Seeking Confirmation for EXP
Posted: Sat Feb 15, 2003 6:51 am
I've read plenty of posts on the experience levels of recruits in the recruit pool vs those on your squad. I'd like to share my findings and await confirmations.
Squad of 5 plus PC goes on a mission comes back having gained 1000 XP each. Head to the recruit pool, toss your 5 squaddies back into the pool and get any 5 OTHER recruits INTO your squad (viewing them is not enough). When you view them, they will show the xp increase, but the increase is only permanent after you ADD them to your squad. Those that you ADD INTO your squad will gain the same XP as those you just tossed out.
Eg, after returning from 2nd mission, I went to the recruit pool and took a look at Jax (who had stayed at home) he showed the exact same xp increase as farsight and stitch (who did all the killings). I did not add him to my squad. took new squad to the QM and then came back. Looked at Jax again. No increase in XP.
My story: I tossed stitch as soon as I got back from the 2nd mission. but everytime i get back to the base, he's the first guy i yank out of the recruit pool so that i can use his barter to offload the junk. My char is now lvl 16, and so is stitch, but i can show you that he has approximately 1 raider kill from Brahim Wood. Mandy who also appeared after mission one however, is still a stinky 1000XP recruit, cos i never added her to my squad in between missions.
What this means is that you can effectively manage a pool of 10 recruits for maximum XP gain. It makes for great gameplaying
One of the problems that many fallout players face is ammo shortage. It takes a lot of 7.62s to kill a brahmin. simply not worth the ammo for the xp you get. Furthermore, it is unlikely that ALL your gun wielding team mates will be able to tell the pointy end of a spear from the other. end result, in order for the gun slingers to gain levels you have to kill a lot of muties just so that you can recover the ammo. looting bodies is a time sucker.
Exploiting the XP gain 'bug', I have created a two teams - one to go on the missions. A healthy mix of guns, guns and guns. (you wanna melee the 300HP heavy weapon turret? be my guest)
The other team is pure fist, fangs, claws, feet and flying hair. Melee Mothers each and everyone. give them a gun and they WILL use it.... like a big club. in between missions, this is the group that goes around pummeling deathclaws for 600-1000 xp per encounter per team member. Dun forget that the shooters lazing around in the recruit pool are getting the EXACT same amt as the brawlers.
The trick is to remember to add the shooters to your squad the moment you get back to base.
advantages - no ammo expended, no need to waste time looting bodies. Melee in CTB is bliss.
cons- the AI is stupid, after gang-raping one deathclaw, the entire team will just stand around until you point them at the next luckless victim. no such problem with shooters who will just shoot the next available target.
Your PC character will at least have to be well armoured, if not versatile. Good idea to dump all driving and outdoors books on him so that he can serve both squads. Charisma of 6 is a MUST if only to get the leader perk - plus one AG and 5 AC to all the melee ppl
This way, I get to enjoy playing shoot and hide as well as brainless brawling and sharing that lovely XP all around while hoarding ammo for the missions.
Very little has been expounded on melee combat, here is what i found out:
APs are absolute critical. Go action boy and Faster HTH bonus to poke em 4 times with the diamond spear. by the 3rd poke of 20-30 damage each, they should be on their backs trying to keep all the air in their peforated bodies from leaking into the atmosphere.
Finally found a use for stonewall. being knocked down makes me lose APs
HTH evade increases the AC of your chars by up to 37 points!!!! (unarmed 300%) A real reason to increase skills beyond 150%. Works best with deathclaws cos they do plenty of damage with their bare hands. human fingernails tend to break too easily.
Might be good to have Doc tagged for your PC, cos of the high occurences of crippled and blind when you get down and dirty with deathclaws. However, with increased AC, this stopped being a problem. after taking on 12 baby deathclaws, just some scratches. hence the advantages of LEADER perk
Melee against Muties... gonna hurt unless you do it TB which is too slow for my liking. besides, they are worth less XP then deathclaws.
Well... that's my dissertation on XP in FOT. comments?
Squad of 5 plus PC goes on a mission comes back having gained 1000 XP each. Head to the recruit pool, toss your 5 squaddies back into the pool and get any 5 OTHER recruits INTO your squad (viewing them is not enough). When you view them, they will show the xp increase, but the increase is only permanent after you ADD them to your squad. Those that you ADD INTO your squad will gain the same XP as those you just tossed out.
Eg, after returning from 2nd mission, I went to the recruit pool and took a look at Jax (who had stayed at home) he showed the exact same xp increase as farsight and stitch (who did all the killings). I did not add him to my squad. took new squad to the QM and then came back. Looked at Jax again. No increase in XP.
My story: I tossed stitch as soon as I got back from the 2nd mission. but everytime i get back to the base, he's the first guy i yank out of the recruit pool so that i can use his barter to offload the junk. My char is now lvl 16, and so is stitch, but i can show you that he has approximately 1 raider kill from Brahim Wood. Mandy who also appeared after mission one however, is still a stinky 1000XP recruit, cos i never added her to my squad in between missions.
What this means is that you can effectively manage a pool of 10 recruits for maximum XP gain. It makes for great gameplaying
One of the problems that many fallout players face is ammo shortage. It takes a lot of 7.62s to kill a brahmin. simply not worth the ammo for the xp you get. Furthermore, it is unlikely that ALL your gun wielding team mates will be able to tell the pointy end of a spear from the other. end result, in order for the gun slingers to gain levels you have to kill a lot of muties just so that you can recover the ammo. looting bodies is a time sucker.
Exploiting the XP gain 'bug', I have created a two teams - one to go on the missions. A healthy mix of guns, guns and guns. (you wanna melee the 300HP heavy weapon turret? be my guest)
The other team is pure fist, fangs, claws, feet and flying hair. Melee Mothers each and everyone. give them a gun and they WILL use it.... like a big club. in between missions, this is the group that goes around pummeling deathclaws for 600-1000 xp per encounter per team member. Dun forget that the shooters lazing around in the recruit pool are getting the EXACT same amt as the brawlers.
The trick is to remember to add the shooters to your squad the moment you get back to base.
advantages - no ammo expended, no need to waste time looting bodies. Melee in CTB is bliss.
cons- the AI is stupid, after gang-raping one deathclaw, the entire team will just stand around until you point them at the next luckless victim. no such problem with shooters who will just shoot the next available target.
Your PC character will at least have to be well armoured, if not versatile. Good idea to dump all driving and outdoors books on him so that he can serve both squads. Charisma of 6 is a MUST if only to get the leader perk - plus one AG and 5 AC to all the melee ppl
This way, I get to enjoy playing shoot and hide as well as brainless brawling and sharing that lovely XP all around while hoarding ammo for the missions.
Very little has been expounded on melee combat, here is what i found out:
APs are absolute critical. Go action boy and Faster HTH bonus to poke em 4 times with the diamond spear. by the 3rd poke of 20-30 damage each, they should be on their backs trying to keep all the air in their peforated bodies from leaking into the atmosphere.
Finally found a use for stonewall. being knocked down makes me lose APs
HTH evade increases the AC of your chars by up to 37 points!!!! (unarmed 300%) A real reason to increase skills beyond 150%. Works best with deathclaws cos they do plenty of damage with their bare hands. human fingernails tend to break too easily.
Might be good to have Doc tagged for your PC, cos of the high occurences of crippled and blind when you get down and dirty with deathclaws. However, with increased AC, this stopped being a problem. after taking on 12 baby deathclaws, just some scratches. hence the advantages of LEADER perk
Melee against Muties... gonna hurt unless you do it TB which is too slow for my liking. besides, they are worth less XP then deathclaws.
Well... that's my dissertation on XP in FOT. comments?