Fallout Character Building » Discussions


Building for Survival Mode (FO4)

  • Member
    May 7, 2016

    There's plenty of interest and buzz about Bethesda's new and brutal Survival Mode (SM). I thought I put this post here in the Character Building group as a place to talk about building a character suitable for the harsh new terrain. 

    If you have Tips & Tricks regarding Survival Mode: use Ponty's Survivor's Log over at the Hub. 

    We'll keep this to chatting about SPECIAL stats, perks, equipment, followers, and anything directly linked to building a survivor. 

    Here's a few things I've found early (note these are all low SPECIAL STAT level requirements.)

    Highly Recommended Perks:

    Local Leader 2 (CHR
    6)

    Joining the Minutemen and being able to have a series of refueling stations across the Wasteland seems to be a near necessity in SM. Getting to local leader 1 opens up supply lines which yields access to more than just building supplies. Dropping uncooked meat (among other things) into connected workshops removes the need to carry so much aid, and with the new carry weight restrictions, this is one more bonus.

    Local leader 2 adds the ability to build shops and more importantly clinics (also requires Medic 1 at INT 2). Local shops decreases the need to track down vendors all of the time to exchange loot for caps. Having a clinic and a doctor in known locations is key, as disease runs rampant in SM.  

    Lastly, siding with the Minutemen gives you access to the Flare gun and Artillery for additional support in sticky camp clearing missions or surprise radiant encounters. (Ponty). 

    Sneak (Agility 3)
    The ability to avoid conflict is especially helpful early on. At a small investment on Agility 3, it's easily achieved. Plus, the well known and often used sneak attack multipliers are helpful to offset decreased damage output.

    Lone Wanderer (Charisma 3)
    Followers are helpful, but decreasing damage taken, increasing carry weight and boosting damage output are just so incredibly helpful. The carry weight increases alone are well worth the investment, without having to go 6 Strength for Strong Back.

    Damage Output (Gunslinger Agi. 1, Commando Agi. 2, Rifleman Per. 2)
    Pick one gun type and stick to it. I didn't include Heavy Gunner because missiles and mini-nukes weigh a ton! Specializing in one gun type opens up carry weight and points for other vital perk investments. Most SM builds will have starting Special Stat spreads that are more balanced. This technique allows you to redistribute perk points in other vitals stats also. A final benefit of narrowing your gun choice, is ammo conservation. If you can focus in on one or two ammo types being used, you'll have plenty of caps to upgrade your armor (or other necessity). I did this for early access to a Champions Arm and an upgrade to my Sturdy Leather Chest Piece. 

    Armorer (Strength 3)
    Offsetting the increased damage you're taking is seriously important. Life Giver adds a few HP, but boosting your armor rating and having access to mods like muffled and shadowed can keep you from being discovered so easily. You could also add Deep Pockets mods to offset carry weight issues. (Ponty).

    Additionally, armorer ranks offer the opportunity to add ballistic weave to your undergarment of choice. Popular choices like Dirty Army Fatigues (STR & AGI +1) or  Military fatigues (AGI +2) offer tons of additional protection and a nice skill boost. Or, should you be running a role-play heavy build, the weave can make other plain clothes options almost viable with damage and energy resistance maxing out at +110 for rank 4 of Armorer. Personally, I'm sticking with the former option.

    Scrounger (Luck 2)
    The reality is you'll be leaving behind many items of worth due to their weight. You can't take all of what you come across back to a vendor. But, ammo still has a great weight:cap ratio. Taking scrounger means you'll have all the ammo you need for your gun, and plenty left over to barter with. Even better, you don't need to lug around all of the modded armor and guns you find, because you can simply buy it with all of the extra caps and ammo. (Legion / Ponty)

    Other Things to Consider When Building For Survival Mode:

    Early XP (Luck 5):
    I'm trying the popular combination of Idiot Savant and low INT in order to speed up the process of leveling in the early dangerous times. Seems helpful.

    Health: (END 3):
    You may have noticed bullets actually hurt in Survival Mode. Adding Life Giver, especially rank 3 is useful. 

    Conflict Avoidance (High Charisma or High Agility: Sneak + Moving Target):
    I have a feeling choosing your battles wisely is part of this new mode. Whether you build a high Charisma character and talk your way out of certain conflicts or sneak and run away, this is viable and even necessary.

    Demolitions Expert (PER 5):
    I wasn't able to fit it in on my first try, but after Molotoving my way out of Saugus Iron Works, I'm a believer. Try to get access to boosted explosives if possible. (Ponty)

    Chemist (INT 7): 
    If you don't go the Charisma route, I'd recommend going INT and adding Chemist. You need it to craft a lot of the Aids we previously took for granted. It's also worth noting that Jet (slow time) chems can be a huge lifesaver, especially when combined with a gun like Deliverer that has a high rate of fire. If you get in trouble, Jet + rate of fire can be a life saver. (Ponty / Motty)

    Here's JV2017, a popular YouTuber talking about the SPECIAL STATS for Survival Mode.

    What STATS an PERKS have you found most helpful?

  • Member
    May 10, 2016

    not that I know of. can you fill bottles with dirty water and then cook them into purified? I suppose that wouldn't be "quicker" though

  • Member
    May 10, 2016

    You can also use the clean water fountains in places like Vault 111, Vault 81 and the Institute. It's a bit faster, just mash the fill bottle button.

  • Member
    May 11, 2016

    Yep, sneaking around urban areas is really important... I encountered a heavily armed group of Raiders up near the Medford Memorial Hospital - 6 guys, 2 in Power Armour and 1 with a missile launcher. Unfortunately I was spotted but I called in some Minutemen with a flare and rained hell with some nearby artillery. Unfortunately my backup didn't survive

  • Member
    May 11, 2016
    Dang that must have been a hell of a firefight! How quick do Minutemen show up with flares? I've actually never used it.
  • Member
    May 11, 2016

    I'd guess about 20-30 seconds? I think it depends on how close you are to the settlement. I've been using the flare gun quite a bit, I've got around 50 flares I think due to Scrounger.

    Now that I'm in the Institute I'm looking to make use of the Synth Relay Grenades for some more backup

  • Member
    May 11, 2016

    Level 19 update. Saved Nick and made my way to Goodneighbor. After Dr. Amari, decided to sleep in Hotel Rex and ran into the Vault Tec guy. I convinced him to go to Sanctuary and as I left to finish the Follow the Freedom Trail...he lay dead in the street, apparently some Super Mutants had it out for him haha.

    I did make it to the Railroad. Haven't decided what to do with them yet. Then back to Sanctuary to finally get the Minutemen Quests going. Really want to get my flare gun and eventually artillery going - as per Ponty's recs before continuing on with the main quest. So I picked my way to Corvega and actually had a fairly uneventful time clearing it out (thanks to my shiny scoped Kellogg's pistol) and some sneak multipliers.

    I also inadvertently started the Mechanist quest line by running into Ada and the rouge robots. Oops! Narrowly survived that and sent her to Hangman's alley for a later date. 

    I'm starting to feel more confident wandering around now. I'm sure that'll be short lived as enemies levels catch up to the increased efforts I've put in to dealing damage. 

    As we've already discussed - I've taken the Scrounger Perk and am finding it extremely helpful. I was able to buy a few upgraded armor pieces without breaking the cap bank thanks to all the extra ammo. Even one point there I think is wise. Onward! 

    Lone Wanderer perk 2 at level 17 also seemed to really help survivability (taking 30% less damage) not to mention the huge improvement to carry weight. I don't feel like raider bullets are quite so lethal now. 

  • Member
    May 11, 2016

    If you're running a pistols build I would strongly recommend picking up the Deliverer from the first Railroad quest - you don't even have to officially join if that's outside your RP. Shoots pretty much as fast as you can click (even with Jet) and has a ridiculously low VATS cost.

    Try not to get too overconfident - I did around level 30, you can still get killed by one or two shots from some Super Mutant and Raider bosses, especially once Assault Rifles start becoming more common.

  • Member
    May 11, 2016
    Yeah I figured they'll catch up pretty quick. I still run like crazy when I hear an automatic anything. Actually laser turrets/rifles hit like a Mac truck too. Like 2 hit and toast.
  • Member
    May 12, 2016

    I hit level 19 without even realising it. I'm playing more as a sniper then anything else and have penetrator which helps with raiders in power armor.

    Finally got around to rescuing Nick and am planning on getting to the railroad at some point so I can put ballistic weave on my Vault Suit. And just before I got off I installed a Decontamination Arch at the Red Rocket so that I don't have to use radaway or doctors for that.