Posted November 12, 2022
Currently, I have notes for builds that combine melee and ranged attacks for all my characters. I got most of my advice from the character creation faq on Gamefaqs where one person has a guide that details what perks to take, what to avoid, and how to set SPECIAL stats, together with my own knowledge. He recommends combining perks for ranged and melee weaponry due to all the extra levels from the DLCs and because we can now max all our skills, something that couldn't be done in the vanilla game.
I have no notes for builds that use primarily unarmed or melee combat. But now that I've been told that hand-to-hand builds are more powerful and viable than I've come to understand.
All of my current build notes have variations for whether or not they use VATS, take Wild Wasteland, or have low intelligence. Also, there are options for each build on whether to use Light Touch and its appropriate perks. Builds not using VATS use Implant GRX and Chemist. Variants that do not have low intelligence get Pack Rat.
Now I've been thinking that maybe I should use either ranged or melee, but not both. Considering the carry weight from armor, weapons, equipment, and other items that I'll be carrying, I'll probably need to cut down the arsenal of weapons I plan to carry.
Unlike Fallout 3, it is not possible to max all stats, and despite the higher level cap, the increased perk rate means you don't get as many perks as you did in Fallout 3, here you only get 25 compared to 29.
Guns: Whether or not to use either Grunt or Cowboy and use weapons that gain an increased bonus to damage from either perk. If not using Grunt, there is the option of whether to primarily use a shotgun or not. If not using Cowboy, Grunts and Non-grunts have the option of whether to use single-shot weapons or powerful automatics. Automatics don't have very high critical chance modifiers and/or deal high critical damage.
Energy Weapons: Choice of using Laser or Plasma. Plasma builds using VATS can take Plasma Spaz. Laser Commander for Laser weapons. Both have options for using single-shot pistols and rifles or automatics. As with Guns, automatics don't deal high critical damage and also have a low critical chance modifier.
Pyromaniac: Can go either melee, unarmed, or use Flamers and the Sonic Emitter Tarantula. Flamers however don't deal very high critical damage or have high critical chance modifiers.
Hand To Hand: Can go either melee or unarmed. Melee needs max Strength for maximum damage. Unarmed as special unarmed techniques. Both have automatic striking weapons as well as single-attack weapons, the former of which are unaffected by Slayer and Super Slam.
Explosives: Thrown grenades, launched grenades, or missiles are the options. In Hardcore, however, the ammo weight of launched grenades and missiles can get pretty high. Together with the risk of getting caught in your own blast radius makes the practicality of this build questionable.
I originally had planned to use both an unarmed and melee weapon together with either Guns or Energy Weapons and some explosives with all my builds. I don't have any builds that use any of the perks that would improve the damage potential of explosives. All of my builds are planned to have endgame Strength, Agility, and Luck maxed. Strength for increased carry weight and melee damage, Agility for maximum reload speed, and Luck for the increased critical chance. All builds also used three hand-to-hand perks: Slayer, Piercing Strike, and Super Slam.
All builds also have one major focus: increased critical chance and damage, increased attack speed, or increased damage outside of critical hits.
Now I'm starting to wonder if this is the best way to play the game. Can someone help me out? Should I focus on only one combat style by endgame and pick the appropriate perks to maximize its effectiveness?
I have no notes for builds that use primarily unarmed or melee combat. But now that I've been told that hand-to-hand builds are more powerful and viable than I've come to understand.
All of my current build notes have variations for whether or not they use VATS, take Wild Wasteland, or have low intelligence. Also, there are options for each build on whether to use Light Touch and its appropriate perks. Builds not using VATS use Implant GRX and Chemist. Variants that do not have low intelligence get Pack Rat.
Now I've been thinking that maybe I should use either ranged or melee, but not both. Considering the carry weight from armor, weapons, equipment, and other items that I'll be carrying, I'll probably need to cut down the arsenal of weapons I plan to carry.
Unlike Fallout 3, it is not possible to max all stats, and despite the higher level cap, the increased perk rate means you don't get as many perks as you did in Fallout 3, here you only get 25 compared to 29.
Guns: Whether or not to use either Grunt or Cowboy and use weapons that gain an increased bonus to damage from either perk. If not using Grunt, there is the option of whether to primarily use a shotgun or not. If not using Cowboy, Grunts and Non-grunts have the option of whether to use single-shot weapons or powerful automatics. Automatics don't have very high critical chance modifiers and/or deal high critical damage.
Energy Weapons: Choice of using Laser or Plasma. Plasma builds using VATS can take Plasma Spaz. Laser Commander for Laser weapons. Both have options for using single-shot pistols and rifles or automatics. As with Guns, automatics don't deal high critical damage and also have a low critical chance modifier.
Pyromaniac: Can go either melee, unarmed, or use Flamers and the Sonic Emitter Tarantula. Flamers however don't deal very high critical damage or have high critical chance modifiers.
Hand To Hand: Can go either melee or unarmed. Melee needs max Strength for maximum damage. Unarmed as special unarmed techniques. Both have automatic striking weapons as well as single-attack weapons, the former of which are unaffected by Slayer and Super Slam.
Explosives: Thrown grenades, launched grenades, or missiles are the options. In Hardcore, however, the ammo weight of launched grenades and missiles can get pretty high. Together with the risk of getting caught in your own blast radius makes the practicality of this build questionable.
I originally had planned to use both an unarmed and melee weapon together with either Guns or Energy Weapons and some explosives with all my builds. I don't have any builds that use any of the perks that would improve the damage potential of explosives. All of my builds are planned to have endgame Strength, Agility, and Luck maxed. Strength for increased carry weight and melee damage, Agility for maximum reload speed, and Luck for the increased critical chance. All builds also used three hand-to-hand perks: Slayer, Piercing Strike, and Super Slam.
All builds also have one major focus: increased critical chance and damage, increased attack speed, or increased damage outside of critical hits.
Now I'm starting to wonder if this is the best way to play the game. Can someone help me out? Should I focus on only one combat style by endgame and pick the appropriate perks to maximize its effectiveness?