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FO3 Build

matas

Golden Member
I played the game trough once using a small weapons character build. I would like to play the game again but with different build. I know small guns in the easiest to beat the game with, but what about other builds. Maybe a melee? Please help me decide what skills, perks, and special's I need for it.
 
I don't think Fort Bannister is going to work with melee no matter how high your melee is.

With Big Guns you can buy the Rock-it Launcher plans early on and start your Wasteland Recycling Program to clean up both debris and unwelcome inhabitants.

BG + Melee is the combo I'm thinking of for my second play through. Even a low melee skill worked pretty well with radroaches and molerats, a high melee should let you conserve the big gun ammo.
 
Well, you only really need a single weapons skill. Repair is pretty much a necessity even while using unarmed as you probably want deathclaw gauntlets and/or powerfists. Sneak is also great for melee/unarmed in allowing you to close the distance more before getting whistled at. Plus, high sneak+melee allows for the ninja perk which is arguably the only lvl 20 perk that compete w/ Grim reaper.

Really, anything is viable in Fallout 3. You will burn through stimpacks though if you are using primarily melee or unarmed unless you have a companion to tank for you (Charon w/ power armor for example). Small guns is viable throughout game. Melee and unarmed similarly so but requires a bit more tactics and aforementioned stimpacks.

Energy weapons is viable if you go through main quest a bit til Enclave shows up. Big guns will probably be well complimented by the scrounger perk to allow you enough ammo to feed your missile launchers/mini guns, the Rock-It launcher being exception.
 
Originally posted by: DaveSimmons
I don't think Fort Bannister is going to work with melee no matter how high your melee is.

With Big Guns you can buy the Rock-it Launcher plans early on and start your Wasteland Recycling Program to clean up both debris and unwelcome inhabitants.

BG + Melee is the combo I'm thinking of for my second play through. Even a low melee skill worked pretty well with radroaches and molerats, a high melee should let you conserve the big gun ammo.
Shizzle.
I found the Rock-It launcher to be one of the best darn guns in the game. POWERFUL! Especially when you nail someones leg or head. The VATS mode doesnt work too great but manual control is excellent. Free ammo laying around everywhere you look. By selling off all your other weapons & ammo you have plenty of cash to have whats-her-face repair it until you can build more of your own.
The only time its not good is on long-range sniping expeditions. You have to move in pretty close for it to be useful.

Also, I dont know if its just the way I played but eventually I found assloads of ammo for the energy pistol and rifle. Eventually I was putting all 20 skill points into Energy Weapons at each level up. More often than not I could get one shot kills to the head in VATS, especially with the Sniper perk.
This made combat a breeze compared to early levels when I was using 10 .32 bullets to kill people with the hunting rife.
 
Originally posted by: Dorkenstein
Still curious, I didn't get that quest till mid-way or later.
I actually had it start shortly after getting into megaton. There's one of the holotapes in the doc's office. Although I didn't do it till much later.

It was kinda funny having the woman pop up that gives you a different option while I was in minefield for the wasteland quest.
 
Yeah when she just shows up and accosted me in Big Town I kind of jumped in my seat. The sheriff of Megaton keeps walking up and engaging me in dialog at weird times too.
 
Originally posted by: Jules
What do you guys think is the most balanced S.P.E.C.I.A.L. to start the game with?

Really depends on what kind of char you want. As best as I can remember I started with S5, P?, E5?, C?3, I9, A?, L8

I also used the perk to max Ag over time and bumped Per up quite abit. Int controls how many skill points you get per level. I didn't get that bobble head until over half way to the cap so I missed out on 11 or 12 pts. With the books, the perk to get more skill pts per lvl, and the perk to get an extra pt from books, I ended the game with all but about 3-4 skills maxed.
 
Originally posted by: Jules
What do you guys think is the most balanced S.P.E.C.I.A.L. to start the game with?

You want Int to start at 9 (not 10 because you'll get a +1 int bobblehead) because the higher your int, the more skills you get per lvl, and skills matter a lot more in this game then special points.

Beyond that, it really depends on what char you want. Each special attribute modifies 1-3 skills. For example, each point of int gives you +2 to medicine, repair, and science. You can look this up on the Fallout 3 Wiki
 
Slightly off topic, but has anyone tried any of the high def texture packs and experience crashes? I had no trouble until today, and I'm not sure if the textures are causing a crash but it seems suspicious.
 
Originally posted by: hopeless
Originally posted by: Jules
What do you guys think is the most balanced S.P.E.C.I.A.L. to start the game with?

Really depends on what kind of char you want. As best as I can remember I started with S5, P?, E5?, C?3, I9, A?, L8

I also used the perk to max Ag over time and bumped Per up quite abit. Int controls how many skill points you get per level. I didn't get that bobble head until over half way to the cap so I missed out on 11 or 12 pts. With the books, the perk to get more skill pts per lvl, and the perk to get an extra pt from books, I ended the game with all but about 3-4 skills maxed.
Small arms, Medicine, Repair, Sneak, Lock Pick, Energy Weapons. Maybe some Science?
 
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