Fires quick, massive clip, good damage, not so great armour penetration. 223 Pistol - best small gun in the original, decent range, good damage, owns most armour, style.Ģ) RR LE BB Gun - inferior to 1), but deserves a mention. Had to include it though, I mean it'd basically a turbo plasma rifle with burst capabilityġ). Of no consequence, seeing as you have completed the game. Still seems inferior to the Gauss Pistol though. Lots of damage, and again most armour won't be a problem. Armour (apart from the Boss'), provides little relief.ĭistinctly superior to the turbo plasma rifle, basically a slow alien blaster with much better range. 6, ludicrously accurate, high-probability-of-critical hits, within a massive range. When you have Sniper and good luck, this seems superior to the rifle in my eyes. Nothing comes close to competing with this damage wise. The Bozar uses cheap ammunition with great modifiers, fires less bullets and still nails virtually everything, making it the most practical of the three. The Avenger is the Vindicators equal against some opponents (if you invest in bonus ranged damage anyway), however it still lacks a bit of a punch (relatively speaking - it doesn't matter a whole lot with Sniper) against power armour. The Avenger minigun and Bozar become far more practical. The availability of ammunition makes this a difficult weapon of choice to use often though. This can do some brutal damage, and if used correctly The Enclave + Navarro becomes a doddle, even on the hardest difficulties. Also, stuff is better at killing you in F2 - making HtH harder (though with Prizefighter and power armour it is very possible to tank the whole game).Īs with minigun in F1, though getting Sniper in a normal game is worlds more realistic, making this build a lot more likely. Unarmed weapons cannot become faster than 2 AP to use, which makes them all distinctly inferior to ranged weapons. Generally inferior to the first two in terms of damage, easier and more practical to play though. Same for the Alien Blaster, which does more damage but at the expense of having a terrible range. Much the same setup as for minigun, only you can potentially fire it 6 times - a lot better than the F2 version. You can fire thrice in the first round of combat. There are lots of perk permutations in this build, but providing you have good luck, I think this tops it in terms of damage administration. Bonus ranged damage is very good here as well. However Fast Shot + Bonus Rate of Fire + Action Boy (2) + Sniper (with luck >7) + Better Criticals = carnage. Impractical, as it requires the Sniper perk - takes ages to get in Fallout. Minigun (and normally to a lesser extent, the Gattling Laser) Overall this can mean 12 instant critical hits, i.e. Actually, provided Agility is good, Bonus Move > Action Boy for this. Optional extras include: Better Criticals, (2) Action Boy(s) and (2) Bonus Move. Power Fist attacks cost 1 AP (the Super Sledgehammer is a better weapon damage wise, however I don't think Bonus HtH works on melee weapons and the knockback attribute gets annoying). Surprising? With an agility of 10, Fast Shot, Bonus HtH Attacks and eventually Slayer as essentials. Based on a single weapon, what are the most effective late game builds in both games? This has been done before but not for a while (plus there seem to be a fair few foke fairly new to Fallout and Fallout 2).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |