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Tanbir

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Everything posted by Tanbir

  1. The official end of first playthrough of Skyrim... I have finally completed all quests possible... I feel sad... Although it has been a hell of a ride! I got a similar feeling after completing DA:O (not DA:2)...

    Why am I telling myself this?? Well... to make sure this never goes away... and I never forget it...

  2. Most of us knows that we can mark items as 1, 2, 3 ...8 in favorites to access them ingame without having to bring up the favorites window and pausing the game every time. But its quite hard to remember it all. In Fallout New Vegas, long pressing the buttons brought up a HUD indicating the items with the item type icons. We would be happy to have a mod that does the same. In TES Skyrim, long pressing leads to dual wielding of the respective spell or weapon.
  3. Lil' Devil (GRA) favourite vanilla weapon. AMR (GRA)- fully modded for sniping.
  4. I'm happy that I'm getting a variety of replies... anyways, the intention of starting this thread was getting the opinion of seasoned players of Fallout New Vegas (minimum 3 playthroughs with all factions sided with, all weapons and specialities explored, hardcore mode + very hard difficulty veteran, knows a some about modding and scripting in G.E.C.K., has played all DLCs...) This was not focussed as a thread to highlight the S.P.E.C.I.A.L point distribution in character builds in plain version of the game (i.e. without DLCs and update patches...) The main focus is towards building a very powerful character at level 50, with all round expertise and with all essential perks... (i.e. without perks like Mr Sandman, Cannibal, Here And Now, Tag, Rad Adsorption e.t.c) :thumbsup:
  5. Yes, you make some good and relevant points, especially about the Better Criticals perk, which I forgot to mention. Anyways,regarding the maxing of Agility, it is really beneficial with a Vats build. I max out my AP such that I can take two consecutive Shots with the fully modded Anti-materiel Rifle (GRA). Also the main effect is increasing the AP regeneration rate and attack speed, which does increase (Check out the script in G.E.C.K.). I did not take the Skilled perk because I want the fewer points as possible from perks/traits and levelup. This is to increase the fun in searching out skill books and planning out strategy to get them quickly which I enjoy very much... Some awesome new unarmed weapons are there... Industrial Hand and Rawr's Talon (LR) and Greased Lightning (GRA)... apart from the ones you get from Honest Hearts and Dead Money... Also, this time I am specializing in Explosives... So,many of the newer perks would be enjoyed including Mad Bomber from GRA... Another important thing which you guys should know... the latest update patch for LR does edit the script to prevent unjust farming of caps from casinos... (Yeah I hate such changes, previously a bet of 200 chips and a 3 orange jackpot would give you 32,000 chips... but now it does not happen). This in another downgrading change I seriously hate, owing to the need of caps for purchasing weapons new weapons in GRA... (The first one was Silver Rush operatives becoming Hostile after completing Cass' quest 'Heartache By the Number')... Lastly, from the experience of my last four playthroughs, I must add that some non combat skills like Repair can be maxed out to get Perks like Jury Rigging and Hand Loader... to save caps and get highly powerful bullets which multiplies weapon damage to great extents...
  6. <SPOLIER ALERT... FROM ONE FNV FAN TO ANOTHER... DON'T EVEN DARE TO READ THIS FURTHER IF YOU ARE MAKING A FIRST PLAYTHROUGH > I started my fifth complete Playthrough... (Yeah, I just can't get enough). This time I have all DLCs installed... so wow, a Level 50 character! That would be something.... (The Highest one I had was level 40, after Honest Hearts)... anyways, back to my point, I just want to ask fellow gamers what changed strategy in character build would you take (in lieu of the new aspects and opportunities all DLCs provides for us)? I'm listing mine below.... S.P.E.C.I.A.L. point distribution (without implants)... STR- 7 (+1 from implant and +2 from Reinforced Spine perk from OLD WAR BLUES ) PER- 5 (yeah who needs it with ED-E and Enhanced Sensors? However +1 from implants for Sniper perk if you think so...) CHR- 1 (dump stat forever) END- 8 (+1 from implants, previously it was 7, Now I can take the PHOENIX Monocyte Breeder implant too...) INT- 3 (Yeah, previously it was 7, now we need the fewer skill points per level up as possible, +1 frm implants before level 4 to get Educated and/or Comprehension perks, if your'e still up for it) AGL- 8 ( +1 with Small Frame, +1 from implants. Its critical for all builds, faster attack in Melee and Unarmed, boost to Guns, and also we need High AP in V.A.T.S.) LCK- 8 (+1 from implants, its essential to Critical Chance...) Put the +1 S.P.E.C.I.A.L form Lonesome Road in Luck. Or Perception if you care for the Hobbler Perk! Traits... Old War Blues Totally Spiced it up... Small Frame and Kamikaze was the previous choice... Now we have Hoarder... the +25 lbs is quite considerable because I carry minimum of 170 lbs. Anyone up for Wild Wasteland? Its useless... unless you wanna jinx the DLC experience... Perks Level 2 : Intense Training(1)... no need. We can happily take Heave, Ho! now. Level 4: Educated if you still need hoards of skill points... you will max out the essential Skills anyways... Level 6: Comprehension... In my opinion, the most essential perk. +20 bonus makes it simple to temporarily boost Speech, Barter, Lockpick, Science and Repair to 100 quite early on (Level 9-10 onwards). Also saves the pain of putting valuable skill points in less priority Skills early on... i.e. until Level 26... The rest is pretty much the same depending on which build we prefer first...
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