223 Pistol for weaker foes and conserving ammo in the first game, and the Gauss Pistol in the second game for the same reasons. Both used Gifted and Small Frame.Įnergy Burst Build - Used the Gatling Laser, with the. Sniper - Uses the Sniper rifle and the Turbo Plasma Rifle in Fallout 1, and the Gauss Rifle together with the Pulse Rifle in Fallout 2. This was the only build where I was able to successfully take out Horrigan without having to resort to using the turrets against them, but then again, I was just lucky. The Gauss pistol was used for longer range and the alien blaster against tougher foes. In Fallout 2, I used the alien blaster together with the Gauss Pistol.
223 Pistol and Alien Blaster as endgame weapons.223 Pistol is used for longer range and alien blaster for closer range and tougher foes. Pistol Build - Take One Hander and Gifted. I have now beaten the game with four builds using these strategies. What I would like to know is what would be the best way to build one? How low should I set my intelligence? Which traits should I take? What are the best combat skills? Playing as a dimwit is mostly done for a humourous replay. Should it be taken even if the most powerful melee weapon( the super sledge) requires two hands and doesn't require energy cells? How can I deal with long range attackers? Should both melee and unarmed be tagged at the start? Another thing I don't like about melee builds is that you don't get to see any of those death animations.įrom what I have read, the One Hander trait affects all unarmed builds. With melee builds, I don't need as much luck because Better Criticals requires only 6 luck and Slayer upgrades all hit to criticals.
There are also many places to raise your unarmed skill without investment. In Fallout 2, I would also take the non-violent route to deal with the raiders (using the stealth boy to reach and talk to Shadow Who Walks). In past playthroughs as a melee character, I would simply use speech to get past Harry instead of fighting him and the other mutants, wear the robes in both the military base and the cathedral, using Vree's autotopsy report to convince the master of the flaw in his plan. For me, speech seems more important with this type of character because you'll want to talk your way out of combat, especially when you're up against heavily armed opposition, so charisma is more important. Later on I can switch to unarmed because melee doesn't knock the enemy back. I start with melee weapons because they are most plentiful and powerful at the start.
Melee according to past playthroughs is a bit trickier, particularily against enemies with ranged attacks. In Fallout 2, I'll be able to take an extra rank of action boy so the agility can be set to a maximum of 9. In Fallout 1, I'll only be able to take one rank of action boy, so I set my agility to 7 so that with the implant and the perk, I'll have 10 action points. Fast shot and Gifted are the traits I take, along with both ranks of bonus ranged damage. After that, I'll try playing as a dimwit.īig Guns is the same as my energy weapons burst fire build where I used the gatling laser. Next I am going to do a big guns build and then a melee. So far using these tactics, I have beat Fallout 1 and 2 with a pistol build, a sniper build, and a energy weapon burst fire using gatling lasers build.