Forum: Fallout 3 general tips - Fallout Wiki. The purpose of this page is to collect quick tips for Fallout 3 from players in the field. Perhaps one might see this as a more practical version of Moira's Wasteland guide. Stats (S. P. E. C. I. A. L., Skills, and Perks)Edit. S. P. E. C. I. A. L. Edit> > NEVER START A CHARACTER WITH ANY S. P. E. C. I. A. L. STAT RAISED TO 1. You should only raise your SPECIAL attributes to 9 max, because each stat has a related bobblehead which can be found throughout the wasteland, worth one point to the related stat. If a S. P. E. C. I. Description This mod drastically increases the distance from which you can target NPCs in V.A.T.S from. Values such as hit chance or damage are untouched. Useful for scoping out enemies or when you are just too lazy to aim! If. This is a massive list of Fallout 4 tips and tricks detailing every small gameplay element such as how to activate WAIT feature, remove mods from weapons and many other things. V.A.T.S. in action. The Vault-Tec Assisted Targeting System, or V.A.T.S., is a queuing system for Fallout 3, Fallout: New Vegas and Fallout 4, inspired partly by the ability to shoot specific parts in the turn-based combat. A. L. is set to 1. WASTING one point which you could have spent on a different stat and made up using the bobblehead. Another Possible outcome that I find very worth the effort is to use the quest SPECIAL to an advantage, for e. If you want maximum Strength, raise it to 7, (or 8 if you want this to be permanent) then complete The quest Those!, choose Ant Might and then it will be raised to 8 or 9, then simply use the The Strength bobblehead in Lucas Simms' house in Megaton to raise it to 1. The perk Almost Perfect makes it possible to have each S.
P. E. C. I. A. L. Because the perk is only available upon reaching level 3. S. P. E. C. I. A. L. bobbleheads to achieve true perfection. User: Manic_dude. October 1. 4, 2. 01. UTC). To see a technical breakdown of the effects of each S. P. E. C. I. A. L. Below are player comments on the relative use (or uselessness) of each attribute. Strength affects carrying capacity, which affects how often you'll have to head back to town to sell stuff. Strength is also more useful to melee players than shooters since it increases damage done with Melee Weapons but does nothing for any of the ranged weapon skills. Perception is very useful for getting the jump on enemies, and as such, is more useful for stealthy players. It determines when enemies appear on your compass. Endurance is of most use to unarmed players. It grants a bonus to Hit points, radiation resistance and poison resistance. Charisma affects Barter and Speech and is perhaps most useful to relatively non- violent players. If you enjoy combat and scavenging, Charisma may be of little use to you. Intelligence is most useful to players who want to boost many different skills because every point in Intelligence will give you an additional skill point to spend when you level up (worth 1. Intelligence by lvl 2. It is also relatively more useful to non- stealthy fighters since every 1 point in Int. Repair and Medicine by 2 (it also boosts Science). Agility is very important to stealth players, but also important to most shooters and VATS users. Agility boosts your Action Points, Sneak, and Small Guns (which offer more flexibility, competitive damage, and a lower cost compared to Energy Weapons). Luck is most important to players who like to rely on critical hits, as every 1 point grants 1% to your crit chance. Luck also makes a relatively minor impact on all of your skills (Luck / 2, rounded up). Luck of 5 is a prerequisite for the economic perks of Fortune Finder and Scrounger. Luck of 6 is needed for combat perks like Mysterious Stranger and Better Criticals. You should only put a max of 8. The respective bobblehead will increase it by 1. Many perks increase 1- 2 skills by 5- 1. Several pieces of clothing increase 1- 2 skills by 1- 1. Extreme players may also want to only increase their skills to 5. Comprehension perk, which doubles the bonus). Fallout 3 is primarily a shooter. As such, the Small Guns and (for maintaining weapon condition in large areas with many enemies later in the game) Repair skills are two of the most important skills. Both boost the damage you deal with conventional weapons. Earlier on in the game, Big Guns or Energy Weapons are not practical alternatives to pistols, assault rifles, shotguns, and long range guns (Hunting Rifle, Sniper rifle, etc.) due to their rarity and/or the fact that their damage is not significantly better than their Small Guns equivalents. However bear in mind that later on in the game, advanced Energy Weapons are some of the most powerful in the game. Melee weapons and unarmed are generally niche skills at best. You save on ammo but the cost is that you will take considerable damage before you get in range of your target. This is less of a problem inside buildings however, or when you have very high Sneak.) Unless you plan on making a close combat specialist, these skills are best left untouched. Repair is primarily used to keep your weapons and armor functional, but only works out in the field if you can find or purchase an adequate supply of similar armor/weapons to use for parts (which is a problem for some items more than others). Remember that you can always use caravan merchants to repair equipment without the need for parts (similar equipment). Keep in mind that some advanced versions of a weapon can be repaired with parts from their baser cousins. For example, the Silenced 1. Pistol. Lincoln's repeater can be repaired with Hunting Rifles. Beware: Chinese assault rifles cannot be repaired using standard assault rifles (because they are not advanced version of each other) but the Xuanlong assault rifle is an advanced version of the Chinese Assault Rifle and can be repaired with them. Your Repair skill partially determines the initial condition of schematics weapons. Repair is also needed to disarm the triggers for a wide variety of Traps like bear traps, tripwires, and pressure plates. Make it a priority to visit Canterbury Commons and invest in Crazy Wolfgang to boost his repair to 8. He can do so without any spare parts. Note that higher Condition linearly means more damage and DR from equipment which is critical for survival early in the game. You may wish to start out with a minimum of 2. Lockpick and Science (either naturally or through gear). Locks and computers have 5 levels of difficulty, and you can deal with each if you have the correct skill at 0 (accessible at any level), 2. Having Lockpick or Science with points between those is not entirely useless, however - higher Science reduces the number of possible password options, increasing your chances of guessing it correctly, and higher Lockpick widens the "sweet spot" where a lock will open. As mentioned above it can be very useful to get Lockpick and Science to 2. Lockpick if you have the 1 Perception cap and your Perception isn't already 1. NOT be yet). In addition to increasing your grenade damage, mine damage, and granting access to certain Perks, specific levels of Explosives are required to disarm certain explosive- based traps. Megaton's bomb. 3. Frag grenade clusters (known as "Grenade Bouquets"). Microfusion Cell traps in some toilets. Rigged Computer Terminals. Your Explosives skill also determines how close you can get to mines before they detect you, as well as how long the mine will beep a warning before it goes off. If you can run up to a mine and click on it fast enough, you will be able to disarm a mine with a zero Explosives skill, but if you're slow it may blow up before you reach it. Since you level up just as you exit Vault 1. Megaton for The Power of the Atom quest. That way you will have access to housing for sleeping and storage right away. Or just use mentats to increase the explosives skill whitch is easily acquired all over the wasteland). Tag the skills you will use most early in the game rather than worrying about what you will use the whole game. Tagging a skill is a one time boost of 1. So if you tag a combat skill and don't fire a shot until level 4 because you did Megaton quests then those points were essentially wasted and would have been better spent on Lockpick or even Speech, if you don't have the patience for TONS of reloads for speech challenges. Think about what you will be doing from levels 2 to 5 or so and tag skills for those levels, then spend your points on level ups building up your other skills. There's no reason not to get an early jump on a skill you'll use at the beginning even if you don't intend to raise it to high levels. As long as you have even 5 Intelligence a tag is only equal to 1 level's worth of skill points. If you plan on having a well rounded character and want all your skills to reach 1. ALL of them as you level up. Neglecting skills like Unarmed and Melee as some have said could mean you may never get them to 1. If you can't keep track, make a list of what skills you have the Bobblehead for. Also, it would be a good idea to keep a list of all the skills and mark down when you read a skill book. This will help you plan where to add points when you level up. There are about 2. Comprehension perk that can add up to 5. Also avoid perks that only add points to skills because if you plan carefully you can easily get them all to 1. Remember, you can always go back to that hard locked safe, ammo box or computer later in the game. With very few exceptions there’s never really anything tremendously valuable or unique in them anyway.) Rushing to add points to one skill before you have the Bobblehead or have read at least 1. This exploit was fixed with the 1. The Big Guns skill can be increased all the way to 1. Size Matters perk. In Bethesda Offices east building there is a raider with a Flamer who has U. S. Army: 3. 0 Handy Flamethrower Recipes in their inventory. This raider respawns every 7. The least time consuming way to do this is with Chinese stealth armor and a silent or melee weapon: Sneak, then fast travel into the middle of the raider base. You will pop into the area already invisible: go right into the east building where all 5 raiders can be stealth killed, the last one on the top floor has the book. Average starting characters (End 5, Lck 5) start with 1. Big Guns skill, and can save 8. If you have the Comprehension perk, you can cut in half the time it takes to use this method. The Science skill can be increased all the way to 1. In Shalebridge there is a Big Book of Science on a dead ant researcher in the egg room. The researcher respawns every 7.
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