Character's Minimum Stats
Character's Minimum Stats
Hello everyone!
Unlike most of you, I really am quite confused as to the recommended minimum for each stat depending on the character. For example, I wanted an uber-sniper, but I gave him a very low strength, so he could not manage even the gun that Farsight had at the beginning. Another example is I want an assault guy that can handle the biggest gun in the game, but I'm not sure if he needs a 10 STR or just 9.
I would appreciate it if people could give me the minimum requirements and recommended weapons, perks and tag skills for an assault, sniper, grenadier, scout, doc, and traps specialist. Please post like this:
[class - eg. assault, sniper, etc.]
STR -
PER -
END -
CHA -
INT -
AGL -
LUC -
Perks:
Tags:
Recommended Weapon(s):
[and a short explaination why you think this character should have these stats, perks and tags]
Please note that I am asking for the MINIMUM recommended stats, so you don't have to allocate all points. Oh, and no cheat-characters please! And no game spoilers please!
Hope to hear from a lot of folks! Post away! 8) Thanks for your help!
Unlike most of you, I really am quite confused as to the recommended minimum for each stat depending on the character. For example, I wanted an uber-sniper, but I gave him a very low strength, so he could not manage even the gun that Farsight had at the beginning. Another example is I want an assault guy that can handle the biggest gun in the game, but I'm not sure if he needs a 10 STR or just 9.
I would appreciate it if people could give me the minimum requirements and recommended weapons, perks and tag skills for an assault, sniper, grenadier, scout, doc, and traps specialist. Please post like this:
[class - eg. assault, sniper, etc.]
STR -
PER -
END -
CHA -
INT -
AGL -
LUC -
Perks:
Tags:
Recommended Weapon(s):
[and a short explaination why you think this character should have these stats, perks and tags]
Please note that I am asking for the MINIMUM recommended stats, so you don't have to allocate all points. Oh, and no cheat-characters please! And no game spoilers please!
Hope to hear from a lot of folks! Post away! 8) Thanks for your help!
The plus side of low strength, is that you can allocate the points elsewhere, and then buff it using drugs.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
You shouldnt allocate your stats in such a way you are fully dependant on drugs, imo. To acquire the strenght required to be able to wield the Browning M2, which is 9, there is "weapon handling".
Condition is that you start off with a strenght that is either 6, or higher. Weapon handling will add 3 to your strenght for the purpos of strenght checks when trying to shoot any random gun. So, basically 6 becomes 9 without having to spend 9 points.
Range modifiers and accuracy are perception-based, this is why a sniper needs a high perception in order to excell. Ghouls are naturally better equiped then humans for this matter, as they have the highest maximum to perception of all races.
A ghoul should have a strenght no lower then 5, this way he can use the sniper-rifle, which is vital to optimal prestigue.
A perception of 13 will make any attempt of the enemy to sneak up on your squad futile. Aside from that, it will cause your ghoul to cripple bones over half a map of distance.
Third is Agility. I would spend most of what allocating your stats over strenght and perceptiom leaves you, on Agility. This way shooting your rifle takes less AC.
The traits i recommend you to apply are "Gifted" and "fast shot"
Condition is that you start off with a strenght that is either 6, or higher. Weapon handling will add 3 to your strenght for the purpos of strenght checks when trying to shoot any random gun. So, basically 6 becomes 9 without having to spend 9 points.
Range modifiers and accuracy are perception-based, this is why a sniper needs a high perception in order to excell. Ghouls are naturally better equiped then humans for this matter, as they have the highest maximum to perception of all races.
A ghoul should have a strenght no lower then 5, this way he can use the sniper-rifle, which is vital to optimal prestigue.
A perception of 13 will make any attempt of the enemy to sneak up on your squad futile. Aside from that, it will cause your ghoul to cripple bones over half a map of distance.
Third is Agility. I would spend most of what allocating your stats over strenght and perceptiom leaves you, on Agility. This way shooting your rifle takes less AC.
The traits i recommend you to apply are "Gifted" and "fast shot"
Sometimes an atomic weapon is just an atomic weapon, ja?
Um for a sniper use an ST of 5, 6 at most. Use an AG of 8, MINIMUM!!!
and CH is extremely usefull.
and CH is extremely usefull.
"If you can't beat 'em.....
Try with another weapon"
-Me
Another Huge Gundam Fan
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Try with another weapon"
-Me
Another Huge Gundam Fan
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- Walks with the Snails
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If you have another recruit to use the Browning for the really tough mutants, you can have a secondary Big Guns person with 6 Strength. It's enough to use the SAW, which is pretty good against everything but robots (and uses ammo that is effectively unlimited), and by the time you hit the robots you've got Power Armor, which will give you the +3 Strength to use the Browning.
Most other stats are pretty much to taste. You want a sniper with 6 luck, too, since all the good sniper perks like Bonus Ranged Damage and Better Criticals require it. Intelligence is also a plus for medics and others who use lots of non-combat skills. And perception helps detect traps. A team leader with Charisma 6 or higher is nice, too, since you can get the awesome Leader perk at 4th level and also get choice recruits like Clarise earlier. If you have 8 Charisma, you can get the Divine Favor perk which gives you an extra stat point and lowers your perk progression. 10 is probably pushing it, though.
If you want someone to handle all the non-combat skills, one avenue is to give them skilled but not gifted, 10 Intelligence, and give them the Comprehension perk. Raise first aid, traps, science, outdoorsman, and repair to maybe 60-100 before reading any books, and they'll be outstanding support while the rest of the team can focus solely on fighting. Tag First Aid, Doctor, and Small Guns and have the minimum stats for Healer (don't remember them), and you've got a great medic.
Most other stats are pretty much to taste. You want a sniper with 6 luck, too, since all the good sniper perks like Bonus Ranged Damage and Better Criticals require it. Intelligence is also a plus for medics and others who use lots of non-combat skills. And perception helps detect traps. A team leader with Charisma 6 or higher is nice, too, since you can get the awesome Leader perk at 4th level and also get choice recruits like Clarise earlier. If you have 8 Charisma, you can get the Divine Favor perk which gives you an extra stat point and lowers your perk progression. 10 is probably pushing it, though.
If you want someone to handle all the non-combat skills, one avenue is to give them skilled but not gifted, 10 Intelligence, and give them the Comprehension perk. Raise first aid, traps, science, outdoorsman, and repair to maybe 60-100 before reading any books, and they'll be outstanding support while the rest of the team can focus solely on fighting. Tag First Aid, Doctor, and Small Guns and have the minimum stats for Healer (don't remember them), and you've got a great medic.
CH to a sniper is of absolutely no use what so ever.
Strength doesnt matter either apart from the fact 5 is a condition to the usage of the sniper rifle.
I agree AG is important as it determines the amount of AC's you can spend each turn.
Perception however is without reasonable doubt the most important of ALL stats since its what your accuracy and effectiveness at larger range depends on.
+ Snail was right about Luck. Luck determines the likelyness of causing critical hits, and the damage your enemy takes from these hits. Long range effectiveness combined with luck is the formula to assimilate an ideal sniper.
Cheers.
Strength doesnt matter either apart from the fact 5 is a condition to the usage of the sniper rifle.
I agree AG is important as it determines the amount of AC's you can spend each turn.
Perception however is without reasonable doubt the most important of ALL stats since its what your accuracy and effectiveness at larger range depends on.
+ Snail was right about Luck. Luck determines the likelyness of causing critical hits, and the damage your enemy takes from these hits. Long range effectiveness combined with luck is the formula to assimilate an ideal sniper.
Cheers.
Sometimes an atomic weapon is just an atomic weapon, ja?
CH is useless in FOT unless you want to go up in promotion quickly.
I always have a ST of 7 and that gets boosted when I get power armour. It's an old thing I've used since FO1 and have yet to find any things wrong.
PE for a sniper is very important. Have it at 10 along with agility. Luck is important for the critical chance. INT is only good for the extra skill points so don't worry too much about it. END isn't too useful as you will be well away from the fighting so you shouldn't have any worries about hit points and taking damage.
I always have a ST of 7 and that gets boosted when I get power armour. It's an old thing I've used since FO1 and have yet to find any things wrong.
PE for a sniper is very important. Have it at 10 along with agility. Luck is important for the critical chance. INT is only good for the extra skill points so don't worry too much about it. END isn't too useful as you will be well away from the fighting so you shouldn't have any worries about hit points and taking damage.
Ghoul would be my race of choice if i were to long for a neat sniper to accompany my squad.
5 is basic, less hinders the use of the sniper rifle, more is simply a waste of statpoints as your ghoul has no need for higher strenght to operate the sniperrifle.
Perception 14, set it at the very maximum. No need for an explanation i would guess.
Agility 8, As this is the maximal AG points a ghoul can obtain. 8 aps combines with fast shot and bonus rate of fire lowers the ac cost of a single shot to 3. Nifty! 2 shots and a change of stance!
Condition to the availability of "bonus rate of fire" is that your intellect is no lower then 6.
This should be his profile
S T A T S
Strength: 5
Perception: 14
Intelligence: 6
Charisma: 2
Endurance: 2
Agility: 8
Luck: 12 (enhances the change on luck rolls)
T R A I T S
Gifted (condition to aqruire the stats listed above)
Fast shot
S K I L L S
Small guns
Sneak
+ one of personal preference.
Avoid close encounters at any cost due to extreme low resistance to any form of damage.
5 is basic, less hinders the use of the sniper rifle, more is simply a waste of statpoints as your ghoul has no need for higher strenght to operate the sniperrifle.
Perception 14, set it at the very maximum. No need for an explanation i would guess.
Agility 8, As this is the maximal AG points a ghoul can obtain. 8 aps combines with fast shot and bonus rate of fire lowers the ac cost of a single shot to 3. Nifty! 2 shots and a change of stance!
Condition to the availability of "bonus rate of fire" is that your intellect is no lower then 6.
This should be his profile
S T A T S
Strength: 5
Perception: 14
Intelligence: 6
Charisma: 2
Endurance: 2
Agility: 8
Luck: 12 (enhances the change on luck rolls)
T R A I T S
Gifted (condition to aqruire the stats listed above)
Fast shot
S K I L L S
Small guns
Sneak
+ one of personal preference.
Avoid close encounters at any cost due to extreme low resistance to any form of damage.
Sometimes an atomic weapon is just an atomic weapon, ja?
With CH i meant for YOUR character, the main character.
"If you can't beat 'em.....
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>
First up, no drugs or drug-using characters. I don't like the idea of a drug-dependent, combat-oriented character. I guess people do that in multiplay, but I don't like the idea of any of my characters being medicine-dependent I do use vodoo in the game "SOMETIMES" when I get that wierd bloodlust feeling, but not much. :roll:
I've looked at the STR requirements of various weapons in the game, and it seems that 9 is the max (that big gun - Browning - IIRC). I seem to remember that the Browning was available even BEFORE getting power armor, and I loved using those on the super mutants in the mission where you have the APC and you have to go after them coz they just kidnapped General Barnaky or something. No powerarmor there yet (or am I missing something??), but a guy with a SAW (that big shotgun gun, IIRC) and the other with the Browning, and those muties weren't smiling for very long! 8) So I guess I'll start a character wtih 9 STR right away. I guess he'll be good for hauling stuff as well.
I do plan to have 4 guys for combat (2 ranged, 2 assault) and one for medic/doc and charisma, the other for everything else (sneak, lockpick, traps, etc.) I like my snipers with 10 PER and AG, and maybe 6 STR and luck. I have just realized that END and INT isn't really that important on snipers since they'll be way back anyway and CH is useless. Maybe add Finesse perk for more critical hits which, hopefully, will be more with my high luck. Any other comments on these ideas? I'd love to hear it!
Team Leader: Okay, who is this guy? Is he the one I start out with, the one I create? Or is he just anyone on the F1 slot? Can this "leader" guy be changed in the game, like put guy 1 on F1 slot when in battle but put guy 2 (with high CH) when in bunker for good deals? I really wanna know this because usually, I drop the CHA stat to as low as 2 for everyone to max out the skills they really need, only my doc/trader has high charisma since he's got low everything else. If I can give only the Leader perk to this doc, then it'll be pretty useless since most of the time, he gets left behind from the fighting. Also, is promotion based on an individual's CHA or does it base on the highest CHA of anyone in the party?
Divine Favor: Does this perk lower the perk progression and gives extra stat ONLY for the character that has it or for everyone?
Perception: I read somewhere that high PER means detecting stuff at long ranges, but that it also dulls the high PER character when the enemy is close. Hence, a 10 PER character may be able to crit the enemy in the eye from a map away, but he'd suck at hitting the enemy when they go toe-to-toe. A 4 PER character may carve his face on the enemy 5 feet away but can't even hit the air around the enemy 20 feet or so away. Is this even true?
Armor: What armor do you give to your snipers, docs, etc? Obviously, the power armor goes to the assault guys....
GooChunks,
How do I "upgrade" his PER?
I've looked at the STR requirements of various weapons in the game, and it seems that 9 is the max (that big gun - Browning - IIRC). I seem to remember that the Browning was available even BEFORE getting power armor, and I loved using those on the super mutants in the mission where you have the APC and you have to go after them coz they just kidnapped General Barnaky or something. No powerarmor there yet (or am I missing something??), but a guy with a SAW (that big shotgun gun, IIRC) and the other with the Browning, and those muties weren't smiling for very long! 8) So I guess I'll start a character wtih 9 STR right away. I guess he'll be good for hauling stuff as well.
I do plan to have 4 guys for combat (2 ranged, 2 assault) and one for medic/doc and charisma, the other for everything else (sneak, lockpick, traps, etc.) I like my snipers with 10 PER and AG, and maybe 6 STR and luck. I have just realized that END and INT isn't really that important on snipers since they'll be way back anyway and CH is useless. Maybe add Finesse perk for more critical hits which, hopefully, will be more with my high luck. Any other comments on these ideas? I'd love to hear it!
Team Leader: Okay, who is this guy? Is he the one I start out with, the one I create? Or is he just anyone on the F1 slot? Can this "leader" guy be changed in the game, like put guy 1 on F1 slot when in battle but put guy 2 (with high CH) when in bunker for good deals? I really wanna know this because usually, I drop the CHA stat to as low as 2 for everyone to max out the skills they really need, only my doc/trader has high charisma since he's got low everything else. If I can give only the Leader perk to this doc, then it'll be pretty useless since most of the time, he gets left behind from the fighting. Also, is promotion based on an individual's CHA or does it base on the highest CHA of anyone in the party?
Divine Favor: Does this perk lower the perk progression and gives extra stat ONLY for the character that has it or for everyone?
Perception: I read somewhere that high PER means detecting stuff at long ranges, but that it also dulls the high PER character when the enemy is close. Hence, a 10 PER character may be able to crit the enemy in the eye from a map away, but he'd suck at hitting the enemy when they go toe-to-toe. A 4 PER character may carve his face on the enemy 5 feet away but can't even hit the air around the enemy 20 feet or so away. Is this even true?
Armor: What armor do you give to your snipers, docs, etc? Obviously, the power armor goes to the assault guys....
GooChunks,
How do I "upgrade" his PER?
- OnTheBounce
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Promotion is based on the Main Character's CH stat - that would be the character that you picked/designed at the beginning of the campaign. Recruits have a straight 50/50 chance of getting promoted every time the main character does.Valkyrie wrote:...is promotion based on an individual's CHA or does it base on the highest CHA of anyone in the party?
It only affects the character that takes the perk.Valkyrie wrote:Divine Favor: Does this perk lower the perk progression and gives extra stat ONLY for the character that has it or for everyone?
It's good to see that crack-smoking is alive and well in the FoT community. No, this isn't true. High PE cancels out range modifiers, end of story. There are some weapons that are harder to hit w/at close range, but this is independent of the user's PE.Valkyrie wrote:Perception: I read somewhere that high PER means detecting stuff at long ranges, but that it also dulls the high PER character when the enemy is close. Hence, a 10 PER character may be able to crit the enemy in the eye from a map away, but he'd suck at hitting the enemy when they go toe-to-toe. A 4 PER character may carve his face on the enemy 5 feet away but can't even hit the air around the enemy 20 feet or so away. Is this even true?
Every time upgrades become available they immediately go the Assaulters in my squad who cannot sneak. I then edge everyone up as better armor becomes available, with the Medic (usually Stitch) having the lowest priority. I try to keep one of my Snipers in Tesla Armor late in the game, to take out Security Bots -- you know, the ones armed w/Lasers that go though APA like a hot knife through butter.Valkyrie wrote:Armor: What armor do you give to your snipers, docs, etc? Obviously, the power armor goes to the assault guys....
Basically priority for Armor upgrades looks like this:
1. Non-stealthy Assaulter
2. Stealthy Assaulter/Grenadier
3. Trapper (I don't always have one, I sometimes tag this for my main character who doubles as a sniper.)
4. Sniper 1/2 (equal priority)
5. Medic/Jack o' All Trades
There you go.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
hehehe... :roll:It's good to see that crack-smoking is alive and well in the FoT community.
My thanks to OTB for clearing up some issues
Ideas so far: Since promotion is based on CH, and CH of the main character is where this is based, then I guess I'll be making my doc/trader my main character... I guess this way I'll get more high-tech stuff earlier?
Promotion: What is the basis for this? XP? Number of kills?
Leadership: So I guess the Leadership thing is determined based on the main character also and not on who is on the F1 slot?
Assault Guys: Aside from high STR, what else do these guys need?
Trappers: Am I correct in presuming that these guys need high PER to detect mines?
That's my most recent batch of questions... :!: 8O
No unfortunately they didn't implement rank that way, just lets you get better recruits faster.Valkyrie wrote: Ideas so far: Since promotion is based on CH, and CH of the main character is where this is based, then I guess I'll be making my doc/trader my main character... I guess this way I'll get more high-tech stuff earlier?
No CHValkyrie wrote: Promotion: What is the basis for this? XP? Number of kills?
Well the character you make is the leader, but then there is also a perk LEADER. That perk is rather good because it gives the squadies around you +1 AG and +5 ACValkyrie wrote: Leadership: So I guess the Leadership thing is determined based on the main character also and not on who is on the F1 slot?
AG, IN doesn't hurt eitherValkyrie wrote: Assault Guys: Aside from high STR, what else do these guys need?
They don't need the higher PER, but it helpsValkyrie wrote: Trappers: Am I correct in presuming that these guys need high PER to detect mines?
"If you can't beat 'em.....
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>
Hmmm... I thought getting up in rank also meant getting those cool guns and armor sooner. So I guess it's not.
So aside from getting perks and levelling up, what other use is CH? I heard it lowers the quartermaster's prices (I am not too comfy with stealing or gambling, so I don't mind the inaccurate "buy from your own army" idea). Is this true?
Also, I read somewhere in this forum that a CH of 6 is enough for most perks. Anyone against this? And is Divine Favor that "cool"?
Leader(perk): So anyone with a CH of 6 and is Lvl 4 can get this... but how big/wide is his sphere of influence?
So aside from getting perks and levelling up, what other use is CH? I heard it lowers the quartermaster's prices (I am not too comfy with stealing or gambling, so I don't mind the inaccurate "buy from your own army" idea). Is this true?
Also, I read somewhere in this forum that a CH of 6 is enough for most perks. Anyone against this? And is Divine Favor that "cool"?
Leader(perk): So anyone with a CH of 6 and is Lvl 4 can get this... but how big/wide is his sphere of influence?
- OnTheBounce
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Perhaps. I got that 50/50 from the V1.13 ReadMe. (I'd quote it exactly, but I saved over FoT's ReadMe w/the ZAR2GIF utility's ReadMe. :oops: )TheReaper wrote:Hm, I always get the bad side of the 50/50 then seeing as all my recruits are still at their starting rank.
I will say that promotion for 'cruits can be pretty screwy. I've had some 'cruits that get promoted each and every time that I did, and others that lag behind like they're constantly getting caught drunk on duty or something. One game Stitch didn't get promoted to Senior Initiate until around Great Bend or so, for instance. Not that it really matters. The only thing this can really affect is if you have put someone back into the 'cruit pool and then get busted, you might not be able to get them out.
OTB
"On the bounce, you apes! Do you wanna live forever?!"