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What combat skill is the most useful to you?


theLeeHarvey

What's your preferred Combat Skill?  

60 members have voted

  1. 1. Which Combat skill do you rely on most?



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Anyone who just wants to get through the game will pick guns since the devs were so biased towards them. Explosives however are infinitely more fun once modded to be as powerful as they are in other fps, though you'd also need to mod in an explosives store since Obsidian couldn't be bothered giving explosives fans a reliable place to buy more grenades in bulk.
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I admit i love flame weapons, but if i had to chose a gun type I am pretty much a shotgun lover. In Fallout 2 the Pancer Jackhammer was my gun of choice, but limited ammo types. The only thing that i was bumbed about the newer Fallout's (3 and new vegas) did not add it; espically, the number of types of ammo for the 12 guage. What the shotgun would lack in power, it will make up in versatility and fire rate. Most times my charecter is ether indoors or playing fire support. I would also expect and/or 12 guage gurnades for the shotguns as well. If the people in the waestland could make an bombs, ammo or energy base ammo. you would expect an grenade ammo for the 12 guage. I can presume if a grenade round would be produced it would have a base damage of the shotgun, including a small area effect. It would be funny just seeing a mother or alpha deathclaw drop by a rapped fire of bean bag rounds.
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I am surprised about the lack of melee/unarmed fans in this thread. My first character used guns, but slowly switched to melee towards the end of the game, as melee was better at armor penetration. My Second character, an unarmed specialist, can take down super-mutants completely unarmed with 3 hits on level 14. I do agree with the majority on explosives; Because Fallout 3 and Fallout:NV have no mechanics for cover or indirect fire, explosives are rarely more useful than other weapons.

Personally, I never liked the division of melee and unarmed combat, there should at least exist a synergy bonus(E.G. +2 melee if at least 5 points in unarmed). Both melee and unarmed share many of the same principals. Likewise, most energy weapons and guns are line-of-sight, so why have two seperate skills?

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Every character i play will specialize in guns. They are the most prevailant, there are more mods for them...and im a gun guy! I always carry a long range rifle, close quarters full auto assault rifle, some kind of shotgun and possibly a decent handgun.

 

Couldn't have said it better myself.

 

The original Varmint Rifle when fully modded is useful through the entire game for nearly all mundane stuff: it costs next to nothing to maintain, and it saves a lot of more valuable ammo and wear and tear and your best rifle. But I can't say enough about the anti-material rifle when attacking from stealth from two mountains over.

 

I have always preferred the lever action rifles (Cowboy Repeater, Trail Carbine, Brush Gun) over assault rifles because the lever action guns are "western-themed" but I have used the All American assault rifle from Vault 34 and its a very fine gun.

 

I use pistols or shotguns for clearing mines and booby traps more than anything else but the Silenced 12.7mm Pistol or Silenced 12.7mm SMG can work small wonders at very close range when attacking from stealth or on any critical. I cleared Deathwind Caverns using the Silenced 12.7mm Pistol, though admittedly we had to sneak past the Legendary Deathclaw and just leave him. I think he's the toughest monster in the entire wasteland.

 

Even as a Gun player I really cannot get enough of the scope on the Gauss Rifle though, I wish my anti-material rifle could be outfitted with that scope. Even with no Energy Weapons skill the Gauss Rifle is still deadly on a sneak shot from three mountains over.

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The only thing i like about energy weapons in new vegas is how easy it is to manufacture ammo for it. The other is, the balence of AP and damage increase for the weapon. The max charge ammo has the capability to increase damage by 1.75 and armor penetration by 10 dr. not to mention with meltdown adds to the pain by causing a chain reaction in multiple groups. Guns have the best ammo varity, but energy weapons tend to have a balence in ammo. When playing hard core i have found that having a gatling laser, the rcw and tesla cannon. all i need is bulk, max, and normal Electron charge pack. The gatling laser is good for spray and pray events, the RCW is good for one and one not to mention it has ability to recycle 1/4 shots with its mod, and the tesla cannon combined with center of mass perk can really hurt; espacialy, combined with max charge electron charge pack. i have found that the gatling laser wight droppes to 7.5 or 9 by weapon handling perk and heavy wight perk, along with its mod that drops its wight by 50 percent. Edited by Firestorm01
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Nothing really exciting about me. I always say to myself: "This time I want to try something new" And at level 10 I'm running around with some sort of scoped rifle picking enemies at long range. Because that's the easiest :whistling:

Anyway, I also like to play with grenades. I find them quite useful. At least if you can avoid hitting your -at times very annoying- companions :wallbash:

So my usual loadout would be some sort of scoped rifle, a .44, usually a Desert eagle, though I'm fond of the wheelguns as well, 10-15 grenades and a shotgun.

In FO3, my absolute favourite was the MG3/MG42. Having experienced it in RL, I really adored that gun. :blush: Still looking for a decent MG in NV. Still missing a lot of the game though :happy:

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Bernt i would recomend light machengun. it has a 100 round to 200 rounds magazen with its mode attached. eventhough it has a slower fire rate tha the minigun, it makes up for damage per round. It works great with Armor percing rounds. You just need to have a decent strength recuerment to weald it. This weapon is classifid as a heave weapon next to the anti-matrial rifle. Edited by Firestorm01
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