good idea. :-)

>Speech is handy to have, but
>it certainly isn't necessary for
>characters who want to fight
>their way through the game.

That's a good point also. It didn't even cross my mind that someone would play such a lone wolf. :-) So yes, speech is not required.

>And not just early. I dare
>say small guns is the
>most important skill for a
>sniper during the game. The
>best allround guns in the
>game (.223 gun, gauss gun/rifle)
>are small guns.

Absolutely! I somehow just got caught in the early-gun idea and forgot about the REAL use of tagging small guns: The .223 pistol, sniper rifle, and perhaps most importantly: gauss weapons. And as an additional comment, someone said in another thread that 100% skill is enough for any skill. I'm going to get my small guns skill up to about 150% quickly, so tagging it helps here. I don't think a sniper can perform very effectively on long range with 100% skill.

>For a free choice tag skill
>I'd choose neither of those.
>I've never needed to use
>the trap skill in FO2.

Well, I can think of a few spots where it's useful... 1) the temple of trials :-) 2) Sierra army depot 3) Vault 15 4) upstairs at the bishop casino 5) the raiders... I wasn't thinking about making the character a demolitions expert, just that it would be easier to get through the quests.

>Lockpick is handy, but you
>can up it fine without
>needing to tag it. Medical

Perhaps. I like having both traps and lockpick at ~120% at the enclave so I can pass the maze room easily. And high lockpick skill is, like you said, handy. :-) As for the idea of those tags not suiting a realistic sniper-character... I see the point, yes... But what else is there left to tag for a "realistic sniper"? Maybe energy weapons or big guns, as discussed above?

>medical skills don't have to be
>tagged either as there are
>enough stimpacks in the game
>to last a lifetime. A

Only you'll need doctor at around 70% in order to get VC training and the combat implants. But not worth a tag, agreed there.

>good free choice tag would
>be science. This would make
>you able to get skynet
>as a NPC relatively quick.

I used to tag science for all my characters until recently. I figured that I can get my science up to 80% by scavenging Big books of science. (Go to vc, buy 2x books, travel, go back to vc, buy 2x books...) After that you can just put in those skill points. On another note, I've always found skynet a little bit useless, because like marcus, he can't take much pain before kicking the bucket. "See that dual minigun turret over there, skynet? Don't you ever attack.... ahh too late." If only he could wear some kind of additional "plating" or something. He's good for fighting against anything but other robots and anything equivalent to- or as good as enclave troopers. But when we start talking about high-end energy weapons, heavy burst fire weapons and advanced small guns, he's dead. And quickly, too.

---

"Sometimes I feel like a magic 8-ball. I just spout random sayings and walk away."

- saboteur
... saboteur@softhome.net
... http://saboteurmusic.cjb.net
 
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