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I guess I am pretty far in Fallout 2 already, level 27 and having visited most places and done most quests for them. Now in San Fransisco trying to figure out the way to the oil rig (already have been in Navarro too).

I've been with the same three companions that I met already quite early in the game: Sulik, John Cassidy and Vic. I've been pretty happy with them overall, but I've been wondering if there are some other companions that I should have on top of them, or even replacing some of them?

I have built Skynet so that is one possibility, and also K-9. I just got my Charisma bumped from 6 => 8 so now I can have a fourth companion as well. I've shortly tried K-9... but frankly he doesn't seem too useful. It can't carry anything, and it can do only unarmed attacks with his teeth, and it didn't feel like he was very useful in combat. So, leave it be?

Is Skynet any better? Apparently it can even wield some weapons according to this FAQ:

http://fallout.wikia.com/wiki/Fallout_2_companions

To me the best fourth that I've met seems to be Marcus, esp. as he seems to be proficient with heavy weapons, something that none of my other companions (nor me) are. So is Marcus a logical choice for the fourth companion?

I was thinking also about Goris... but can he do only unarmed combat? So basically like K-9? I'd prefer if the companions can do (also) ranged combat. Sulik is quite good in melee combat with his Super Sledge Hammer, but in some hard battles against Enclave patrols etc., melee combat seems like a suicide even for him. In those cases I rather equip Sulik with a .223 pistol, he seems to be doing good ranged damage with it. Melee with Super Sledge Hammer is then for when there are masses of annoying Gold Geckos or something running towards you, Sulik throws them around the screen with the sledge hammer.

It is so that I should stay with "human" (or mutant?) companions so that they can use human armor?

Also, do companions level up on their own? Does it mean that it is not a good idea to get new companions late in the game, e.g. they are so low level?

Note: I want the companions only for combat, and for carrying stuff (as I am have a "small frame" perk which limits what I can carry with me). I don't care if they are proficient with science or repair or such, I am good enough with such stuff already. At some point I might also take the perk that allows me an extra companion (fifth one).
Post edited October 17, 2016 by timppu
This question / problem has been solved by Enneagonimage
As far I remember, companions do level on their own, but only have four (or so) levels they can gain.
I've got five (max) companions now, by first having my Charisma bumped up to 8 (which allows four companions) with the Charisma increase perk and the Brotherhood of Steel upgrade (+2 Charisma), and then getting the Magnetic Charisma or whatever perk that allows one more companion.

Frankly, it seems now I have pretty much all the companions which are worth anything in Fallout 2 (ie. useful in combat and can carry your stuff too):

Sulik
Vic
John Cassidy
Marcus
Skynet (not sure if he can carry and how much, I can't use the Steal option to give him stuff, only the Trade option?)

All the other companion options seem pretty worthless. K-9 seemed like a lousy fighter doing only a couple of points of damage to enemies in fight and can't carry your stuff. Robodog is supposed to be even worse, and I presume the same about Dogmeat which just became avallable yesterday.

Those five seem pretty good as long as you find suitable weapons and armor for them. Is there a definite list somewhere what weapons each companion can use, as e.g. Vic and Cassidy won't take the .223 pistol into use even though they both should be able to use small weapons/pistols? These are the weapons and armor I am considering for my party at this point (currently in San Fransisco trying to find a way to the oil rig, and levelling up walking nearby looking for random encounters, also going to get two power armors hardened in San Fransisco):

The Chosen One (me): Turbo Plasma Rifle and Advanced Power Armor. I sometimes used the PPK12 Gauss pistol which seems to do somewhat more damage and can be fired more times per round, but I like how Turbo Plasma seems considerably more accurate at long ranges. So while a Gauss pistol could fire more often per round, with it I'd waste action points to first run closer to enemies to fire it accurately. I usually try to get enemies to shoot at me (instead of rest of the party) because I have the best armor.

Sulik: .223 Pistol and Power Armor. I sometimes let him use the Super Sledge Hammer for comedic purposes, but frankly for serious fighting it is better he sharp-shoots enemies from far away with the .223 Pistol. He gets himself killed if he charges towards Enclave soldiers with his hammer, becoming their primary target.

Vic: YK32 Pulse Pistol and Power Armor. I first had him use the normal sniper rifle and later the Plasma Pistol (extended capacity), but I needed to find something that makes more damage, those two do only a measly amount at this point of the game, esp. against Enclave. I was hoping he could use the .223 pistol but apparently not for some reason. Pulse Pistol seems to work for him even though I personally found the Pulse Pistol and Rifle quite worthless for me because they seem to become very inaccurate in all but low ranges. Yeah, Vic also seems to charge towards enemies sometimes with it (which I'd hope he wouldn't do unless definitely necessary), but at least he now seems to do pretty nice amount of damage to enemies. I was considering also the Gauss Pistol (or Rifle?) for him, but I decided to dedicate the 2mm EC ammo (Gauss) for only one character, John.

John Cassidy: PPK12 Gauss Pistol and "Bridgekeeper's robes". John was using a normal sniper rifle up until now, but he was doing only mediocre damage with it anymore. Gauss pistol rocks for him especially as he can't use the .223 pistol for some reason. Since he has worse armor (combat armor level) I need to keep him shooting enemies from afar with the Gauss pistol. I am hoping to get a power armor or better for him soon, maybe after I find advanced power armor mkII for myself.

Skynet: .223 Pistol and no armor (not human). Skynet seems to have quite limited options for weaponry, I earlier used H&K P90c submachine gun for him which was ok, but the .223 Pistol seems to work great for him, just like for Sulik. I just remember to tell Skynet to auto-fix itself after each fight. Apparently Skynet could also use the Gauss rifle (or pistol?), so I might give him one later if I feel I have enough 2mm EC ammo for him too, but so far I am happy with him using the .223 Pistol which has oodles of ammo everywhere.

Marcus: Bozar and no armor (not human). I first let him use the basic minigun and Avenger minigun, but their 5mm ammo seems pretty worthless against Enclave armor. Quite often he was doing no damage at all against Enclave patrols! As a quick fix I let him use Gattling Laser which did at least some damage to Enclave too, but later I replaced it with Bozar because it uses the .223 ammo which is plentiful (as burst weapons eat a lot of ammo), and i think Marcus is more skilled with Big Guns anyway (Gattling Laser belongs to the Energy Weapon category i think?). There was also the Vindicator Minigun which is also supposed to work better against heavily armored enemies, but it uses a type of ammo which is relatively rare (4.7mm caseless).

The only problem now is that.. yeah, he occasionally damages and kills other party members with his burst weapon. I need to consider some single-shot option for him too, I read elsewhere suggestions to give him either a Turbo Plasma Rifle, or even the YK42B Pulse Rifle.
Post edited October 18, 2016 by timppu
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timppu: ...
You can consult this page for all the info: http://fallout.wikia.com/wiki/Fallout_2_companions
Interestingly enough, dogmeat is better than both robotic dogs with a better max hp and a better unarmed skill. Not that that is too weird since he can only be obtained through a rare non-canon special encounter. I once got him very early in the game and he turned out to be the most useful companion I ever had in the game, not least because it made the tedious early game so much less painful and annoying.

Weird that you didn't mention Myron the jet inventor. He's pretty useless as a combat companion, but he's a lot of fun to have around conversation wise. And if you're playing a high charisma female character, he tries his best to flirt with you.

As for best companions? I'd imagine Vic, Cassidy and Sulik, each with power armour. Though by the end game I was powerful enough that I didn't need them for the final part of the game. I tend to do that bit solo.
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Matewis: You can consult this page for all the info: http://fallout.wikia.com/wiki/Fallout_2_companions
Yeah I've used that page, but even it doesn't seem to tell exactly which are the exact weapons each companion can use, and which could be considered as the best weapon for each. For instance, according to that list both Vic and John Cassidy can use pistols and rifles... yet neither one would use the .223 pistol? Sulik and Skynet use .223 just fine.

I found this discussion for more hints about different weapons for different companions:

http://www.gamefaqs.com/boards/63576-fallout-2/43147145

I guess i could by now play solo as well... but extra firepower is always welcome especially against Enclave patrols, plus I use them as mules. Marcus is a great mule. Of course with the Highwayman car you need mules less, but lately I've been wandering near Navarro picking on fights on foot, in order not to constantly spend fuel on the car.
Daaamn... so much work on getting my companions to have good armor and weapons... and then I learn that apparently you are supposed to leave them behind before going to the oil bridge where the final climax of the game takes place. Having any companions without advanced power armor with you will instantly alert the Enclave.

Or if you do take them with you, then I guess your only option is to go guns blazing from the very start (of the oil rig)...
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timppu: Daaamn... so much work on getting my companions to have good armor and weapons... and then I learn that apparently you are supposed to leave them behind before going to the oil bridge where the final climax of the game takes place. Having any companions without advanced power armor with you will instantly alert the Enclave.

Or if you do take them with you, then I guess your only option is to go guns blazing from the very start (of the oil rig)...
Uhm oil bridge?

By the way, in case you didn't know since you are close to the end: there's still a bit of content, mostly in the form of conversations, after you've finished the game (ie finished the oil rig bit). One that I remember is with miss Kitty in New Reno if you have enough charisma, and I think perhaps something in the Vault of Vault City though I can't remember what exactly.
Out of curiosity, do the non-human companions have any special rules? For example, do they have any special qualities (good or bad) that humans don't? Do they level up normally and heal the same way humans do, or are there special rules for them?