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Toni comes with Kamikaze and Steady Arm, but can't really be developed much further, as she doesn't have a second trait to mutate or stats for any good perks. The best course is probably more accuracy (perception/sharpshooter) or action points (agility/action boy).
Cookie has a lot of useless melee perks and low big guns skill, but starts with Fast Shot and traits/stats to develop further. You could mutate Heavy Handed into Kamikaze, and then pick up Steady Arm. Or you could mutate into Gifted to get Bonus Rate of Fire on top of Steady Arm, giving you the Fast Shot/BRoF/Steady Arm combo. The problem is mutants only get a perk every 4th level, which means you'd need to reach level 24 to get all the perks. Gifted also reduces skill point gain, which Cookie desperately needs.
2/2
The best mutant for big guns is easily Jim Grimm [fallout.fandom.com].
He comes with the Fast Shot trait, Bonus Rate of Fire and the mutant-exclusive Steady Arm perk, for a total of -3 AP cost. You can also mutate his useless trait (Vat Skin) into Kamikaze for more damage. The problem is, he's unlocked by a special encounter and requires rank 11 (Paladin Commander).
1/2
Following it with
Mc: Charming Destroyer
Jax: energy guns
Farsight: small guns, sniper
Mandy: energy guns
Dillon: sniper
Rage: to be replaced by supermutant big guns*
*do you have recommendation for supermutant recruit ? I thought having ghoul and mutant would be more role playing fun.
Same can be said for snipers. They can be pretty weak against mutes and bots, since most sniper weapons are normal ballistic weapons. If you're gonna go for Fast Shot on a sniper, just make him a gunner instead. And use the weapons you suggest, like FN FAL or Jackhammer, moving onto energy weapons once you encounter robots.
"The crit gained from aimed shots corresponds to the hit chance penalty."
I know how it works, but you anyway have atleast 60% crit chance with "sniper" perk and with few science books almost every shot become critical. Better criticals allow you bypass armor in most cases.
in my vision you can pick up "fast shot" asap for more comfortable quincy,mardin and springfield missions, or hold one perk and pick it at lvl 24 with sniper perk. Before that sniper just will play support role for knockback, or cripled limbs e.t.c.
First part your snipers not skilled enough to play around aimed shots. Better to play burst fire with fnfal and jackhammer.
Second part, your snipers actually can do that. But it is not efficient.
I score critical hit with 2 damage vs mutant and i aiming at the eyes. Best one was around 16 damage. Mutant spend all rounds and go melee. jesus... so i get no ammo from corpse btw.
You don't need this, it's awkward, it's not efficient. You suppose to use m249saw at least, or vindicator from upspring event at this point and play with it until mechs.
I know how game works. At this place you facing hover robots ( rocket launcher), humanoid robots with energy guns. Psycho protect only from normal damage type. Not from energy or explosive. Why you think his fighters around 40-50% hp ? If you really try fighters, you know how akward it feels. You have a melee guy, who cannot engage, cos if he do, he will die instantly. And you hold him in cover for better moment to engage, like kill all hover bots, kill all robots with energy guns... this guy useless while you do that. He can be useful big gunner, or another laser beam guy, but he one, who wait in cover and do nothing until any threat can be save to engage. Even guys with normal damage can kill you. Just one crit from vindicator or browning and fighter dead. If you play from distance they also can crit you, but your guys take less damage from crit, cos most of rounds missed from burst, but at close range this is death.
At least it how it feels for me.
Fast Shot prevents you from making aimed shots, which is where snipers get their crit from before the Sniper perk. The crit gained from aimed shots corresponds to the hit chance penalty.
That's why snipers don't take Fast Shot.
Fighters can survive plenty of hits with sufficient HP (which is why we go Lifegiver), power armor and Psycho buff, which will give them the maximum damage reduction of 90%. So no, fighters are not dead at endgame on high difficulties. They are particularly good at taking down Behemoths, with their fast attack speed and crits, which will continuously stunlock them.
Nerd Commando demonstrates that in this video:
https://www.youtube.com/watch?v=bGPhH3F-KKQ