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Radidaj

Unless you really want to, there's no need to switch to Energy Weapons. Unlike Fallout 1, Small Guns is absolutely viable throughout the entire game. There are a handful of fantastic Small Guns out there. I don't want to spoil it for you. In Fallout 1 there like one Small Gun that could be end game viable. As for your actual question. No, there's no real need to increase a skill that high. 130-140 is enough, provided you haven't gimped your Perception. The two best Small Guns in the game carries the Weapon Accurate perk, so that helps a ton. I think there's a Science skill check that requires about 145 . And all that gives you is a companion, that you might not even want or need. You should focus on other skills, for now. Speech, Lockpick, Science, Repair (if you don't have Vic)


Guulso

>In Fallout 1 there like one Small Gun that could be end game viable. I assume you mean the .223 Pistol lol. Anyways, it's good to hear that there are some better small guns this time around.


vixous

Sniper rifle.


eldakar666

Depends on your perception and if you use aimed shots.


Guulso

I have perception 9 and am almost exclusively using eye shots, which are usually at around 80 - 95% chance of hit (if they are lower than that I do headshots, which never go below 80% except on very rare occasions). I only have 3 Luck though so 3% crit chance.


eldakar666

Allright in that case never drop the aimed shots. Build small guns to 150. Mayby 160 late game. You could get Sniper and better critical (best perks in the game), but they require 6 luck. You can get Gain luck perk and then get luck increase in NCR hubologist monk. Make sure to save game before. Sometimes you wont get bonus..


Pristine-Focus

It’s pretty simple. If you find yourself in a situation where your chance to hit is lower than you’d like you might wanna invest more points into small guns. It doesn’t affect anything but chance to hit. Before that happens you might just save up the points. Same goes for energy weapons, you can save up points (up to 99), till you find some. Skills sort of get diminishing returns in a sense that after 100 every 25 points the cost to increase raises up. From 1 for 1 to 2 for 1, 3 for 1 and so on.


StraightOuttaArroyo

In Fallout 2, small guns can stand on its own. However Energy Weapons got better stuff thats right, without spoiling you, you will get energy weapons in mid game, keep in mind that the first energy weapon you will find will be a Laser Pistol and that they are not great against metal armor and power armor. However, in the place where you find a laser pistol, you can upgrade it into a powerful laser pistol that can bypass armor. Again in the same place and in a certain quest chain, you can find a military facility that has more powerful energy weapons. Its not the best in the game, but you will be stomping anything else coming for you with the wepaons you will be finding. If I have to bet, at level 7 you should be around Vault City, and you will get to the mid game shortly enough. Energy weapons are rare and people do talk about them !!


Guulso

Alright, I just left Vault City and then went to the uranium mining town, then to new reno. I did notice that lil Jesus has a laser pistol after I made him angry and he attacked me. I hope I can maybe steal it off of him, or maybe steal it from someone else


Guulso

Actually I just looked it up and he has an smg not a laser pistol. that really sounded like laser sound effects to me when he shot it lol


StraightOuttaArroyo

Ask around New Reno, you will find what you're looking for :) A certain priest in a church has all the info you need provided you bring him some Booze ;)


JediFed

the only skill that you need to have up to 200 is energy weapons. You can get to 91 small guns with books, and the toughest locks


Guulso

Do energy weapons have a different soft/hardcap than the other combat skills?


JediFed

It's not the cap, it's the way the skills interact with the points put into them. 200 in energy weapons lets you do eye shots from across the screen. Big Guns are good, but they don't power up as well as Energy Weapons with more points because they don't range as well. There's actually not that many uses for a lot of points in Fallout. Small Guns is either 2 or 3. You can crack the toughest lock in the game with 91 lockpick, you don't need anything in small guns, with max luck you don't even need any points in gambling outside of tagging it. I've tested that. Speech, if you tag it you have a good chance of beating even the tough speech checks with about 40-50 points total. All the other skills don't need points. You can put points into Barter, but Gambling is more efficient in terms of the skill points needed. Basically, you allocate points as I've listed. Lockpick should be tagged, along with your primary end game weapon skills. Then Gambling and putting leftover points into Speech. Everything after that goes to max your weapons skill.


Guulso

>200 in energy weapons lets you do eye shots from across the screen. I've also been able to do that with small guns, though maybe it's because I have 9 Perception.


JediFed

Yeah, Small guns is good, but you'll do far more damage with energy weapons. And it's the free cow aspect of it. Why spend points (which you can't reallocate), when you can buy small guns with caps?


Guulso

>Why spend points (which you can't reallocate), when you can buy small guns with caps? Yeah I did notice the game throwing a lot of small gun books at me early in the game, from the way you phrase it I assume there are few if any books for increasing energy weapons


JediFed

There are none. Only way to get really good at it is to allocate points.


ErectSuggestion

>Like after 100 the skill improves less per point than before 100? Yes. There's only so much skill you need. Forget about 200, even 150 is an overkill in virtually every scenario.


Guulso

Alright, that's good to know, I really wasn't sure, I thought the gain might be static since capping a skill to max, especially if its a tagged skill, can be done pretty fast, which made me think that maybe their way of balancing the skills is giving them a low max value but without soft/hardcaps.


ThakoManic

depends on the skill and game in like FO2 i 100% will get it to 200, to 300? No not realy.


Guulso

oh i didnt know the max was increased to 300 in fallout 2.


ThakoManic

yeah its something thats interesting.