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Noob needs help

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l__TK__l
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Noob needs help

Post by l__TK__l »

I allready asked this in Fallout 1 forum but I want to start playing today so I'm going to post it here if there are more readers on this forum. And maybe some Fallout 2 players will benefit from it here too. So I wanted to ask that is there any point in increasing your stats over 10? If there is no bonus after 10 I wouldn't take any of them pass 9 cause you can increase most of them by 1 in the game. Please tell me cause I wouldn't want to start the game with a bad stat character Also I would like to ask that does experience that you receive get divided between the partymembers and you? So is it more beneficial to solo then?

TK
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Xandax
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Post by Xandax »

As far as I recall, then you can't increase statistics above 10 at all. They are capped at that score. So no - there is no benefit in going above 10 totally.

As for XP I can't remember totally, but I do belive you get all the XP and then the NPCs follow your character level.




Oh - and please remember, double posting across forums is not really a nice thing to do ;)
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l__TK__l
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Post by l__TK__l »

Sorry bout double posting. But this matter was related to both games :) I put my Agility to 10 and then took the Small Frame trait so Agility was 11 after that. So if you cna have 1 point more from the game it can be 12. But if there is no bonus in it then it's just pointless. So I will take my stats only to 9 at start. Thanks about that. But could you still tell me about the exp gain and party penalties on it?
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Da_venom
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Post by Da_venom »

dude if you go beyond 10 in the creation screen it wil be marked red and as soon as u want to start playing it say's lower the stats else you can't play man
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Jaypee
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Post by Jaypee »

While there might be no bonus after 10, increasing intelligence to 10 at beginning is beneficial. You only get increase it at later phases of the game, at least that I know of. It is almost a must if you pick gifted at the beginning, IMO. 9 would be a best pick though in any circumstance....
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Post by Erenor »

Since your max is 10 on all stats as a human, bring the ones that you can increase in the game up to 9 and use the other stat points for something else. Increasing intelligence, agility, and perception are always good choices for more skill points, more action points, and higher hit percentages respectively. Max out perception for a sniper character and either strength or agility for a melee character. I'd also recommend never going below 5 on any stat in general. The Gifted trait is really beneficial here.
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Post by lellebror_erik »

dont go over 5 on strength(at creation), you will get a "red memory module" that can raise strenght by 1 and advanced power armor gives 4.
Also set inteligense, perception or charisma to a max of 9, and luck can wait at 8.
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l__TK__l
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Post by l__TK__l »

Thanks for the help guys. I really appreciate the advice. OK so I started from Fallout 1 now and I'm going to play Fallout 2 straight trough after it. I made a sniper kind of character and here are tha stats:

Stats (with Gifted & Small Framed):
STR 5
PER 9
END 4
CHA 6
INT 9
AGL 9
LCK 6

Traits: Gifted
Small Framed (or Finesse)

Tags: Small Guns
Lockpick
Speech

Perks: Awareness
Sharpshooter
Better Criticals
Bonus Rate of Fire
Sniper
Tag( get energy weapon skill.)

Tell me if there's something wrong or stupid solutions. I maybe should have taken steal instead of lockpick but I didn't want to have a thieving character. Maybe next time. I remind you that this is a character for Fallout 1. Is it good to make the same kind of character in Fallout 2? If I would want to make a bit different kind of character, what would be the stat and everything? Would it be better to make a melee or an unarmed character? What about if I make a brainiac that has max intelligence, charisma and luck? how will he survive?

TK
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Erenor
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Post by Erenor »

[QUOTE=l__TK__l]Thanks for the help guys. I really appreciate the advice. OK so I started from Fallout 1 now and I'm going to play Fallout 2 straight trough after it. I made a sniper kind of character and here are tha stats:

Stats (with Gifted & Small Framed):
STR 5
PER 9
END 4
CHA 6
INT 9
AGL 9
LCK 6

Traits: Gifted
Small Framed (or Finesse)

Tags: Small Guns
Lockpick
Speech

Perks: Awareness
Sharpshooter
Better Criticals
Bonus Rate of Fire
Sniper
Tag( get energy weapon skill.)

Tell me if there's something wrong or stupid solutions. I maybe should have taken steal instead of lockpick but I didn't want to have a thieving character. Maybe next time. I remind you that this is a character for Fallout 1. Is it good to make the same kind of character in Fallout 2? If I would want to make a bit different kind of character, what would be the stat and everything? Would it be better to make a melee or an unarmed character? What about if I make a brainiac that has max intelligence, charisma and luck? how will he survive?

TK[/QUOTE]

Melee characters actually work a lot better in Fallout 2 than they did in Fallout, if you want to try that path. Snipers seem to do the best in all the Fallout games, but that's just because they hit more. Scientist-like and Charisma based characters work pretty well in Fallout 2 as well. I don't think melee or charisma characters worked well in Fallout, b/c they couldn't take down the mutants when needed.

My Fallout PC always enjoyed the Power Armor and Turbo Plasma Rifle. Well-balanced skills and stats, but maxed out on perception and agility. Targeted shots against mutants and watching them melt is great.
Any man who asks for greater authority does not deserve to have it.
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The Council of Four Perverts: (1) Magrus (2) Darth Zenemij (3) Erenor (4) Luis Antonio
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Malta Soron
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Post by Malta Soron »

[QUOTE=l__TK__l] Stats (with Gifted & Small Framed):
STR 5
PER 9
END 4
CHA 6
INT 9
AGL 9
LCK 6

Traits: Gifted
Small Framed (or Finesse)

Tags: Small Guns
Lockpick
Speech
[/QUOTE]

The tag are OK. I'd redistribute some points from Charisma to Luck. In Fallout 1, you don't really need Charisma (it only influences the barter prices, and not that much) (contrary to Fallout 2, where every two points of Charisma enable you to take a party member), and a high Luck, combinated with Sniper, gives endless critical hits.
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Stagger Lee
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Post by Stagger Lee »

[QUOTE=l__TK__l]Thanks for the help guys. I really appreciate the advice. OK so I started from Fallout 1 now and I'm going to play Fallout 2 straight trough after it. I made a sniper kind of character and here are tha stats:

Stats (with Gifted & Small Framed):
STR 5
PER 9
END 4
CHA 6
INT 9
AGL 9
LCK 6

Traits: Gifted
Small Framed (or Finesse)

Tags: Small Guns
Lockpick
Speech

Perks: Awareness
Sharpshooter
Better Criticals
Bonus Rate of Fire
Sniper
Tag( get energy weapon skill.)

Tell me if there's something wrong or stupid solutions. I maybe should have taken steal instead of lockpick but I didn't want to have a thieving character. Maybe next time. I remind you that this is a character for Fallout 1. Is it good to make the same kind of character in Fallout 2? If I would want to make a bit different kind of character, what would be the stat and everything? Would it be better to make a melee or an unarmed character? What about if I make a brainiac that has max intelligence, charisma and luck? how will he survive?

TK[/QUOTE]


This is a great character. Except for a couple of the perks, my most recent character is exactly the same? (Male :) )

I think lockpit is a better choice than steal. Lockpick seems to need a higher skill level for a decent success rate - steal seems to work ok at lower levels.

Neither melee or unarmed are much use after the mid-game. I find there just isn't enuff good weapons, though probably melee is better with the super-sledge and stuff.

Charisma isn't much use in Fallout 2. It determines your Friendly NPC max, but dealing with people well in conversation needs Int. I think Cha only determines people's intial disposition towards you, while Int opens up more dialog options.

Just my 2 cents!

-Stag
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l__TK__l
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Post by l__TK__l »

Thanks again for the info. Which one would be more fun/powerful to play, unarmed or melee character? Does strength increase melee or unarmed damage? I mean it would be good for a high int/cha/luck character to use Mega Power Fist cause it doesn't require any stength so you would have more stats available. Although Super Sledge sounds cool too :) What are the stats and feats you would recommend for a melee or unarmed character? I'm open for suggestions about an intellectual character too. Great game :)

TK
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Stagger Lee
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Post by Stagger Lee »

Yeah, would be my favorite game if it wasn't for the ultra-cumbersome user-interface and inventory management. We need something to overlay the Tactics interface onto Fallout 2.... Anywayz...

I guess the melee/Unarmed choice is mostly just personal preference, but I always found the mega-power-fist was a little weak. On the other hand taking Unarmed makes it easier to do some of the HtH side bits in the game (like boxing!). I usually go skimpy on STR (I leave it at 5; or 6 with Small Frame to compensate for the loss of carry weight) and carry around Buffouts if I need to be real strong for something. There's also several ways to increase STR in the game, which become useless if it's already high. STR affects both HtH and Melee damage, but only by a small amount.

For a HtH/Melee guy I would sacrifice CHA points for maybe a STR of 6. The problem is that Perception and Intelligence are nearly necessary for ANY character, since they open up lots of quests and dialog bonuses. And then you need to also have a high AGI because action points are awesome. So, in the end my characters always suffer in the areas of STR, END, and CHA. In short, STR's damage bonuses are too small to be worthwhile, a low END just means you have to be more careful, and CHA has little affect on the game except for friendly NPC max (Who always inadvertently spray each other with gunfire anyway, so maybe this is a good thing!).

For HtH/Melee feats I would consider Bonus Move and Bonus HtH attacks to be very good. Bonus HtH damage adds to the flavor of the character but, like the STR bonus, is too insignificant to matter. (In the mid-game, where you'll be doing around 30 or so damage with your close combat weapons, +1 or +2 from feats or STR isn't too noticable. Compare: a) 3 punches with +3 damage from Bonus HtH damage and STR to b) *5* punches at +0 with Bonus HtH attacks - the extra attacks are clearly better if you have a decent base damage).

Ultimately, any character can win the game and so it's all about style! (Again though, I think you need high INT to get the most from the game).

-Stag
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l__TK__l
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Post by l__TK__l »

OK I managet to beat the first Fallout and I'm starting the second now. I'm not sure if I did all the miniquests but I tried to do everything that I could find. The ending was so easy (Iplayed on normal). All the mutants died from about 2 of my shots and I didn't even get to have the sniper perk. But it was a great experience. I think I'm going to go trough to Fallout 1 with an intellectual character and do all the quest by not killing (almost) anybody. Well to Fallout 2 then :D great! Would it be beneficial to give more luck to the character if I could get the sniper perk? In the end I had luck of 8 (after I got 2 more from the fortuneteller) but I could have luck of 10 if I took some 2 statpoints away from something else. What should I take the luck 2 points from? Is there any difference in the game if you have luck of 10 (becides from the more critical %)? Any more tips for me? :)

TK
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Post by Erenor »

[QUOTE=l__TK__l]OK I managet to beat the first Fallout and I'm starting the second now. I'm not sure if I did all the miniquests but I tried to do everything that I could find. The ending was so easy (Iplayed on normal). All the mutants died from about 2 of my shots and I didn't even get to have the sniper perk. But it was a great experience. I think I'm going to go trough to Fallout 1 with an intellectual character and do all the quest by not killing (almost) anybody. Well to Fallout 2 then :D great! Would it be beneficial to give more luck to the character if I could get the sniper perk? In the end I had luck of 8 (after I got 2 more from the fortuneteller) but I could have luck of 10 if I took some 2 statpoints away from something else. What should I take the luck 2 points from? Is there any difference in the game if you have luck of 10 (becides from the more critical %)? Any more tips for me? :)

TK[/QUOTE]

There are some perks that require 6 or higher Luck scores. Depends on how you want to play the game. They are listed in your manual or here:
http://www.gamebanshee.com/fallout2/perks.php
Any man who asks for greater authority does not deserve to have it.
--Tercero Xavier Harkonnen, to the Salusan Militia

The Council of Four Perverts: (1) Magrus (2) Darth Zenemij (3) Erenor (4) Luis Antonio
Washing your hands is important if you cook your breakfast.
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