As a general matter, you get more loot by choosing the greedy/mean/evil option in dialogue, sometimes very significantly.If you don't have enough Lockpick, just come back later when you're leveled up. You can open chests by attacking them too, but you'll get less loot, so don't. You can do the same with mines, though obviously you'll want to shoot them so you're not damaged. You can open many (but not all) doors by just attacking them, preferably with a melee weapon so you don't waste ammo.1 point is a worthwhile investment when you leave Colorodo Springs if you choose to go to Hoon Homestead, to get the unique/strong pet "Billy and Jean." Conversely, putting 1-3 points on every character can make the game easier if friendly fire is turned off, as your easily replaceable pets flood the zone and absorb enemy fire. Animal Whisperer is generally not a good idea if you have friendly fire turned on, as pets act on their own and often get in the way. Survival is not worth taking at all, except in the mid-late game on one of your HQ barter/mods/toaster characters or a spare companion like Jodie for the level 10 perk to show everything on the map. Sneaky Shit is similarly a great damage buff, and worth a few points on your Sniper early, but like Weird Science its also not a huge priority in the early game. Similarly, Weird Science is great on lots of builds to buff Energy/Fire/Cold damage, but not a priority in the early game since it doesn't get many Skill checks and won't increase your damage as much as just increasing your weapon skill. First Aid 3 is good for an early quest and to use the better healing items, but also isn't a priority since its enough to fully heal most characters by itself. Leadership 3 is good to take early for its amazing Perk, but you can max it out later for the buffs it offers.The last two don't need to be maxed out until the mid-late game, but are good to get up to 7-8 early for a variety of missions. These Skills are Lockpicking, Explosives, Nerd Stuff, Mechanics, Hard Ass, and Kiss Ass. Just have each of your six characters focus on just 2 Skills to start, one weapon Skills and one of the main non-combat Skills which unlock loot and/or options as you play the game (plus small dips in other skills as described below if desired). There are a lot of variations on strong starting parties, and I won't bother listing them since others have already posted great guides.This will level them up to 1 level behind your 10 Charisma character. Then add in other characters one at a time, Readying each time. Whenever other characters fall more than 1 level behind your 10 Charisma character, go to HQ and remove everyone from your party except your 10 Charisma character and one other. This will boost your Experience Points significantly. When you make your custom characters, at least 1 should have max Charisma.So your full party size is six (not four), two of whom must be Companions, and you should plan your Skill distribution across all six characters accordingly. Very early in the game you'll get 2 Companions, Luca and Kwon, who you can respec however you want when you save some more money (though they don't get Quirks).You can just come back to HQ and swap out whoever you need for these skills just when you need them. Now you don't have to take these Skills on anyone in your main party. You can then keep the two Punk Lovers at HQ, and have one max Weapon Modding and Armor Modding, and the other max Barter and Toaster Repair (though this is useful in the late game for a Fire focused character, you won't likely have enough Skills points to get 7 Toaster, 10 Weird Science, and a 10 in a weapon skill until mid game). After you complete the Tutorial, you can create 2 custom characters for free, and 2 more at a low cost after just an hour or two of playing and selling loot. She'll tell you to offer cigarettes to Major Tomcat, a unique pet near the end of the tutorial.
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