What's the best character build?
High endurance for all the implants
>>37971232
The most fun I've had thus far is with melee
Sneaky archer.
>>379712325
1 intelligence
10 strength
All other SPECIAL is forgettable
>>379712325
Unarmed 10 luck
Crit Lasers with all the Crit perks and laser perks
Become god with the Tri-LAER or Comliance Regulator
If I had to come up with a really generic shit eating diplosniper build that can ez pz anyone who's not interested in role playing value through the game, it'd probably look like this
>5 Strength (6 with implant, 8 with OWB, 9 with Remnants armor)
>5 Perception (6 with implant for Better Criticals)
>8 Endurance (9 with implant, 10 with stat boost at the end of LR)
>1 Charisma (2 with implant.)
>6 Intelligence (7 with implant, pop mentats for 9 to pass any skill check)
>7 Agility (8 with implant)
>8 Luck (9 with implant, 10 with lucky shades)
tag guns speech and lockpick while putting points into sneak, repair and science as you go
joshua graham armor + 1st recon beret + lucky shades with remnants armor for back up
survivalist rifle + anti materiel rifle + lucky/ranger sequoia
>>379714405
Is there any point to giving yourself 10 of any SPECIAL stat in the first place? Are there even checks that go above 9 for any of them?
>>379713807
what happens
>>379712325
the Uninstall This Piece Of Shit build is the only answer
>>379714405
>pop mentats
how would you even know when there's a skill check
>>379714405
tgm
player.setav Guns 100
player.setav Strength 10
player.additem 001629b6 1
player.additem 05000871 1
player.placeat me 001300a9 100
>>379714952
People like to go 9 int and then rush to the clinic for the int +1 implant so that they can get the most skill points.
>>379714952
Not really although you can never really have enough luck or endurance or even AG if you use VATs a shit load.
I still do it sometimes though for roleplaying reasons. Dumping INT and CH and starting melee runs with 10 endurance/10 strength is always really fun.
>>379715137
>See dialogue option that says [Intelligence 7/9] at the beginning of it
>close dialogue window
>pop mentats
>re-open window
Someone post a modding guide. I need to spend three days modding the game before I decide to uninstall it again.
>>379712325
Explosives
>By far the most damage while also being dangerous and sometimes challenging to safely use
>AoE means ending fights instantly in many cases, enemies that somehow survive often end up crippled anyway
>surprisingly efficient ammo-wise, good placement means not burning through tons of caps worth
>Even low tier explosives like dynamite remain viable throughout the game
>fucking plasma grenades are hold-out weapons
>good variety of explosive launchers, pretty much all of them viable
>good variety of ammunition types too
>Mad Bomber perk takes full advantage of crafting system, gives access to many fun hand thrown explosives
>has a decent number of dialogue and skill checks associated with it
>Easy Pete
>The Boomers
Fuck I might just go on another NV run with this now.
how fucking autistic are you guys that you min max in one of the easiest RPGs on the planet
>>379712325
Stealth sniper
>>379715987
It's not about min maxing, it's that the Fallout system provides a lot of role playing options