The main benefit of explosive ammo I found early on was it seemed to do a lot of limb damage to Deathclaws, and I was able to *easily* cripple them, and a crippled deathclaw is kind of pathetic, resulting in some horrible ole' yeller moments.
I've been getting a good amount of 5.56mm ammo, but I haven't found a weapon that uses it yet. Mostly they are dropped from enemy turrets.
Only the assault rifle uses it. KLEO in goodneighbour should have one for sale if you dont want to wait to find one.
Recently went there and glossed over the shop, thought it was another combat rifle variant. I should go back and buy one, but have grown fond of my combat rifle and its .45 ammo seems plentiful as well. Finding a combat rifle really turned things around for my character after suffering through pipe weapons and leaning too much on 10mm pistols.
What classifies as a radiation weapon for the benefits of the Nuclear Physicist perk? Is that just stuff like the Gamma Gun?
There's no energy weapon equivalent perk is there?
What classifies as a radiation weapon for the benefits of the Nuclear Physicist perk? Is that just stuff like the Gamma Gun?
There's no energy weapon equivalent perk is there?
Seems to be Radiation-damage in general, like Demolition seems to work for any explosion-damage.
So Gamma gun, legendary weapons, and Nuka grenades, more or less?
0
Fleebhas all of the fleeb juiceRegistered Userregular
The main benefit of explosive ammo I found early on was it seemed to do a lot of limb damage to Deathclaws, and I was able to *easily* cripple them, and a crippled deathclaw is kind of pathetic, resulting in some horrible ole' yeller moments.
My explosive 10mm is still my go to ghoul weapon 80 hours into the game. Watch them try and run at you when their legs have been blown off.
What classifies as a radiation weapon for the benefits of the Nuclear Physicist perk? Is that just stuff like the Gamma Gun?
There's no energy weapon equivalent perk is there?
Technically the Gamma gun is an energy weapon.
Thing is a beast against human enemies on a pistol build too since a direct hit applies both on hit damage and then the explosion damage and even just the AoE is pretty strong since you can use it to get around enemy cover. And this is without the Nuclear perk.
Also I like that the railroad is generally the least morally grey faction, but that their downfall is an incredibly narrow scope of helping/bettering the 'wealth. Much better than the rest of the factions where its "We have this great idea! But we are arbitrarily biggoted in some way!"
The Railroad is also a lot more gray than you think.
A lot of the Synths they've "rescued" have gone on to do unarguably evil shit. A number of the raiders are Railroad rescued Synths, a couple of the bands are lead by Synths, and one of the power armor wearing psychos that slaughtered the Minutemen at Concord is a Synth.
I have no idea why they're doing all that, or if the Railroad is just reprogramming Synths and letting them run wild, or what. But their impact in the Commonwealth is not a net positive.
More of a symptom of the commonwealth itself I'd say there are far more raiders here then in fallout 3-new vegas from what I've seen.
It's strongly implied that the group is doing it intentionally, I just didn't care enough about that group to talk to them about it.
Where is said strong implication...I've done both effected factions and haven't seen indication of that.
Unless you mean the institute implies the railroad are turning them into raiders deliberately...I don't think I need to say why that's not reliable, it's also ridiculous. How would they possibly benefit?
Dunno man.
It's not like The Institute lies to you, they're perfectly upfront about what sort of horrible monsters they are.
Well, except for the FEV thing.
Yeah the "except" is a pretty big deal. There's also their treatment of synths they're either lieing or incredibly poorly written. Either way I still don't see how the other faction would possibly benefit.
Not in my opinion.
The Institute are a bunch of techno-obsessed idiots playing with technology that could destroy the world, but they're not liars. Father has no reason to lie to you, neither does anyone else.
As for how the factions would benefit - it isn't necessarily about "benefit," it's about adhering to their twisted ideology.
The Railroad doesn't give a shit about the people they're hurting, they're extremists with literally no room in their worldview except for "with us or against us." It's your introduction to their faction, their opening line.
Their goal is the "liberation" of Synths, but they have no regard for the side effects.
That still doesn't explain why they would deliberately be creating raiders.
Saving people who later become raiders isn't really something you can fairly pin on them...they're not psychic, it's also pretty hypocritical you go around saving and effecting lives constantly should you be help responsible for the actions of each and every one of them?
Freeing sentient being's doesn't sound very "twisted" as far as ideology goes to me either.
Also I like that the railroad is generally the least morally grey faction, but that their downfall is an incredibly narrow scope of helping/bettering the 'wealth. Much better than the rest of the factions where its "We have this great idea! But we are arbitrarily biggoted in some way!"
The Railroad is also a lot more gray than you think.
A lot of the Synths they've "rescued" have gone on to do unarguably evil shit. A number of the raiders are Railroad rescued Synths, a couple of the bands are lead by Synths, and one of the power armor wearing psychos that slaughtered the Minutemen at Concord is a Synth.
I have no idea why they're doing all that, or if the Railroad is just reprogramming Synths and letting them run wild, or what. But their impact in the Commonwealth is not a net positive.
How do you know these people are Synths?
Institute records.
Possibly large spoiler
Also pretty sure that when you kill them they have synth parts on them. Its heavily implied that the "inflitration" by synths is more a result of the railroad than the institute. The institute employs human informants and so doesn't have much of a reason to infiltrate with synths. But mind wiped synths who then have an adverse reaction to the mind wipe? Its like the Art Art situation. The synth Art might not even know he is a synth. Each one believes the other is a synth and out to kill them.
Its true that the institute treats synths like chattel, but its probably not true that the institute is turning them into murderous psychos. On the other hand that wouldn't explain why they would replicate specific people. There is basically no point to making a synth Art unless you want to infiltrate, you can just kidnap art and have him disappear and fake "oh no he died in the wastes" if you want to bring him under to live well.
Overall its not terribly well thought out. The instititute could be behind it, the railroad could be inadvertently doing it. Certainly PAM "should" be able to figure out that the wiped synths might become Raiders.
It's not the railroad.
The institute terminals specifically mention they are replacing people with synths, using the synths to run experiments, and when the experiment is over, they dispose of any witnesses (wife and kids) or other evidence. I don't recall the railroad mentioning having any ability to mind-wipe a synth, however the institute certainly does that all the time.
The railroad could be supporting synths better instead of sending them out into the wastes so soon, but actual infiltrations are all on the institute. Given that most of the humans are raiders anyway, it's hard to argue that a free synth becoming one is beyond normal "human" behavior.
And synth-Art, once he thinks you're from the institute, asks you to kill human-Art.
SiliconStew on
Just remember that half the people you meet are below average intelligence.
I'm sure this has been said elsewhere but Fallout 4 is a very fun game in a very cool setting with a super shit main story, just like Fallout 3, just like Skyrim, just like every other Bethesda game. I put 80+ hours into it already because the gameplay is fun but I wish they'd hire decent main story writers, or if they have them allow them to win their battles sometimes.
I'm sure this has been said elsewhere but Fallout 4 is a very fun game in a very cool setting with a super shit main story, just like Fallout 3, just like Skyrim, just like every other Bethesda game. I put 80+ hours into it already because the gameplay is fun but I wish they'd hire decent main story writers, or if they have them allow them to win their battles sometimes.
Pretty much this.
My 2 main wishes for the next FO game would be:
1. decent main quest writing
2. separate factions from main quest completely and allow me to do them all without separate saves.
Is there a reason to use the assault rifle over the combat rifle other than magazine capacity?
IMHO I'd say no, but I feel that automatic weapons just burn through ammo too fast for too little pay off.
Once again IMHO I think a semi-automatic combat rifle with extended magazine (for a total of 40 rounds IIRC) is probably one of the best all-around weapons in the game. Bump it up to a .308 and it gets even better.
edit- Not that I'm saying it is the best weapon in the game, but it is absolutely a solid workhorse and I'm level 30 some and still use it as a primary,
Axen on
A Capellan's favorite sheath for any blade is your back.
I'm sure this has been said elsewhere but Fallout 4 is a very fun game in a very cool setting with a super shit main story, just like Fallout 3, just like Skyrim, just like every other Bethesda game. I put 80+ hours into it already because the gameplay is fun but I wish they'd hire decent main story writers, or if they have them allow them to win their battles sometimes.
It's improved quite a bit compared to Skyrim and previous games but there are so many points where it doesn't quite come together.
There are some twists that actually took me by surprise. The factions actually have presence in the game world as the story progresses as opposed to just idling at home if you're not on a quest for them.
The factions are more interesting and some actually fleshed out enough to have opposing factions within them but not much seems to be done with that bit and there's a dearth of explanation for some of their actions and beliefs that would be good to know when they ask you to join them.
I just got to the Institute last night and
The reveal with the director was genuinely shocking but then I looked closer and could see the physical resemblance. But while that was a better moment than many a Bethesda plot, I feel like the plot has lost motivation now. And given what I've dealt with in terms of the Institute snatching people for no reason that has been explained and a lack of defined goals, the offer to join them is hardly compelling.
That said, I do enjoy that the factions don't all get along with each other and actually force you to choose instead of the weird disconnects that happened in Skyrim (My soul belongs to Nocturnal, Sithis, AND Hircine now!) and especially Oblivion (where the thieves guild could ask you to rob your own Archmage quarters). It's something we haven't seen done since Morrowind and its great houses and some of its guilds and lets the factions actually be involved in the central plotlines instead of needing to be segregated into the periphery without mattering to the game world.
In a vacuum, automatic weapons are comparable or better DPS depending on legendary affixes
Realistically, ammo is at least enough of a concern that harder hitting semi-auto guns just work better
A lot of enemies go down to only 1 or 2 shots from a modded, semi-automatic weapon so automatic fire would be overkill. I suspect automatic weapons are better tuned for the tougher enemies like the Raider Veteran hanging out with the Raiders and Raider Psychos kind of like how critical hits on a crit build are overkill on standard Raiders and Ghouls.
I'm sure this has been said elsewhere but Fallout 4 is a very fun game in a very cool setting with a super shit main story, just like Fallout 3, just like Skyrim, just like every other Bethesda game. I put 80+ hours into it already because the gameplay is fun but I wish they'd hire decent main story writers, or if they have them allow them to win their battles sometimes.
Pretty much this.
My 2 main wishes for the next FO game would be:
1. decent main quest writing
2. separate factions from main quest completely and allow me to do them all without separate saves.
Being able to do all factions without hindrance or repercussion on the same character is something that many people cite as a strike against games like Oblivion and Skyrim. I suspect that the player-base will be split between the "man I don't want to play through a dozen times just to see all the things" camp and the "why in the world would the mages even let your dumb-as-a-brick fighter set food inside their tower?" camp. I don't know if you can please both camps without some really contrived writing. Or, well, it seems impossible to me - but I'm also not a game designer/writer, so what do I know.
Early on with auto weapons have a bit of an issue but 1) .38 is everywhere and by swapping between the various ammo types (.38/.45/10mm/fusion cores/shotgun) which can be easily acquired as an automatic early there should be much of an issue. And 2) that goes away. It's easy enough to trade your useless .50 ammo for .45 or 5.56 (or fusion/plasma) later in the game.
They combine especially well with basically all of the good legendary bonuses (wounding/freeze/plasma all give static damage/hit) and especially things that give bonuses on crits (with overdrive) [again like freeze]
More over its just fun. And requires probably the least offensive point investment of all of the options and has the highest potential upside with legendary effects.
Pistols effective fire rate is really slow without VATS which means per or luck and more agi in order to make them really come into their own. Their low acc means that their vats accuracy isn't good without per and/or scopes. Scopes limit shots due to AP use. And of course to make use of luck you need per and agi (more shots plus more hits)
Rifles are like pistols except that they get a few more options in exchange for less overall DPS. These options are mainly in sniping but also in general better reflex scope mid range fighting due to better accuracy and ammo capacity. In order to fully exploit your fire rate for those mid range options you need to be huffing jet though. (Otherwise you can't click fast enough) so that is more points there.
Heavy weapons are severely ammo limited (plus carry weight) and require the deepest stat investment (unless you count ancillary perks for riflemen/gunslingers).
Automatics, however, work with any build at basically peak efficiency so long as you don't want to snipe. Up close? Hold down the trigger. Medium range? A vats burst will probably do the trick. Ancillary perks? Don't need em. Ancillary stats? Don't need em. Ran into a wounding weapon? Well then we are in super business.
That being said. Having restarted with 10 per/5 agi/10 luck and then finishing 10 agi through levels before putting stuff into the luck tree I have to say pistols are hilarious. I will eventually have 11 base per/agi/luck when I get the last two bobble heads. And I mow through everything. Penetrator plus stored bonus damage crits is hilarious against many tough enemies. Having 160 base AP and guns that use like 20 AP/ shot mean anything gets murdered in VATS. Having 11 perception means accuracy is good even to longer ranges(though with scopes necessary past low mid range)
Early on with auto weapons have a bit of an issue but 1) .38 is everywhere and by swapping between the various ammo types (.38/.45/10mm/fusion cores/shotgun) which can be easily acquired as an automatic early there should be much of an issue. And 2) that goes away. It's easy enough to trade your useless .50 ammo for .45 or 5.56 (or fusion/plasma) later in the game.
They combine especially well with basically all of the good legendary bonuses (wounding/freeze/plasma all give static damage/hit) and especially things that give bonuses on crits (with overdrive) [again like freeze]
More over its just fun. And requires probably the least offensive point investment of all of the options and has the highest potential upside with legendary effects.
Pistols effective fire rate is really slow without VATS which means per or luck and more agi in order to make them really come into their own. Their low acc means that their vats accuracy isn't good without per and/or scopes. Scopes limit shots due to AP use. And of course to make use of luck you need per and agi (more shots plus more hits)
Rifles are like pistols except that they get a few more options in exchange for less overall DPS. These options are mainly in sniping but also in general better reflex scope mid range fighting due to better accuracy and ammo capacity. In order to fully exploit your fire rate for those mid range options you need to be huffing jet though. (Otherwise you can't click fast enough) so that is more points there.
Heavy weapons are severely ammo limited (plus carry weight) and require the deepest stat investment (unless you count ancillary perks for riflemen/gunslingers).
Automatics, however, work with any build at basically peak efficiency so long as you don't want to snipe. Up close? Hold down the trigger. Medium range? A vats burst will probably do the trick. Ancillary perks? Don't need em. Ancillary stats? Don't need em. Ran into a wounding weapon? Well then we are in super business.
That being said. Having restarted with 10 per/5 agi/10 luck and then finishing 10 agi through levels before putting stuff into the luck tree I have to say pistols are hilarious. I will eventually have 11 base per/agi/luck when I get the last two bobble heads. And I mow through everything. Penetrator plus stored bonus damage crits is hilarious against many tough enemies. Having 160 base AP and guns that use like 20 AP/ shot mean anything gets murdered in VATS. Having 11 perception means accuracy is good even to longer ranges(though with scopes necessary past low mid range)
And then throw in The Deliverer, Kellog's Pistol, or Danse's rifle modified into a pistol..it gets ridiculous.
Early on with auto weapons have a bit of an issue but 1) .38 is everywhere and by swapping between the various ammo types (.38/.45/10mm/fusion cores/shotgun) which can be easily acquired as an automatic early there should be much of an issue. And 2) that goes away. It's easy enough to trade your useless .50 ammo for .45 or 5.56 (or fusion/plasma) later in the game.
They combine especially well with basically all of the good legendary bonuses (wounding/freeze/plasma all give static damage/hit) and especially things that give bonuses on crits (with overdrive) [again like freeze]
More over its just fun. And requires probably the least offensive point investment of all of the options and has the highest potential upside with legendary effects.
Pistols effective fire rate is really slow without VATS which means per or luck and more agi in order to make them really come into their own. Their low acc means that their vats accuracy isn't good without per and/or scopes. Scopes limit shots due to AP use. And of course to make use of luck you need per and agi (more shots plus more hits)
Rifles are like pistols except that they get a few more options in exchange for less overall DPS. These options are mainly in sniping but also in general better reflex scope mid range fighting due to better accuracy and ammo capacity. In order to fully exploit your fire rate for those mid range options you need to be huffing jet though. (Otherwise you can't click fast enough) so that is more points there.
Heavy weapons are severely ammo limited (plus carry weight) and require the deepest stat investment (unless you count ancillary perks for riflemen/gunslingers).
Automatics, however, work with any build at basically peak efficiency so long as you don't want to snipe. Up close? Hold down the trigger. Medium range? A vats burst will probably do the trick. Ancillary perks? Don't need em. Ancillary stats? Don't need em. Ran into a wounding weapon? Well then we are in super business.
That being said. Having restarted with 10 per/5 agi/10 luck and then finishing 10 agi through levels before putting stuff into the luck tree I have to say pistols are hilarious. I will eventually have 11 base per/agi/luck when I get the last two bobble heads. And I mow through everything. Penetrator plus stored bonus damage crits is hilarious against many tough enemies. Having 160 base AP and guns that use like 20 AP/ shot mean anything gets murdered in VATS. Having 11 perception means accuracy is good even to longer ranges(though with scopes necessary past low mid range)
You need a decent but not necessarily high amount of agility for a luck based pistol build. Military fatigues adding 2 agility while being wearable under base armor is a big boost. Likewise perception isn't super critical. Body and limb shots are still potent damage against most enemies and pretty easy to hit in VATs. It's only heads that are generally tougher to hit and tend to be reserved for crits unless it's close range though there is a companion perk that helps with that that I've held off on while it's bugged. Plus there's always mentats if you need more perception.
Righteous Fury especially is ridiculous on a pistoleer luck character. It can be modded to have over 300 range so it has great accuracy in VATs, builds up the crit meter quite quickly, and then does bonus damage on crits on top of your bonus crit damage perks. I have other handguns that technically do more damage but lasers are more versatile due to that range.
Giving Piper a super sledge has been a fantastic move thus far. She wrecks with that thing, and draws aggro every time.
Far as writing goes, someone elsewhere had a pretty good idea regarding the Minutemen. Remove them as a faction, and instead treat them as the player's private militia (which they really are, given how quickly you're made general). Instead of every faction fussing over a single vault-dweller because they're the player character, have them trying to pull the Minutemen in general on side, given that they provide a wealth of local experience, military force, and settlement contacts throughout the Commonwealth. Perhaps make the player character recognise the power the Minutemen might provide in helping find Shaun, giving actual motivation to join them and rise in the ranks, rather than... did they even provide a justification, come to think of it? I can't even remember it beyond randomly helping Preston > refound Sanctuary > General of the Minutemen.
I chose to let the Synths go, but they remain highlighted as quest objectives and "deal with the escaped synths" is still part of the log. When I turned the quest in to Father, it said I'd failed the quest.
Posts
Only the assault rifle uses it. KLEO in goodneighbour should have one for sale if you dont want to wait to find one.
I wondered about that as well. Turns out assault rifles don't start dropping (or at least they didn't for me) until the mid-30s.
Also depends who you're fighting. Gunners have much better gear than raiders or super mutants.
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What a weird cross-promotion. Maybe they'll have 'Atom Bomb Baby' etc in Rock Band.
Recently went there and glossed over the shop, thought it was another combat rifle variant. I should go back and buy one, but have grown fond of my combat rifle and its .45 ammo seems plentiful as well. Finding a combat rifle really turned things around for my character after suffering through pipe weapons and leaning too much on 10mm pistols.
There's no energy weapon equivalent perk is there?
At the risk of going off-topic, this is not the weirdest cross promo Rock Band has done recently.
They are also partnering with Scruff, the dating and hookup app for Bears (aka larger and/or hairy gay men).
Why that has anything to do with Rock Band I have no idea.
The harder the rain, honey, the sweeter the sun.
But Going Nuclear is just damned catchy and it fits the theme of the radio really well.
You can't
*railroad quest spoilers*
Totally thought that was going to be a thing.
Seems to be Radiation-damage in general, like Demolition seems to work for any explosion-damage.
So Gamma gun, legendary weapons, and Nuka grenades, more or less?
My explosive 10mm is still my go to ghoul weapon 80 hours into the game. Watch them try and run at you when their legs have been blown off.
Technically the Gamma gun is an energy weapon.
Thing is a beast against human enemies on a pistol build too since a direct hit applies both on hit damage and then the explosion damage and even just the AoE is pretty strong since you can use it to get around enemy cover. And this is without the Nuclear perk.
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Miracle of Sound has done official songs for games, before. He's done the credits/ending theme for Wasteland 2, for example.
Saving people who later become raiders isn't really something you can fairly pin on them...they're not psychic, it's also pretty hypocritical you go around saving and effecting lives constantly should you be help responsible for the actions of each and every one of them?
Freeing sentient being's doesn't sound very "twisted" as far as ideology goes to me either.
It's not the railroad.
The railroad could be supporting synths better instead of sending them out into the wastes so soon, but actual infiltrations are all on the institute. Given that most of the humans are raiders anyway, it's hard to argue that a free synth becoming one is beyond normal "human" behavior.
And synth-Art, once he thinks you're from the institute, asks you to kill human-Art.
Pretty much this.
My 2 main wishes for the next FO game would be:
1. decent main quest writing
2. separate factions from main quest completely and allow me to do them all without separate saves.
IMHO I'd say no, but I feel that automatic weapons just burn through ammo too fast for too little pay off.
Once again IMHO I think a semi-automatic combat rifle with extended magazine (for a total of 40 rounds IIRC) is probably one of the best all-around weapons in the game. Bump it up to a .308 and it gets even better.
edit- Not that I'm saying it is the best weapon in the game, but it is absolutely a solid workhorse and I'm level 30 some and still use it as a primary,
It's improved quite a bit compared to Skyrim and previous games but there are so many points where it doesn't quite come together.
There are some twists that actually took me by surprise. The factions actually have presence in the game world as the story progresses as opposed to just idling at home if you're not on a quest for them.
The factions are more interesting and some actually fleshed out enough to have opposing factions within them but not much seems to be done with that bit and there's a dearth of explanation for some of their actions and beliefs that would be good to know when they ask you to join them.
I just got to the Institute last night and
That said, I do enjoy that the factions don't all get along with each other and actually force you to choose instead of the weird disconnects that happened in Skyrim (My soul belongs to Nocturnal, Sithis, AND Hircine now!) and especially Oblivion (where the thieves guild could ask you to rob your own Archmage quarters). It's something we haven't seen done since Morrowind and its great houses and some of its guilds and lets the factions actually be involved in the central plotlines instead of needing to be segregated into the periphery without mattering to the game world.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Realistically, ammo is at least enough of a concern that harder hitting semi-auto guns just work better
A lot of enemies go down to only 1 or 2 shots from a modded, semi-automatic weapon so automatic fire would be overkill. I suspect automatic weapons are better tuned for the tougher enemies like the Raider Veteran hanging out with the Raiders and Raider Psychos kind of like how critical hits on a crit build are overkill on standard Raiders and Ghouls.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
If you listen to all the tapes from each site, you should get a way point to the turn in location.
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Oh I've done the actual quest, but I can't turn it in.
The only time you need to turn that in to danse is when he wants to talk to you right outside the bunker then you hand it back to captain kells
Where are you on the quest and how/when did you go about completing it if you did? What you have to do is super dependent on the timing.
Edit: Alright, as mentioned above, the final turn-in is with Kells, but it doesn't tell you to do that on the quest.
They combine especially well with basically all of the good legendary bonuses (wounding/freeze/plasma all give static damage/hit) and especially things that give bonuses on crits (with overdrive) [again like freeze]
More over its just fun. And requires probably the least offensive point investment of all of the options and has the highest potential upside with legendary effects.
Pistols effective fire rate is really slow without VATS which means per or luck and more agi in order to make them really come into their own. Their low acc means that their vats accuracy isn't good without per and/or scopes. Scopes limit shots due to AP use. And of course to make use of luck you need per and agi (more shots plus more hits)
Rifles are like pistols except that they get a few more options in exchange for less overall DPS. These options are mainly in sniping but also in general better reflex scope mid range fighting due to better accuracy and ammo capacity. In order to fully exploit your fire rate for those mid range options you need to be huffing jet though. (Otherwise you can't click fast enough) so that is more points there.
Heavy weapons are severely ammo limited (plus carry weight) and require the deepest stat investment (unless you count ancillary perks for riflemen/gunslingers).
Automatics, however, work with any build at basically peak efficiency so long as you don't want to snipe. Up close? Hold down the trigger. Medium range? A vats burst will probably do the trick. Ancillary perks? Don't need em. Ancillary stats? Don't need em. Ran into a wounding weapon? Well then we are in super business.
That being said. Having restarted with 10 per/5 agi/10 luck and then finishing 10 agi through levels before putting stuff into the luck tree I have to say pistols are hilarious. I will eventually have 11 base per/agi/luck when I get the last two bobble heads. And I mow through everything. Penetrator plus stored bonus damage crits is hilarious against many tough enemies. Having 160 base AP and guns that use like 20 AP/ shot mean anything gets murdered in VATS. Having 11 perception means accuracy is good even to longer ranges(though with scopes necessary past low mid range)
And then throw in The Deliverer, Kellog's Pistol, or Danse's rifle modified into a pistol..it gets ridiculous.
You need a decent but not necessarily high amount of agility for a luck based pistol build. Military fatigues adding 2 agility while being wearable under base armor is a big boost. Likewise perception isn't super critical. Body and limb shots are still potent damage against most enemies and pretty easy to hit in VATs. It's only heads that are generally tougher to hit and tend to be reserved for crits unless it's close range though there is a companion perk that helps with that that I've held off on while it's bugged. Plus there's always mentats if you need more perception.
Righteous Fury especially is ridiculous on a pistoleer luck character. It can be modded to have over 300 range so it has great accuracy in VATs, builds up the crit meter quite quickly, and then does bonus damage on crits on top of your bonus crit damage perks. I have other handguns that technically do more damage but lasers are more versatile due to that range.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Far as writing goes, someone elsewhere had a pretty good idea regarding the Minutemen. Remove them as a faction, and instead treat them as the player's private militia (which they really are, given how quickly you're made general). Instead of every faction fussing over a single vault-dweller because they're the player character, have them trying to pull the Minutemen in general on side, given that they provide a wealth of local experience, military force, and settlement contacts throughout the Commonwealth. Perhaps make the player character recognise the power the Minutemen might provide in helping find Shaun, giving actual motivation to join them and rise in the ranks, rather than... did they even provide a justification, come to think of it? I can't even remember it beyond randomly helping Preston > refound Sanctuary > General of the Minutemen.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Shit. Wish I had figured out that out earlier. I've been too afraid to mess with it until now.
Is that how it's supposed to happen orrrr... ?