What I will say is that I primarily focused on all of the Luck perks that governed AP and crits (Better Criticals, Critical Banker, Grim Reaper's Sprint and Four Leaf Clover), Gunslinger, Action Girl, Quick Hands and Gun Fu from the Agility tree, Medic and Gun Nut from Intelligence, Toughness from Endurance, and pumped enough points into Strength and Perception to get Armorer (for the Ballistic Weave) and Penetrator (which was by far the deadliest perk in my arsenal, especially against Sentry Bots and guys in Power Armor).
I ended up using Kellogg's Pistol more than any other weapon due mainly to how much damage a .44 Magnum puts out when fully upgraded with Gun Nut and fully powered with Gunslinger. It leaves pretty much any 10mm pistol, even the Deliverer, in the dust.
What I will say is that I primarily focused on all of the Luck perks that governed AP and crits (Better Criticals, Critical Banker, Grim Reaper's Sprint and Four Leaf Clover), Gunslinger, Action Girl, Quick Hands and Gun Fu from the Agility tree, Medic and Gun Nut from Intelligence, Toughness from Endurance, and pumped enough points into Strength and Perception to get Armorer (for the Ballistic Weave) and Penetrator (which was by far the deadliest perk in my arsenal, especially against Sentry Bots and guys in Power Armor).
I ended up using Kellogg's Pistol more than any other weapon due mainly to how much damage a .44 Magnum puts out when fully upgraded with Gun Nut and fully powered with Gunslinger. It leaves pretty much any 10mm pistol, even the Deliverer, in the dust.
Yeah. Recently started another playthrough, and am just loving what I can do to Raiders with a 10mm while on Jet. Slow Mo City, and it gets better when on Psycho or Psychojet. Considering that I'm on a Rifleman build this time, I have a feeling that things are going to get crazy when I get my hands on my first semiautomatic rifle. I'm working on a build that focuses primarily on run-and-gunning and chem use, with a good sideline in persuasion (since Charisma 7 opens up Party Girl, and is a good rank to have for most persuasion checks in general), and will need a few ranks in Intelligence later on to open up Science and Chemist. Luck's gonna have to be the dump stat this time, sorry to say.
Yeah. Recently started another playthrough, and am just loving what I can do to Raiders with a 10mm while on Jet. Slow Mo City, and it gets better when on Psycho or Psychojet. Considering that I'm on a Rifleman build this time, I have a feeling that things are going to get crazy when I get my hands on my first semiautomatic rifle. I'm working on a build that focuses primarily on run-and-gunning and chem use, with a good sideline in persuasion (since Charisma 7 opens up Party Girl, and is a good rank to have for most persuasion checks in general), and will need a few ranks in Intelligence later on to open up Science and Chemist. Luck's gonna have to be the dump stat this time, sorry to say.
I found one of those. And with a character that had explosive skills, but no rifleman, and it damn near broke the game. I'm guessing that it consideres each pellet a seperate explosive.
Again, no rifleman, , just mods and explosive expert, and I took down a vertibird with two shots.
Also, corpse launched a deathclaw.
I found one of those. And with a character that had explosive skills, but no rifleman, and it damn near broke the game. I'm guessing that it consideres each pellet a seperate explosive.
Again, no rifleman, , just mods and explosive expert, and I took down a vertibird with two shots.
Also, corpse launched a deathclaw.
My current play through is inspired by Flying Shoe’s build, “The Witch,” and an old Alice Cooper song:
The morning the bombs fell, she was planning to kill her husband, and collect the insurance money. Her drug addiction had gotten out of control, and if she didn’t do it soon, he was going to find out how much of their savings she had wasted. This was not the first time she had done this. There were two “accidental’ deaths in her past.
Coming out of Vault 111, the radiation began to change her, mutating her. The title she bore prewar infused into her. I call her, “The Black Widow.”
My current play through is inspired by Flying Shoe’s build, “The Witch,” and an old Alice Cooper song:
The morning the bombs fell, she was planning to kill her husband, and collect the insurance money. Her drug addiction had gotten out of control, and if she didn’t do it soon, he was going to find out how much of their savings she had wasted. This was not the first time she had done this. There were two “accidental’ deaths in her past.
Coming out of Vault 111, the radiation began to change her, mutating her. The title she bore prewar infused into her. I call her, “The Black Widow.”
Anyone going to post a Robot-centric build? I feel like there's a lot of untapped potential in Automatron and the Wasteland Workshop dlcs.
I really want to see a melee heavy robot companion annihilating raiders. cmon!!! :)
Anyone going to post a Robot-centric build? I feel like there's a lot of untapped potential in Automatron and the Wasteland Workshop dlcs.
I really want to see a melee heavy robot companion annihilating raiders. cmon!!! :)