How are we going to develop? (Fallout 4)
Reflecting once again about the leisurely approaching Fallout 4, I came to an interesting thought: "How will I develop at the initial stages and who do I want to be in Fallout 4?An inconspicuous ninja, cutting out frightened enemies who, until my death, I never notice or a real fighter who is not satisfied with a trembling hand local hell? Maybe wily negotiator who will be able to sell theirs as characters pants?
I would like to find out more opinions, for the first ascent of the most memorable and do not want to merge it.)
Scientist + technician + robotics + builder + ninja + sniper + explorer + amateur to help everyone and everything = My Persian
First, you need to look at the game and find out where to go and what to do. In general, I want to try either playing a sniper or a melee. But first, you need to carefully look at the perks, to which the game gravitates more strongly and see how with the weapon-ammunition.
But in general, I will play as a hoarder, definitely. Pick up all the trash from locations.
Jon May
also strongly hovers for me that the influence of the "strength" skill is now so serious
to take only the "Locomotive" perk - it's just awesome, you push everyone in such armor and it will be difficult to assemble the armor itself without strength. Because of this, you have to cut stats for the same dexterity and luck. How do you complete Folach with Luck and Dexterity below 8?
CheshirCat
You carry ahin '!
But no. Here is one of two things - either you have not come across such funny advertisements (about increasing ...), or you too narrowly understand the meaning of character development.
Development is change.
Change is an increase, well, or heh, heh ... a decrease.
Do you catch the logic?
I will try to make a stealth sniper-burglar a little fumbling in electronics, and based on this I will develop. And I will act out as a mercenary who does not disdain dirty work. And my most important aspiration is to join the "institute", and more specifically in the robocontrol bureau. Then, in a noir coat and with a 5.56 pistol, track down the escaped androids: D
I personally do not set 1 parameter more than 7, since there may be different chances to increase your "special" during the game's campaign, I figured it out with 3 foluchs from the miss about fire ants.
michaaver
Well, the Regulator is straight, but the androids, as I understand it, will be different as a type of wild and ordinary ghouls.
Jon May
well it is, you as I understand it only after the first passage? I also, for example, in Vegas for the first time put luck at 9, but in the end it turned out that there was an implant for luck, and in case of a casino, there was also Mick's pajamas. So it still depends on the game
No, in Vegas, anyway, the force is less than 3, I did not put the barrel shaking, but then I liked to play as a sniper and you rub and a sniper has only one attempt. And without the strength to carry a lot of trunks and a lot of lud without options. So you have to find a balance.
Jon May
for a large caliber needs 6 according to my strength, so at the start you put 4-5, then an implant + one intense workout. recently, as usual, I re-passed Vegas, at the start it turned out like this:
S-5
P-6
E-2
C-1
I-9
A-9
L-8
kilkatheslayer
Well, in 4 you can't build a city with charisma, a village at most), as for intelligence, I can't put less than I actually have (I'm not stupid to graduate from a state university as a chemist). Although once I put 3 and so stupidly stupid at a solar power plant, so it was. What I'm saving on is endurance.
Using information about the alleged perks and the SPECIAL system, I would distribute the points in this order: Strength - 6, Perception - 4, Stamina - 5, Charisma - 6, Intelligence - 6, Agility - 3, Luck - 0. This way I will get all the necessary perks. , which will be useful to me in the construction, creation and repair of things, combat and dialogues. Crits, everything related to the VATS system and melee weapons worries me a little, so I will not pump out strength (only to carry an additional 50 pounds by 6), agility (by 3 for stealth and "light step") and luck (I did not see any one perk interesting to me).
Jon May
here you just raised one more interesting problem about charisma in fours. in 1.2 treshki and Vegas (I did not play tactics) charisma was not needed at all. Here, the gazebo came up with so many dependent on this skill that oooo I really don't know how to scatter glasses, and there will be fewer of them (28 versus 40),
well, yes, put low intelligence only for stupid phrases of your Persian, because it directly affects the number of in skill points that you get at each new level
endurance I agree that it is not needed. even on the same hardcore, I did not notice much difference
Alex85
uh, you can't put the skill "0"
in the end you get 30 points, not 28
and crits directly depend on luck
Jon May is
like this with E3, when the character throws SPASHL there you can see that he has all 1 and 21 available skills
kilkatheslayer
As for hardcore, my opinion is that this is not hardcore, but giving reality to the game, otherwise you carry 50 missiles and they seem to be airy. In general, I am for any innovation in the game that increases its realism.
Jon May
in Vegas on hardcore mode, too, if you remember, so 30 missiles = 30 feet
well, hell knows, if I have to eat and drink, it will be enough for me to eat Arma for realism)