Most important Fallout skills to level up? Pages PREV 1 2 3 NEXT | |
+1 this. | |
For me it is normally always lockpick, speech and small guns. | |
Speech, Medicine, and Big Guns. Seriously, if you haven't made a character who had 100 Big Guns skill, you are missing out. Things die so quickly to you Gatling Laser. | |
SPEECH!!!! | |
Small Guns first because they're the most common to find and ammo is easy to obtain. Next is Lockpick because you nothing sucks more than seeing a safe or ammo box and relizing you can't open it. Finally Repair since I chose combat over speech, so I need to keep my gear in decent condition. Once you've found a decent gun you're set for the game. | |
If we're talking New Vegas, then speech, science and unarmed. Unarmed for the ballistic fist, which will win you every single fight when you get it. Before then, just get two followers (I went for ED-E and Boone) who will win every fight for you, especially since a science/speech combo will basically allow you to skip a bunch of combat sections by talking people into stuff. | |
It depends a lot on which Fallout. I'm going to assume you mean Fallout: New Vegas since it's the most recent. In that case... I usually tag Speech, Science, and Lockpicking. That allows me get through most early-game conversations, access most early-game computers, and bypass most early-game locks. I'd say there's a good argument to making Repair a tag skill, since it'll let you successfully complete the Repair skill checks and give you access to the Light Touch perk (gives you +5% crit chance and makes you practically immune to being hit by crits when wearing light armor) at level 2... but I don't generally do it because having Science usually gives you an opportunity to lower the Repair skill needed to pass a Repair skill check, and the early-game combat is easy enough that Light Touch (along with a tag skill for a weapon class) isn't really necessary. For the other Fallout games, these would have been my choices... Fallout: Small Guns, Speech, Lockpicking You could probably drop the weapon skills (well, except for with Tactics) and take something else instead. I just like having the early-game edge. And even then, you could probably make due with just about any weapon type (well, except maybe Throwing...), I just like Small Guns. | |
Technically its called Fist of the North Rawr and it is only available with the Wild Wasteland Perk. Without the perk you get the Fist of Rawr instead. | |
Depends on how I want to roleplay. Since I'm into that. Although I usually start off with some sort of Tech-and-Talk-savvy Mary Sue type, and save other builds for later playthroughs. | |
I generally like to tag the skills that give me more options early on, and then later build up the combat skills. I will usually start off with Science, Speech, and either Lockpick, Sneak, or a weapons skill, depending on the game. After developing those skills to a reasonable level, I will start focusing on a weapons skill (if I don't already have one), Repair, and put a few points into medicine. Additionally, whenever I start a character, I tend to put full points into intelligence, to give me the most points on each level up. | |
That's the one, it's been a while since I've played it, plus who doesn't play without Wild Wasteland on :P? Holy Hand grenades for the win. | |
The big 3 skills are Guns, Lock-picking and Speech. Speech is just vital for a shit ton of plot related things and can even skip combat, while Lock-picking is need to maximize loot gain. As for Guns/Small Guns, normal firearms are the most common and cost effective weapon in the game. The ammo and weapons are everywhere, and if your a good shot or have a decent amount of action points you wont need to worry about using stimpacks as much like if you were using a melee weapon. After those 3 it's Repair, Science and Sneaking. (Medicine is not as important as people think, save for a few plot points you don't really need it if your careful and have a good amount of bottle caps. Plus I can think of several Int boosting and Medicine boosting Apparel) | |
Scuse me, just going off to give Obsidian all of my money | |
Speech, Science, Repair and Lockpicking. Sneak is a close second to these for me. | |
And if you have the wild wastelander perk and have Lonesome road, you can make a deathclaw gauntlet called Fist of the North Rawr! | |
Lockpick two 100 then repair to 50, after that put your points into whatever you desire. Being able to craft repair kits is nice, and being able to pick every lock makes the game much easier | |
Guns, Sneak, and Explosives. Snipe the shit out of a location, fire up a stealth boy and plant some explosives around the joint. I can spend hours in one location just to learn patrol routes for the perfect ambush. | |
I say put your repair up higher than that. Jury Rigging is the most useful perk I ever got. | |
I never needed it, I kept around 5 (usually 10) repair kits on me and a handful of guns. It's worth noting, however, I don't play on hardcore, so I've got more space in my bags than some. | |
I'm a bit late to the party, but the ones I use the most are Sneak, Lockpick and Speech in the later console Fallout games. Lockpick and Speech in every game except Tactics, since you don't talk. I replace Speech with Traps. Damn mines everywhere. The most important combat skill depends on the game: Fallout 1: Energy Weapons - With a decent Luck you can run into the Alien Crash Site pretty early. One-shot kills almost everything. Also the Turbo Plasma Rifle is able to shoot up to 6 times in one turn! Fallout 2: Small Guns - They got a huge upgrade thanks to guns like the Pancor and Gauss Rifle/Pistol. Fallout Tactics: Big Guns - They become a necessity in the later missions. Fallout 3: IMO, it's Small Guns - I know I might get bitched at about the Alien Blaster, but VATS is so much cooler with guns. New Vegas - For me, it's Melee - I know Cazadores are a melee fighter's nightmare, but the killcams are fucking epic when it shows you decapitating a raider in slow-mo. | |
It depends on which fallout your talking about. In New vegas speech is king but is less useful in fallout 3. Any of the combat abilities can be useful but guns/small guns is pretty much the default to fall back to, followed by explosives, and then energy weapons IMO. I find lockpicking to be useful (especially in fallout 3) as well as barter (less useful in Fallout 3 though). | |
In Fallout 3, I stuck to Small Guns, Repair and Speech. In New Vegas, the same progression applied, until one of my skills maxed. Then the replacement third or second skill would become Survival. The fourth one typically ends up being Lockpicking. I usually collect the few Big Books of Science and other Science-boosting implements in the Lucky 38 and try to make the occasional trip back "home", to stock up on stuff to make myself temporarily nerdy, as needed. Never really used Mentats, since as I tend to pick Intelligence as one of my primary skills, even the case of very guns-oriented characters. High Intelligence means more skill points, and more skill points means faster leveling. I've only managed to hundred-percent New Vegas, and that left me with maxed skills in Small Guns, Energy Weapons, Repair, Speech and Survival, with about 45 or 50 in Lockpicking. I never saw much point to Big Guns, honestly. Pack a sniper rifle, some Jet, plenty of grub and some Stimpaks, and that freaking Deathclaw-infested quarry becomes a walk in the park. | |
No there isnt, there is a Deathclaw Gauntlet you can make, the only one of its kind in New Vegas that is named Fist of Rawr, which is made by getting the hand from Rawr in Lonesome Road, near the end. If you have Wild Wasteland as a trait, then its named Fist of the North Rawr instead, which is essentially the joke. OT: Depends on which game we're talking. Fallout: Energy Weapons or Small Guns Fallout 2: Unarmed or Small Guns Fallout 3: Weapon Skill, any works. Fallout NV: Weapon Skill Imho ;P EDIT: Forgot the most important Skill you have to have..Toaster Repair! If you know what i mean, you get a Cookie. | |
In NV I am just going to say energy weapons and speech and I guess survival or medicine depending on what game mode you pick. | |
It depends on what the character is for me - I'm a big fan of Unarmed though, so that's usually one of the skills leveled. If in Fallout 3 I stay right the hell away from both Unarmed and Melee though - even at 100 with the strongest weapons those two still suck. :S Pacifist: Speech, Lockpick, Medicine Fighter: Guns, Melee, Survival Wasteland Doctor: Medicine, Science, Repair (with 9 Intellect) Commando: Sneak, Unarmed, Melee Heavy Weapons Dude: Guns, Energy Weapons, Explosives, Repair Champion of the Wastes: Survival, Unarmed, Guns, Repair and Speech. Most of my characters tend to have high intellect though, so it's not uncommon for them to have most of their skills in the 70+ range at higher levels. I tend to max one non-combat skill and one Combat skill early on, however - usually Speech and Unarmed. | |
Fallout Equestria. Littlepip aka The Bullet-magnet. Double chocolate chip please. The best builds for NV and 3 generally have one combat skill Combat skills Opening doors The odd one out Try the Vault wiki for more info | |
Swimming! wait... wrong game. A weapon skill, a skill for opening locked doors (lock-pick or science), and medicine. Keep alive, keep the bad guys dead, and get as much loot as possible. | |
I'd give the edge to science. Most doors that can be lockpicked can be hacked. And Science gives you the Robotics perk. But Lockpicking is okay. Then again, my Fallout 3 character had max out everything. Yay books! :D | |
As the OP said - Small Guns, Medicine & Speech =P But Lockpick and Science are very useful too! EDIT: Do people usually just choose a few skills and only focus on those? Ive been developing everything (aside from Unarmed) as Ive been levelling up my character in Fallout 3 =S | |
You only need three skills to kick ass: Repair. Sneak. Small guns. Throw in either science or lock pick and medicine and you're untouchable. Sneak really is the skill to have in both Fallout 3 and New Vegas. Maybe it is just my play style, but I can't overstate how valuable it is. | |
Speech .... I thought it was only me but this set-up seems quite popular! | |
I'd never Tag Guns, Big Guns, Energy Weapons, ect simply because they just aren't necessary early game and you're MUCH more likely to dump a few points in them each level anyways. I'd say the most important are Speech, Lockpick, Repair, and my "maybes" are Science and Sneak depending on what you're going for. | |
I always max conventional firearms first, than lock-pick, than repair. Although sometimes I can't help but feel like I'm missing out on the most unique thing about the Fallout series, 50's style energy weapons. | |
which fallout? 1 | |
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Speech-you can get yourself out of 90% of all the sticky situations that you're presented in the game through the sheer capability of a silver tongue.