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Fallout New Vegas - Kickstart a new career

Aroddo

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Fallout NV and Fallout 3 are those kind of games with an amazing level of replayability.
I did several playthroughs and was wondering about how to best kickstart a new career.

That's my latest attempt:
  • Playstyle: Sneaking Sniper
  • Attributes: STR 4 - PER 5 - END 7 - CHA 1 - INT 10 - AGI 6 - LCK 8
  • Traits: Trigger Discipline, Skilled
  • Skills: Guns, Repair, Sneak

For early perks, I'm going:
[2] Light Touch
[4] Educated
[6] Travel Light
[8] Grunt
[10] Finesse
[12] Sniper (needs PER 6. get implant before level 12!)
[14] Silent_Running
[16] Better_Criticals
[18] Commando
[20] Intense Training: Strength

Weapon Handling (effective STR 8 allows efficient use of Anti Materiel Rifle)


Weapons:
As soon as possible (which is level 2) I go for Ratslayer - a fully modified Varmint Rifle with x5 crit modifier which practically guarantees a crit on every shot. You have to kill about 3 giant rats to get to that gun, which should be manageable. And since Primm is not far away you might just grab That Gun, which has both high damage and high crit chance.
Later switch to a Hunting Rifle for medium range non-sneaking combat and upgrade as soon as you can.
For indoor murder the Love And Hate knuckles work amazingly well in early levels, even without any skillpoints assigned unarmed.
Eventually grab a fully upgraded and silenced .45 Auto pistol which will guarantee undetected ranged one-shot-kills.
Late game weapons to go for medium range are the All-American or even better, the Survivalist's Rifle.
Final long range weapons would be either Christine's_COS_silencer_rifle or the Gobi_Campaign_scout_rifle.


Armor:
I'm using light armor all the way, mostly because I like the higher run speed.

To maximize criticals you can go
  1. Lucky Shades (LCK +1)
  2. 1st_Recon_beret (PER +1, crit +5)
  3. Joshua_Graham's_armor (DT 15, crit +3)

For maximum armor get those:

Progression:
You can either play around a bit in Goodsprings or just head directly to the Ratslayer location in the Broc_Flower_Cave. The most dangerous critters on your way would be giant ants outside and giant rats inside (which are actually quite dangerous at level 2).
After that, return to Goodsprings and head north-west to Chance's_grave and snipe the extremely dangerous cazadores in the destroyed Khan camp from the ridge above. Head north to Bonnie Springs and snipe the Viper Gang residing there. Make sure to grab the unique spiked knuckles Love And Hate from one of the viper leaders - those will be your money makers.
Go north and snipe the fiend bases of Violet and Cook-Cook (the latter one is easy if you kill his pet brahmin first) and head for the gun-runners to sell all your loot.
Then you're rich enough to enter New Vegas, where you'll pick the casino you despise most and sneak-kill every casino guard with a punch with the Love And Hate, which is extremely effective in early levels, even with low unarmed skill, so make sure to get them on your way to New Vegas. Sell all the loot and go to the New Vegas Medical Clinic for your strength implant, which will put your total strength (eventually) to 6, which is enough for sniper rifles.
From there on the Mojave desert is yours for the taking.

To maximize your luck and criticals you can try to get the Lucky Shades. You can only get them in the Legion Safehouse. Either kill NCR troops for their dogtags or pickpocket them and deliver these to Aurelius_of_Phoenix in Cottonwood_Cove. Eventually you'll be liked by the legion and receive access to their safe house, after which you can still decide whose side you want to take in the end.

Currently I'm at level 5 and I got that level after killing the fiends Violet and Cook-Cook, who are by all measure quite dangerous enemies at this level if they spot you first. Hence the focus on sneaking. :)

Skillwise it's pretty much up to personal preference, since the high INT, skilled trait and educated perk guarantee plenty of skill points.

The trigger discipline trait gives you a very high hit chance in VATS at the cost of AP costs, but it's well worth it for headshot fans - especially if you eventually migrate to heavy weapons like the CZ57_Avenger. Nothing ruins the day more than a salvo of 5mm slugs in the face.

Implants:
END 7 allows you to pick all implants sans CHA and INT. No one really needs CHA and INT is maxed from the start, so no need for that implant either. END 7, CHA 1, INT 10 is a good base for any character if you value skills.

Companions
Since you managed to take the shortcut to New Vegas, you might just try to go the whole way and immediately get Lily for her Stealth Girl perk. Extra sneak damage and longer stealth boy duration? Yummy.

Got other good starters?

Update: Added Grunt and removed Intense Training: Strength, since the DLC Old World Blues grants you the Reinforced Spine (STR+2, DT+2) perk. Also added Love and Hate sneak kill recommendation.

Update 2: Traded The Professional for Travel Light, since Casino killings are best done with Love And Hate. And later, the silenced .45 will do even without the perk.
 
Is this an advertisement for Bethesda?
 
It is an awesome game. I usually have to take breaks before starting a new character, or I'll be bored too soon.

I just started a pistol character. I'm not sure how that will go yet. I also plan on only wearing light armor. The only trouble I think I'll have is facing deathclaws (and the legendary deathclaw).

What I really kind of wanted to do is make a cowboy character revolving around the cowboy perk. I'm not sure how viable that is, however.
 
i just made me a spreadsheet for calculating weapon damage based on weapon, crit rate and perks like grunt and cowboy.

With a decent crit chance of 20% mult (LCK 10+Finesse+1st recon beret) and 10% static (light touch + VATS) you get an average dps of 201 for the Ranger Sequoia pistol, making it the highest sustained damage cowboy weapon (which is quite low, actually). In comparison, the Grunt weapons Survivalists Rifle and Light Shining In Darkness unique pistol have 304 and 271.
If you value burst damage, however, then you find 2 cowboy weapons in the top five, namely the Brush Gun and the Ranger Sequoia with 122 and 110 damage per shot. 1st is the Anti-Materiel rifle with 143. Grunt weapons don't even come close.

So, if you are a fan of aimed shots and can make your shots count then yes, cowboy is viable.
And while the very high dps of grunt weapons like Vance's 9mm SMG (359), the 12.7mm SMG
(421) or the Light Machine Gun (410) is truly impressive on paper, keep in mind that SMGs (and shotguns without shotgun surgeon) suck against armor.

Pistols work surprisingly well on paper, although they have the expected range disadvantage.
Top 3 dps pistols (doesn't account for reloading time):
1. A Light Shining in Darkness (271)
2. Ranger Sequoia (201)
3. That Gun (180)

Top 3 per bullet damage pistols:
1. Ranger Sequoia (236)
2. Hunting revolver (218)
3. Mysterious Magnum (158)

All the above damage numbers include critical chance damage and grunt/cowboy perk if applicable.
 

Link to video.

The Love and Hate knuckles in action. Kill Benny at level 5 without problems.
 
I can never have the patience to do these sneak attacks in Fallout. I don't know why because I never had that problem when I had played so many of the old Splinter Cell games.
 
I can never have the patience to do these sneak attacks in Fallout. I don't know why because I never had that problem when I had played so many of the old Splinter Cell games.

They are fast and easy in friendly territory.
 
I almost never use VATS in FNV, I did use it a little bit more in Fallout 3, however.
 
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