Fallout 2 small guns build

No Mutants Allowed.

This rests on its rate of fire, damage and ease of acquisition. While two bursts empties the clip, we still have enough AP to reload and fire the third burst if we have the Fast Shot trait, the Bonus Rate of Fire perk and Action Boy x2. If we have another P90c on switch, we can fire 4 bursts on our turn that can do between dmg per burst. The P90c can also fire in single shot mode with an AP expenditure of just 2 with such a build max 6 shots per turn. The burst- only Bozar Big Gun fires 15x.

Fallout 2 small guns build

Log In Sign Up. What do you need help on? Cancel X. Topic Archived Page 1 of 3 Next Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Fallout 2 Is this character build any good? SpaceDetective 13 years ago 1. Tagged skills are Small Guns, Unarmed and Speech. Ultimate board - I was wrong it was fake. This character build is very good. You could optimize it a little however. With 7 endurance you get the same HP at level up as with 6 EN, so it's a wasted stat point which only yields 2 extra HP at creation.

Vic 6 12 EW I'm getting pretty good at this.

Log In Sign Up. What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Fallout 2 Small guns and minimum strength.

This skill determines combat effectiveness with any small gun. Although the skill lacks the wide devastation possible with Big Guns and Energy Weapons , it is naturally high from the beginning, and can be quickly trained with skill books. Ammunition for weapons governed by this skill is usually plentiful. Several perks, such as Sniper , are available to enhance the skill. The skill in Fallout 2 and Fallout Tactics operates in pretty much the same way as it did in Fallout.

Fallout 2 small guns build

No Mutants Allowed. Thanks to all my research on the Fallout wikia, I have come up with builds that use what I believe work to maximum effect. Feel free to comment on my conclusions. Fallout 1 Small Guns- Use the. According to the Fallout wikia, the.

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While two bursts empties the clip, we still have enough AP to reload and fire the third burst if we have the Fast Shot trait, the Bonus Rate of Fire perk and Action Boy x2. You can save your game just before reaching your next level, and just reload until they level as well save-scumming. There is no need for any other companions; indeed, Vic and Cassidy firing gauss weapons suffices. Cancel X. You need to use a FOB to access the navigation computer. Sign in Sign in Create account Sign in. Vic 6 12 EW I'm getting pretty good at this. Still, this Slayer build is not recommended since it sacrifices too much in order to focus heavily on staying power vs. Test mutagenic serum on a super-mutant. Take your sweet time boosting energy weapons from the enclave or San Francisco. You must log in or sign up to reply here.

This rests on its rate of fire, damage and ease of acquisition. While two bursts empties the clip, we still have enough AP to reload and fire the third burst if we have the Fast Shot trait, the Bonus Rate of Fire perk and Action Boy x2.

Find some endorphin blockers to make a cure for Jet. Which weapon is better depends on scenario, but I have found the Mega Power Fist to be the most effective and consistent close-quarters weapon, overall. Is there a way to keep track of your quests aside from memory? A list of unimplemented quests or quests that lack descriptions. Get some hardened power armor from Crockett. Thanks for the build i'll take this one into consideration, anyone else got a cool or interesting build. Deliver ten Cat's Paw magazines to Miss Kitty. However, Fallout 2 makes changes to traits , perks and skills , so build foundation and progression are not the same between the two games, and nor are the results though they are the same in spirit. Small Guns is probably the best weapon skill early, and can carry you through to the end game. Blowing stuff up in combat is fun, but dialogue options often times will be better. Log In Sign Up. Perception can also be important for skill checks and lockpicking, but I generally have that at a 6.

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