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Rowan

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Registered: 04/23/10
Posts: 305
Reply with quote #1 
Post your characters and character development tips here.
Rowan

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Registered: 04/23/10
Posts: 305
Reply with quote #2 
So here's my Fallout supercharacter, the Quick Draw. It only works on the first in the series; it's a miserable failure in Fallout 2 and irrelevant in the third:
  1. Take Gifted and Fast Shot.
  2. Pump Agility up to 9, with Perception as a strong second.
  3. Tag Small Guns and Energy Weapons. The third can be whatever you want - I like Speech, but Lockpicking or Science are also good.
  4. At level 6, take Sharpshooter.
  5. At level 9, take Bonus Rate of Fire
  6. At level 12 & 15, take Action Boy
  7. Get the Turbo Plasma Rifle ASAP.
  8. When you have the chance to improve your stats in-game, make sure you get the Agility bonus.
This is a character who will be effective in the early part of the game, but run rampant over the endgame. The combination of Agility and Action Boy will give him or her 12 points for combat, while the Turbo Plasma Rifle, Fast Shot, and Bonus Rate of Fire mean that shooting arguably the best weapon in the game costs only two action points - meaning you can shoot six times per turn!

Bobbicus

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Registered: 06/09/10
Posts: 244
Reply with quote #3 
I always did speech and small guns, talking my way through most issues but falling back on the boomsticks if neccessary. Alothough I always took energy weapons for the endgame.

In fact, I might try a small-guns-only character this time around.

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AndrewArmstrong

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Registered: 07/22/08
Posts: 365
Reply with quote #4 
I've finally got this of GOG and am playing it now - got much father then this, but I've got some screenshots I want to upload. I'm playing it when I can't play Psychonauts, at lunch at work

My character was basically Nigel with one point changed from strength to charisma. I'm a talker, and one thing I want to make sure is that I am capable at doing things out of combat.

So far (since I've got a medium way in) I'm doing fine, I don't mind having not too much AP, although another try (or Fallout 2) I'll probably try and get more then 7AP to use.

Massive charisma and speech does help me persuade everyone, and god damn do I have more money then the world can viably use, barter is actually useful!

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DexJackson

Registered: 02/11/11
Posts: 12
Reply with quote #5 
Quote:
Originally Posted by Bobbicus
I always did speech and small guns, talking my way through most issues but falling back on the boomsticks if neccessary. Alothough I always took energy weapons for the endgame.

In fact, I might try a small-guns-only character this time around.


I'm similar in that respect. My characters tend to be the ranger types who have a roguish side to them, as well. I found it was a more interesting character type to play as in the 2nd game, however. Added to that, a primary focus on Charisma and Agility and a secondary focus on Intelligence and Perception and my character ended up being able to talk the talk and walk the walk.

I can't actually see any other character type working out well for the Chosen One story-wise, really. Much of the conflict relies on wits, then smarts and brawn last but then that might just be my playthroughs and bias towards such character types.

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DexJackson

Registered: 02/11/11
Posts: 12
Reply with quote #6 
Quote:
Originally Posted by AndrewArmstrong
I've finally got this of GOG and am playing it now - got much father then this, but I've got some screenshots I want to upload. I'm playing it when I can't play Psychonauts, at lunch at work

My character was basically Nigel with one point changed from strength to charisma. I'm a talker, and one thing I want to make sure is that I am capable at doing things out of combat.

So far (since I've got a medium way in) I'm doing fine, I don't mind having not too much AP, although another try (or Fallout 2) I'll probably try and get more then 7AP to use.

Massive charisma and speech does help me persuade everyone, and god damn do I have more money then the world can viably use, barter is actually useful!


It's definitely useful to have a fair bit of Charisma in-game. However, if you really want a "talkie" experience, you're best off putting points in Intelligence, too. And, if your characters are like mine, a point or two in Perception helps as well.

Note: the skills don't matter as much so much as the attributes which actually go further to defining what you can and cannot talk about. There is specific, extended instance I'm thinking of that perfectly illustrates the use of Intelligence and the Science skill in conversation but it's a spoiler in itself -- as with much of the game's content -- so I'll leave it unless you don't mind spoilers.

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