Posted May 20, 2011
Starting stats:
S - 8 or 7
P - 6
E - 10
C - 2
I - 7
A - 9 or 10
L - 6
Traits:
-Small Frame
-Gifted
Tag:
-Melee
-Unarmed
-Speech
Some comments based on my experiences:
This build has some obvious deficiencies. First and foremost the lack of range. By the end of the game you'll have so many hit and action points this basically won't matter. The low charisma means your barter will be in the negatives to start with. At some point you may want to consider spending a few points just to get it to 0 or even 10%. This will make a huge difference in your selling prices. Most likely money will not be a problem though, as you'll be selling 99% of all weapons and ammo you find.
If you want to save a perk lower strength to 7 and raise agility to 10. This is just a matter of preference. Many consider more than five or six points in strength to be a waste...and on some level they’re right. To me though, starting a close combat character with low strength isn't really in the spirit of the build. Also, before getting decent weapons eight strength helps tremendously as your hits tend to be much more devestating. Obviously you get the damage boost but you'll do the following things significantly more often: cripple limbs, knock opponents down, knock opponents unconscious (head shots), and blind them (eye shots). Which brings me to the next point.
There are a plethora of close combat weapons in Fallout 2. Most of them suck. The first "good" weapons are the combat knife and spiked knuckles. In the early game, one thing that can be problematic is people wearing metal armor. If you're forced to a fight someone in metal armor before getting either of these two weapons I recommend fighting bare fisted (no brass knuckles) and going for head (not eye) shots until you crit and knock him/her unconsious. Why bare fisted? In terms of hp, brass knuckles definitely do more damage. But for some reason using the brass knuckless seems to substantially decrease the liklihood of landing those devestating crits that knock guys down or out or cripple limbs. One other piece of advice: if you find yourself fighting multiple opponents in metal armor focus on knocking them all out before finishing them off. They tend to stay unconscious for a while and once they're on the ground you can repeatedly punch them in the eyes and have a ~95% chance of connecting.
I don't recall the earliest you can get spiked knuckles. I believe Flick and Tubby sometimes carry them. If you can't afford them you can kill both of these guys without losing karma or turning the Den hostile (though you will have to kill Tubby's guards). Doing this will also net you their entire inventory. As far as the combat knife, there is a trick to getting one very early, though it doesn't always work. Once you get Sulik, take his sledge hammer and start the rat god quest. At some point (during a fight) he may pull a combat knife and start attacking with it. Once this happens you can then take it from him and give him back the sledge. This knife will not appear in his inventory until after he pulls it, and sometimes he never does. Still, it's a nice weapon to get that early in the game.
Honestly, early on you're better off pouring points into unarmed and using bare fists or brass knuckles until you get the spiked knuckles. This tends to work better than spreading your points around. Once you get the spiked knuckles it's game on. Looking at their damage in the pipboy they don't appear impressive, but with eight strength and 125+ percent in unarmed you will destroy light and medium armored foes. Even super mutants and guys in combat armor become manageable. Just aim for their eyes and they will go down surprisingly fast.
Obviously with this build your ultimate goal is to end up with the super sledge and mega power fist. With these weapons you'll be a force to recon with. Once you have them both your strategy becomes simple. Against enemies with ranged weapons use the power fist (so you don't waste action points chasing them when the super sledge sends them flying) and on close combat enemies use the super sledge so they have to spend their action points running back into combat with you. The latter works well against packs of deathclaws, aliens/wannamingos and floaters.
Lastly, perks. For this build to be effective there are some perks you must get. Awareness, educated, better criticals, gain agility (if you started with 8 strength) bonus hth attacks and slayer. Also, don't waste time with the sneaky perks like silent running and silent death. This isn't meant to be a stealthy build. That said, here are some suggestions to maximize your chosen one's effectiveness.
-Bonus move (2 ranks) - If you're used to gun slinger characters this many seem unnecessary but once you have it you'll understand.
-Action boy (2 ranks) - speaks for itself
-Life giver (at least one rank at the earliest possible level) - This goes back to my Diablo 2 playing days; extra life is HUGE, especially for a hack n slash character. With 10 endurance, you're already going to be gaining 10 hp a level. That means from level 12 on you'll gain 14 hp a level and from level 15 on 18 points a level. You can do the math on that.
-Toughness (0 to 3 ranks) - honestly this one is a bit of a luxury. By the end game there will be very few situations in which you need the extra toughness and when they do arise a couple doses of psycho will max out your damage resistance anyway. On the other hand, FO2 has no level cap or time limit so...
-Dodger - might appear useful for this build but by the end game enemies will be extremely accurate. In other words, the extra AC is not going to cause them to miss a whole lot more, if at all. Wouldn't bother unless you have every perk above already.
-Bonus HtH damage - again may seem like a good choice because it's for hth characters but two damage is piddly and it doesn't even add two damage, it just adds two to maximum damage. Everything above is much much more useful.
-Packrat - may seem like a good choice because of decreased carry weight and low number of companions but you don't need to carry ammo (except microfusion cells late game when you'll have 10 strength anyway) and will be selling almost all equipment you come across.
-More criticals - Worthless once you get slayer. Dont't bother.
-Stone wall - marginal. You're not going to be knocked down very much without it.
That's everything. I hope if you try this build you enjoy it as much as I did.
S - 8 or 7
P - 6
E - 10
C - 2
I - 7
A - 9 or 10
L - 6
Traits:
-Small Frame
-Gifted
Tag:
-Melee
-Unarmed
-Speech
Some comments based on my experiences:
This build has some obvious deficiencies. First and foremost the lack of range. By the end of the game you'll have so many hit and action points this basically won't matter. The low charisma means your barter will be in the negatives to start with. At some point you may want to consider spending a few points just to get it to 0 or even 10%. This will make a huge difference in your selling prices. Most likely money will not be a problem though, as you'll be selling 99% of all weapons and ammo you find.
If you want to save a perk lower strength to 7 and raise agility to 10. This is just a matter of preference. Many consider more than five or six points in strength to be a waste...and on some level they’re right. To me though, starting a close combat character with low strength isn't really in the spirit of the build. Also, before getting decent weapons eight strength helps tremendously as your hits tend to be much more devestating. Obviously you get the damage boost but you'll do the following things significantly more often: cripple limbs, knock opponents down, knock opponents unconscious (head shots), and blind them (eye shots). Which brings me to the next point.
There are a plethora of close combat weapons in Fallout 2. Most of them suck. The first "good" weapons are the combat knife and spiked knuckles. In the early game, one thing that can be problematic is people wearing metal armor. If you're forced to a fight someone in metal armor before getting either of these two weapons I recommend fighting bare fisted (no brass knuckles) and going for head (not eye) shots until you crit and knock him/her unconsious. Why bare fisted? In terms of hp, brass knuckles definitely do more damage. But for some reason using the brass knuckless seems to substantially decrease the liklihood of landing those devestating crits that knock guys down or out or cripple limbs. One other piece of advice: if you find yourself fighting multiple opponents in metal armor focus on knocking them all out before finishing them off. They tend to stay unconscious for a while and once they're on the ground you can repeatedly punch them in the eyes and have a ~95% chance of connecting.
I don't recall the earliest you can get spiked knuckles. I believe Flick and Tubby sometimes carry them. If you can't afford them you can kill both of these guys without losing karma or turning the Den hostile (though you will have to kill Tubby's guards). Doing this will also net you their entire inventory. As far as the combat knife, there is a trick to getting one very early, though it doesn't always work. Once you get Sulik, take his sledge hammer and start the rat god quest. At some point (during a fight) he may pull a combat knife and start attacking with it. Once this happens you can then take it from him and give him back the sledge. This knife will not appear in his inventory until after he pulls it, and sometimes he never does. Still, it's a nice weapon to get that early in the game.
Honestly, early on you're better off pouring points into unarmed and using bare fists or brass knuckles until you get the spiked knuckles. This tends to work better than spreading your points around. Once you get the spiked knuckles it's game on. Looking at their damage in the pipboy they don't appear impressive, but with eight strength and 125+ percent in unarmed you will destroy light and medium armored foes. Even super mutants and guys in combat armor become manageable. Just aim for their eyes and they will go down surprisingly fast.
Obviously with this build your ultimate goal is to end up with the super sledge and mega power fist. With these weapons you'll be a force to recon with. Once you have them both your strategy becomes simple. Against enemies with ranged weapons use the power fist (so you don't waste action points chasing them when the super sledge sends them flying) and on close combat enemies use the super sledge so they have to spend their action points running back into combat with you. The latter works well against packs of deathclaws, aliens/wannamingos and floaters.
Lastly, perks. For this build to be effective there are some perks you must get. Awareness, educated, better criticals, gain agility (if you started with 8 strength) bonus hth attacks and slayer. Also, don't waste time with the sneaky perks like silent running and silent death. This isn't meant to be a stealthy build. That said, here are some suggestions to maximize your chosen one's effectiveness.
-Bonus move (2 ranks) - If you're used to gun slinger characters this many seem unnecessary but once you have it you'll understand.
-Action boy (2 ranks) - speaks for itself
-Life giver (at least one rank at the earliest possible level) - This goes back to my Diablo 2 playing days; extra life is HUGE, especially for a hack n slash character. With 10 endurance, you're already going to be gaining 10 hp a level. That means from level 12 on you'll gain 14 hp a level and from level 15 on 18 points a level. You can do the math on that.
-Toughness (0 to 3 ranks) - honestly this one is a bit of a luxury. By the end game there will be very few situations in which you need the extra toughness and when they do arise a couple doses of psycho will max out your damage resistance anyway. On the other hand, FO2 has no level cap or time limit so...
-Dodger - might appear useful for this build but by the end game enemies will be extremely accurate. In other words, the extra AC is not going to cause them to miss a whole lot more, if at all. Wouldn't bother unless you have every perk above already.
-Bonus HtH damage - again may seem like a good choice because it's for hth characters but two damage is piddly and it doesn't even add two damage, it just adds two to maximum damage. Everything above is much much more useful.
-Packrat - may seem like a good choice because of decreased carry weight and low number of companions but you don't need to carry ammo (except microfusion cells late game when you'll have 10 strength anyway) and will be selling almost all equipment you come across.
-More criticals - Worthless once you get slayer. Dont't bother.
-Stone wall - marginal. You're not going to be knocked down very much without it.
That's everything. I hope if you try this build you enjoy it as much as I did.
Post edited May 23, 2011 by galvin4982