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This is a list of builds I have planned for up to New Vegas:

Fallout 1 and 2

Sniper (starts off with Small Guns, then switches to Energy Weapons)
Pistol Sniper (same, but using One Hander)
Burst Fire Big Guns (same as Sniper, but with Fast Shot and switching to Big Guns)
Burst Fire Energy Weapons (same, but switches to Energy Weapons)
Pyromaniac (uses the Flamer/Improved Flamer)
Hand to Hand (fights in melee range)

Tactics

Sniper (long range with Small Guns, then switching to Energy Weapons)
Burst Fire Big Guns (takes Fast Shot and uses Big Guns)
Burst Fire Energy Weapons (same, but uses Energy Weapons)
Pyromaniac (uses the Flamer)

Fallout 3

Due to getting a perk every level, the potential to max out all skills, and the near lack of specialization perks, all characters focus on both melee and ranged combat.

Critical (inflicts critical hits with single shot weapons weapons)
Low Critical (focuses more on dps with heavier weaponry)
Assassin (focuses on attacking from stealth)
Pyromaniac (uses fire based weapons)

Fallout: New Vegas

Due to slightly higher perk rate and all those specialization perks, there are many more builds than in previous Fallout games.

Critical (Cowboy, Grunt, Guns, Shotguns, Lasers, Plasma, Unarmed, or Melee. Focuses on critical hits and damage)
Automatic Critical (Grunt, Guns, Lasers, Plasma. Same, but with automatics and Light Touch)
Quickshot (Cowboy, Grunt, Guns, Shotguns, Lasers, Plasma, Unarmed, or Melee. Focuses on increased attack speed)
All Out (Grunt, Guns, Lasers, Plasma, Pyromaniac, Unarmed, Melee, Explosives. Focuses on increased damage)

Feel free to comment on these build ideas and if you have other ideas I should try out.
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DwayneA: This is a list of builds I have planned for up to New Vegas:

Fallout 1 and 2

Sniper (starts off with Small Guns, then switches to Energy Weapons)
Pistol Sniper (same, but using One Hander)
Burst Fire Big Guns (same as Sniper, but with Fast Shot and switching to Big Guns)
Burst Fire Energy Weapons (same, but switches to Energy Weapons)
Pyromaniac (uses the Flamer/Improved Flamer)
Hand to Hand (fights in melee range)
I think that most of them works. As long you remember to upgrade to either big weapon or energy weapons (or a lot of stealth and pacific ending)
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DwayneA: Tactics

Sniper (long range with Small Guns, then switching to Energy Weapons)
Burst Fire Big Guns (takes Fast Shot and uses Big Guns)
Burst Fire Energy Weapons (same, but uses Energy Weapons)
Pyromaniac (uses the Flamer)
I'm playing it right now, and sadly the pyromaniac doesn't seems to be practical. Because, the first flamethrower I saw it was at the half of the game

Don't forget that you have a full party of six. So you can take all those at the same time.

I don't talk about the others as I don't remember anything special.
okay, so I'll scratch the Pyromaniac off the list for Tactics. What do you suggest for a replacement?

I agree that you need to switch to Big Guns or Energy Weapons as they are more powerful than even the strongest Small Guns.

What do you mean by Stealth and Pacifist? What is stealth good for? According to the Nearly Ultimate Fallout Guides, Sneak isn't very effective, even at high levels.
Post edited March 05, 2022 by DwayneA
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DwayneA: okay, so I'll scratch the Pyromaniac off the list for Tactics. What do you suggest for a replacement?

I agree that you need to switch to Big Guns or Energy Weapons as they are more powerful than even the strongest Small Guns.

What do you mean by Stealth and Pacifist? What is stealth good for? According to the Nearly Ultimate Fallout Guides, Sneak isn't very effective, even at high levels.
For tactics, to be honest not my party :P I was being experimental instead of pragmatic and two of them

- My current leader is a 10-cha (just useful to be changing quickly the other members by higher-level options) that handles small guns + Energy weapon + MEdic (but it should have been science). Most of the time she is mid distance (handguns, burst mode)
- I'm using the original medic that handles low-mid terrain with small guns (Shotguns and riffles)
- I'm using the original sniper to be... well sniper + my salvation with the broken random encounters (DON'T FORGET THIS)
- I'm using a second sniper that is also my lockpicker . I think I'll leave her with normal weapons only
- I'm using a pack mule for closing combat + throwing grenades (BIG mistake for an optimal game), My problem, she is my traps expert, so not easy to swap it.
- I'm using a close + burst + big weapon that in theory have +30% damage resistance (But not even this was useful for close combat with mutants)

Definitively, avoid close combat . Once you find the mutants you will always need to have them at medium to far distance to have a chance. Shotguns burts does marvel on them, but you need to be able to bring your gunner close to them first (So, sneak points for the ambush )

And finally, don't forget, the random encounters at Tactic is 100% broken. It is worse than a Final Fantasy game.
Post edited March 05, 2022 by Belsirk
what do you mean by broken?
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DwayneA: what do you mean by broken?
Ah, first time with tactics? Ok. The percentage for finding a random encounter is just done wrongly. Between a base and a mission you will have more than 15 random encounters. If your survival skill is not too high you will be forced to play on all of them.
What about the builds I have planned for 3 and NV?
new vegas i like because you can role play a little better due to the perks , such as roleplaying a cowboy if you want, etc. I liked that over fallout 3 which i didn't consider much roleplaying. Plus the factions in NV. I do like in fallout 3 you can play a bad guy, and side with the bad guys, and make bad guy decisions lol.
any comments on my build ideas for those two games?
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DwayneA: What about the builds I have planned for 3 and NV?
Sorry, my last play on those two were 12 years ago. I just don't remember. But you can pass those games with almost any build (I mean, I was able to reach las vegas with a character with 10-lucks and level 1)
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DwayneA: This is a list of builds I have planned for up to New Vegas:

Fallout 1 and 2

Sniper (starts off with Small Guns, then switches to Energy Weapons)
Pistol Sniper (same, but using One Hander)
Burst Fire Big Guns (same as Sniper, but with Fast Shot and switching to Big Guns)
Burst Fire Energy Weapons (same, but switches to Energy Weapons)
Pyromaniac (uses the Flamer/Improved Flamer)
Hand to Hand (fights in melee range)

Tactics

Sniper (long range with Small Guns, then switching to Energy Weapons)
Burst Fire Big Guns (takes Fast Shot and uses Big Guns)
Burst Fire Energy Weapons (same, but uses Energy Weapons)
Pyromaniac (uses the Flamer)

Fallout 3

Due to getting a perk every level, the potential to max out all skills, and the near lack of specialization perks, all characters focus on both melee and ranged combat.

Critical (inflicts critical hits with single shot weapons weapons)
Low Critical (focuses more on dps with heavier weaponry)
Assassin (focuses on attacking from stealth)
Pyromaniac (uses fire based weapons)

Fallout: New Vegas

Due to slightly higher perk rate and all those specialization perks, there are many more builds than in previous Fallout games.

Critical (Cowboy, Grunt, Guns, Shotguns, Lasers, Plasma, Unarmed, or Melee. Focuses on critical hits and damage)
Automatic Critical (Grunt, Guns, Lasers, Plasma. Same, but with automatics and Light Touch)
Quickshot (Cowboy, Grunt, Guns, Shotguns, Lasers, Plasma, Unarmed, or Melee. Focuses on increased attack speed)
All Out (Grunt, Guns, Lasers, Plasma, Pyromaniac, Unarmed, Melee, Explosives. Focuses on increased damage)

Feel free to comment on these build ideas and if you have other ideas I should try out.
For fallout tactics, if you plan to spend points in Traps for disarming traps. Consider to be near to 160% . To my surprise, the mines on the last level are almost impossible to disarm with 140%. And worse, even if you see them, you can't force their destruction
Post edited March 11, 2022 by Belsirk
In the first two Fallout games, the burst fire builds both use the same perks. So I'm wondering if I should combine both, investing in both Energy Weapons and Big Guns, and use the Alien Blaster endgame instead of the Gauss Pistol because it deals more damage at the same AP cost. And I'm wondering if the Pistol Sniper is worth doing because two handed weapons deal more damage than even the strongest one handed weapons.
I added the following to my build list for the first two games:

Quickshot (uses ranged weapons with low AP costs together with Fast Shot)
Quick Fist (Fallout 1 only. Fast Shot reduces AP costs of all weapons in that game, including Unarmed and Melee)
Jinxed (Hand to Hand character that takes Jinxed with maxed Luck)
Apparently, it's pointless to specialize in Fallout 3 due to the fact that you can easily max all your skills, stats, and get a perk every level. Also, the lack of weapon strength requirements and traits as well.
I've been going through the first game with all nine builds I've come up with. Some are more effective than others. Here's my analysis:

Pistol Sniper: Good damage, though the range isn't as long as rifles. One Hander does give a bonus to accuracy, however.

Sniper: Excellent range and damage. Most tremendous damage for targeted shots to the eyes.

Quickshot: Same as a sniper, but without targeted shots. Fast Shot allows for more attacks per round. The sniper perk makes it even more destructive.

Burst Fire Energy Weapons: Good damage, but the Gatling Laser isn't acquired until near the end of the game. Damage of criticals is reduced against enemies wearing metal armor. A pistol is required for ammo conservation purposes.

Burst Fire Big Guns: Has the potential for the greatest damage in the game. A pistol is required for ammo conservation purposes.

Pyromaniac: Great damage, but low range.

Hand To Hand: Because of the very short range of attacks, weaker than ranged characters. Slayer makes targeted attacks more powerful.

Quickfist: Same, but Fast Shot allows for more attacks per round. Gets stronger once you get Slayer.

Jinxed: The increased critical failure rate can be annoying, even when using melee and unarmed weapons, but amusing when your enemies try attacking with guns.