1/8/2024 0 Comments Scrapyard fallout 3![]() ![]() Get your hands on a Super Sledge from the Mall, a Ripper from Andale or a Shishkebab from a Schematic as quickly as possible. Melee Weapons are also very plentiful, and can be absolutely devastating when combined with a good Sneak skill. While initially it may seem that any gun skill would be preferable to Melee Weapons, an acute observer will find that only Big Guns and Explosives do more damage than a well-tuned Melee Weapon. Medicine affects how much health is gained by Stimpacks, as well as how much radiation is removed by RadAway, and the duration of drugs including Rad-X, Med-X, and the entire gamut of narcotics. The true importance is that every 25 points in Lockpicking gives you access to a new difficulty of locks, with a 100 Lockpicking score allowing you to attempt any lock in the game not mandated by a key. A high Lockpick gives you a higher percentage of successfully forcing a lock, but the Lockpicking "minigame" is so simple that you should never need to. Lockpick and Science are special skills in that their value are more or less unimportant, in so far as percentages. A high Explosives skill will also give you more time with which to disarm or avoid landmines, and is required for disarming certain traps. ![]() Points in Energy Weapons can be considered an investment for the future as they will make you highly formidable mid to late game.Įxplosives are plentiful (nearly everyone has a grenade) and just plain fun. Plasma weapons do more damage than laser weapons, but laser weapons have the advantage of striking instantly instead of waiting for a projectile to strike. The obvious downside here is that Big Guns are very heavy, and ammo can be hard to find.Įnergy Weapons generally have higher damage than Small Guns, but are hard to find early in the game and ammo can be sparse. The all-mighty Fat Man is also based on Big Guns damage, and with the Experimental MIRV Fat Man you can easily top a thousand damage per shot with a decent Big Guns skill. Early on it can be difficult to get your hands on one, but a quick trip to the Mall should net you a Minigun or Missile launcher, both guaranteed to have enemies groveling before your feet. Not worth taking since you'll be swimming in caps later in the game, especially if you take the Fortune Finder or Scrounger perks.īig Guns are the highest damage-dealing weapons in the game, bar none. Lowers the price of goods from vendors and repair from technicians. stats could affect character creation:Īnd here's a breakdown of what the Tag Skills can do for you: Non-combat skills should be given higher priority than combat skills, as good gameplay can make up for a world of low combat skills or poor gear.Ī quick summary of how S.P.E.C.I.A.L. Skills are rated 1 through 100 (with 1 meaning you're a complete doofus in that discipline, and 100 meaning you have assumed complete mastery of it), but as many of the Skills are stat-derived you will probably never have anything less than 10. For instance, Strength and Endurance can often be sacrificed for players who want to avoid being an brutish oaf with Melee or Heavy Weapons, while Intelligence should always be pumped for extra Skill points. ![]() stats, it's important to choose stats that emphasize skills you intend to use, as well as bumping up any derived statistics. stats and Tag Skills that can each potentially change the way you play the game. Part of the fun in Fallout 3's gameplay is the depth of character customization offered through a number of S.P.E.C.I.A.L.
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