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== | == Combat Tactics == | ||
Like the original guide, here is a section that gives information about general combat tactics, plus a boss guide. | Like the original guide, here is a section that gives information about general combat tactics, plus a boss guide. | ||
=== | ===Armor=== | ||
Consider combat armor, which has a damage threshold of 8 hit points and a damage resistance of 60% against laser attacks. (8 hp/60%) | |||
The way armor works is like this: if you are wearing combat armor and somebody hits you with a laser rifle, you will receive x amount less. Say that if you're wearing the Vault 13 jumper, which has no protection whatsoever, and the enemy uses the laser rifle and hits you for 42 hit points of damage. | |||
Take the same situation with combat armor on. The armor will naturally deflect 8 hit points of damage because of the damage threshold. Now only 34 hit points remain. The armor can resist 60% of that damage. Multiplying 34 by 60% will give you 20.4, and rounding that down will give you 20. You'll only take 20 hit points of damage with the armor instead of 42. | |||
the | |||
The | ===Ammo=== | ||
and | The type of ammunition used will change the amount of damage dealt to the target. JHP is always the superior choice, followed by FMJ. Forget AP ammo. AP is, in the first place, more expensive, and although it does penetrate a bit more than JHP ammo, it deals very little damage. It's useless against anything - JHP is always superior. Shotgun Shells deal good damage regardless of the target used, and FMJ is like a 'neutral' ammo - it works okay on both armored and non-armored targets. It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates far better than JHP. 7.62mm and .45 caliber ammo are effective only on lighlty armored targets. Caseless ammo is generally pretty good in penetration but quality degrades as the armor is stronger; the EC ammo used in Gauss weapons has excellent penetration. Generally speaking, even the strongest "normal" weapons deal little damage to heavily armored targets, with the notable exceptions being the Bozar and guns that run on either caseless or EC ammo. | ||
As for energy weapons, their real effectiveness depends on the type of weapon used. For instance, laser weapons aren't as effective as plasma weapons on armored targets. Plasma is good against anything except for Tesla armor. The Pulse-weapons use a different technology and is very effective against every type of armor - in the game engine, I think no type of armor can effectively block this type of attack. | |||
armor | |||
In addition, for burst weapons, armor modifiers are added to each bullet. I.e, if you use the burst mode on a SMG to fire 10 rounds, the armor will absorb damage from each bullet and then will add up the unabsorbed damage to give the total damage dealt, as opposed to the total damage being calculated and then being reduced. | |||
- Aiming for the eyes usually gives a | ===General Tactics=== | ||
* You can cripple your foe at five points if you score a critical while aiming at their legs, arms, or eyes. If you cripple your foe's legs, he or she will have a hard time walking around. If you cripple one of the enemy's arms, then he or she won't be able to use two-handed weapons (and of course, if you cripple both of them, then the enemy will have to resort to unarmed attacks). If you cripple your opponent's eyes, then he or she will suffer from reduced Perception levels. | |||
* Aiming for the eyes usually gives a high critical chance and does gobs of damage. Also, on male NPC's, hitting them in the groin makes them fall down. | |||
* Always use the right weapon for the job. For lightly armored targets, you should attack unarmed or with a melee weapon that doesn't consume ammo. For "regular" targets (i.e., most humans and super mutants) use regular shots, and use targeted and/or burst shots if possible and if effective. For armored humans and critters, use powerful weapons that have good penetration (like the PPK12/M72, G11(e), Vindicator, Plasma Rifles, and the YK42B ). | |||
* Also use the right ammo for the job as well. AP ammo might seem to be better than JHP ammo while hitting armored targets, but the game engine always gives lots of negative modifiers to damage with AP ammo. AP ammo penetrates better than JHP ammo, but always use JHP. It's the best type. FMJ isn't that bad either. The only exceptions to the rule seem to be AP and Explosive rockets, which to me seem to deal about the same amount of damage. | |||
===Burst Weapon Tactics=== | |||
* You can give your shots "up close and personal." This works well for most targets. With regular-strength burst weapons, like the M3A1 or MP9, you should get about 60-70 hit points of damage, whilst with the G11(e), you should get about 150 plus hit points of damage. | |||
* Burst shots have a wide area of effect. If an ally is in the middle, you might want to not do a burst shot. Here is an example of the "burst cone:" | |||
<pre> X (you) | |||
| | |||
/ \ | |||
/ | \ | |||
/ ||| \ | |||
/ ||||| \ | |||
/ ||||||| \ | |||
Area of effect | |||
</pre> | </pre> | ||
* This is why giving the shots "up close and personal" deals gobs of damage. The shots saturate the target with bullets, dealing an immense amount of damage. If you attack multiple characters at range with a burst shot, then both will get hit. | |||
* If the target is heavily armored, don''t use burst shots. You will see this happen to you when you get Power Armor and the Enclave guards are showering you with bullets from Gatling Lasers, Avenger Miniguns, and Vindicators. | |||
=== | ===Sniper Tactics=== | ||
* The Hunting Rifle is a sniping weapon that you'll encounter early on. It's not terribly bad in the beginning but it will be easily outgunned by other weapons. The FN-FAL with night sight as well as the Assault Rifle (extended magazine) make for decent midrange weapons. The Sniper Rifle, however, is an excellent sniping weapon - long range coupled with extremely good accuracy. At the endgame, the M72 is an absolute bastard. | |||
:When you go to Sierra Army Depot, get the Sniper Rifle from there. It's in one of the corpses. And in the Enclave, get the M72. | |||
* You can use the burst Shotguns for shoort distance sniping, such as fighting unarmed or melee-weapon using mutants or humans. It is the best weapon for mid armored targets, and is excellent for short range control. It works well in conjunction with Power Armor and is effective against many critters. | |||
:A Pancor Jackhammer, Combat Shotgun, or H&K CAWS work pretty nicely and deal good damage with targeted shots. | |||
* If you have a high energy weapons skilll, get a Plasma Rifle. No armor can withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw once. The Turbo Plasma Rifle only costs 4 AP's for a single shot! | |||
:Even better, get a Pulse Rifle. This type of attack is literally unstoppable and deals about 70 damage to, yes, Armored Enclave troopers! Just imagine how it would be with targeted shots! | |||
- | * If you have good guns skill, then go ffor aimed shots if possible. You'll deal more damage from the shot. | ||
* If you use long-range weapons, you'll get a negative modifier if you are attacking critters at really close range. This is an issue with the Fallout combat engine. | |||
===Melee Tactics=== | |||
* If you have a sledgehammer, use the weeapon against unarmed critters. Aim for the legs. After they have been crippled, you can score aimed shots to the head and eyes easily. Rippers work just as well. | |||
* A Super Sledgehammer in conjunction wiith Power Armor can literally kill anything (before the Enclave, though). Aimed shots will routinely deal about 60 hit points to humans and super mutants; to the armored aliens it will deal about 35 or so. | |||
===NPC Tactics / General Info=== | |||
- | * Give NPC's the right weapon as well as good armor. Also, do not let them have the best weapons (unless you're deficient in any skills) - e.g. keep the M72 for yourself and give shotguns to Vic and Cassidy. | ||
* Be careful about letting NPC's burst. Sometimes their shots can hurt you as well. | |||
* At the endgame, NPC's are really not required and are not recommended to have (they pose problems at Navarro as well as the Enclave). Also, some NPC's (like Marcus, Skynet, Goris, the dogs) cannot wear armor and thus are suceptible to major damage in the endgame. | |||
** If you are going to Navarro and Enclave (and are going to walk around the base), you must give your NPC's some form of Power Armor. Here is a laydown of where you can get Power Armor (4 sets!): | |||
*** You: Advanced Power Armor at Navarro | |||
*** Sulik: Power Armor at Military Base | |||
*** Vic: Power Armor at the Brotherhood bunker in San Francisco | |||
*** Cassidy: Power Armor at Flying Dragon 8 (absurdly expensive) | |||
* If you have NPC's during the endgame, Sulik, Vic, and Cassidy should be in your party. Give Vic and Cassidy hardened versions of Power Armor and let Sulik have your old suit of Advanced Power Armor once you find the Advanced Power Armor MK-II variant. Also, be sure to give Sulik the G11e SMG and give Vic and Cassidy M72 rifles. | |||
===Boss Guide=== | |||
Some of the more difficult fights are described in detail here. Major fights, like the Hubologists, are extremely easy, so there's no need to go and describe them in detail. | |||
;The Rat God | |||
Enemies: various rats<br> | |||
Where: Klamath Mall in Trapper Town<br> | |||
Hit points: 40 (?)<br> | |||
Armor: Fur<br> | |||
Weapon: Claws<br> | |||
Number: Lots<br> | |||
Difficulty: Easy | |||
This fight is not that hard if you have Sulik with you. Use melee weapons to take out the regular rats and use the pipe rifle to kill the Rat-God. | |||
- | ;Gecko Fights | ||
Enemies: Geckos and Golden Geckos<br> | |||
Where: Toxic Caves<br> | |||
Hit points: 25 - 65<br> | |||
Armor: Thick skin<br> | |||
Weapon: Claws and teeth<br> | |||
Number: About 8 or 9<br> | |||
Difficulty: Depends if you have the Power Armor | |||
Generally, a good tactic for these guys is to use the 10mm Pistol and aim for the legs to cripple them (you have been pumping up small guns, haven't you?) and let Sulik do the up-close and personal melee attacks. You'll need several stimpacks for this battle to go well. Having armor isn't a bad idea (if you can afford it). | |||
If you have Power Armor, you can just go in and poke them with your spear, or better yet, the Super Sledgehammer. The bad thing about the Power Armor is that the geckos will run away from you when they see you wearing it. | |||
- | ;Metzger the Slaver | ||
Where: The Den<br> | |||
Hit points: 35-50 (I'm not sure...)<br> | |||
Armor: Leather Armor<br> | |||
Weapon: Shotgun<br> | |||
Allies: Several slavers clad in leather armor and armed with 10mm Pistols; about 30-40 hit points<br> | |||
Difficulty: Depends on when you fight him...can range to extremely difficult to extremely easy | |||
You should kill Metzger after you've completed the Vault City/Gecko block or have gotten the Power Armor. It's entirely possible to kill him when you're in the Den. It's extremely difficult if you choose the last option. | |||
If you have chosen the last option, make sure that you have stolen Metzger's shotgun and his allies' stimpacks, ammo, etc. Let Sulik strike with the sledgehammer and let Vic have the pipe rifle or 10mm Pistol. Arm yourself with the .44 Magnum (if you have it) as well as Metzger's Shotgun. Keep on aiming at the eyes or at the hands or even the legs. | |||
If you have completed Vault City / Gecko and still haven't gotten the Power Armor, this fight will be quite easy. Give Sulik the sledgehammer and give Vic and Cassidy Combat Shotguns. Arm yourself with that arm as well. Make sure that every member of your team has some type of armor on (make sure that you have combat armor; let the others have metal armor or leather armor mk 2). | |||
If you have the Power Armor, you can just go in the compound early on with guns blazing. You might suffer minor damage due to critical hits, but that's about it. | |||
- | ;Frog Morton | ||
Where: Redding<br> | |||
Hit Points: 70-100 (I think)<br> | |||
Armor: Leather Jacket<br> | |||
Weapon: H&K G11 (!)<br> | |||
Allies: Several cronies that are a bit tougher than him; have Leather Armor MKII and shotguns; same amount of hit points<br> | |||
Difficulty: Medium | |||
You don't need Power Armor for this fight, but it sure helps. The shotguns have enough penetration to deal a few hit points of damage against you (with Power Armor and implants), and so does Frog's G11 sub-machine gun. Use targeted shots to the hands to eliminate their weapon handling skills, and then use targeted shots to their head or eyes. | |||
When you enter Frog's compound, be sure to kill him first. If he bursts "up close and personal," you can suffer a good deal of damage. | |||
;"Mother" Wanamingo (the white one) | |||
Where: Redding<br> | |||
Hit points: 220<br> | |||
Armor: Unknown; equivalent to Combat Armor MKII<br> | |||
Weapon: Tentacles and teeth<br> | |||
Allies: Several "normal" Wanamingos; attack is same; armor is slightly weaker; 120 or 160 hit points<br> | |||
Difficulty: Medium | |||
Make sure that you have Power Armor when you're here; also, make sure that you've got the .44 Magnum and Super Sledgehammer when you're here. Use the .44 Magnum at the eyes on the white Wanamingo. After she has been killed, use the Super Sledgehammer to knock out the other Wanamingos, and then go for targeted shots to the eyes. A Combat Shotgun will deal more damage to the Wanamingos if you aren't able to score that many criticals; however, the .44 Magnum's criticals are a bit stronger. This fight is a lot like the deathclaw fight in Fallout 1, but a bit easier. | |||
;New Reno Crime Fights | |||
Enemies: Crime Family guards<br> | |||
Where: New Reno<br> | |||
Hit points: 70-100<br> | |||
Armor: Leather-based or Metal Armor<br> | |||
Weapon: Sub-machine guns (all), burst-mode shotguns (Bishop's private guards), Laser Pistols (Salvatores)<br> | |||
Number: 100's<br> | |||
Difficulty: Easy (Power Armor), Hard (without armor) | |||
You should be wearing Power Armor and be equipped with a Combat Shotgun. You should also have about 300-400 shells with you if you plan on using that weapon alone. | |||
Just go up to the crime boss after you've finished his quests and then attack him. His guards will attack you; finish the guards off, and then attack the crime boss. After you've wiped out the guards, you can end combat mode and get SMG's and ammo from the Guards' corpses. You can use the SMG's in burst mode (up close and personal) when you encounter the next wave of guards. Don't use the leather pistols against the Salvatore's metal armor, however - the armor will reflect the lasers. | |||
;Military Base | |||
Enemies: Radiated rats, Super Mutants, and Melchoir<br> | |||
Where: Military Base<br> | |||
Hit points: 20-30 (rats), 110-130 (Super Mutants)<br> | |||
Armor: Fur (rats), thick skin (green Super Mutants), armor that's equal to Metal Armor MKII (normal attacks) (black Super Mutants)<br> | |||
Weapon: Teeth and claws (rats), Miniguns, Flamethrowers, Laser Rifles, Plasma Rifles, and Power Fists (Super Mutants)<br> | |||
Number: Lots of them, about 25-30<br> | |||
Difficulty: Medium to Hard | |||
Again, you will absolutely need the Power Armor for this fight. | |||
The first level is pretty easy; you can clear everything using only the Super Sledgehammer. Ditto for the second level. | |||
The third level is where you will meet Super Duper Mutants, but they aren't much harder than their bretheren. You can knock them out using the Super Sledgehammer and a gun in conjunction. | |||
The fourth level can be easy to hard, depending on when you kill Melchoir. He's a Super Mutant with 130 hit points and a laser rifle; the case behind him holds a PPK12 Gauss Pistol. He also has special grenades that can evolve into Deathclaws, Fire Geckos, Floaters, and Mutated Mole Rats. If you let him throw all of his grenades, you will be awarded with a grand total of more than 10,000 xp for just that fight alone. If you kill him early, you might face two deathclaws in addition to Melchoir. Use the Super Sledgehammer and targeted shots for maximum damage. | |||
;The Tanker (underground) | |||
Enemies: An alliance consisting of Floaters, Centaurs, and Aliens<br> | |||
Where: The bottommost level of the Oil Tanker in San Francisco<br> | |||
Hit points: 120 (Aliens) to 200 (Nasty Floaters and Tough Centaurs)<br> | |||
Armor: Varies; Centaurs have the weakest, Aliens are in the middle, Floaters have the strongest<br> | |||
Weapon: Tentacles (Aliens), Teeth (Centaurs), and some appendage (Floaters)<br> | |||
Number: I think 20<br> | |||
Difficulty: Easy | |||
By this time, you should be strong enough to take them on. Just use targeted shots with strong weapons or the Super Sledgehammer. Like the other fights, you should be wearing (rather, you will be) Power Armor. Watch out when they corner you and start knocking you down. | |||
;Frank Horrigan | |||
Where; Enclave<br> | |||
Hit points: 999<br> | |||
Armor: Modified Advanced Power Armor; designed to fit a Super Mutant and substantially stronger<br> | |||
Weapon: Burst-mode plasma gun (subpar) or a special blade (pretty good)<br> | |||
Allies: Can include: 7 Turrets, 3 Enclave troopers and 7 Turrets, or just 3 Enclave troopers<br> | |||
Your Allies: 4 Enclave troopers, 7 Turrets, or both<br> | |||
Difficulty: Easy to Hard | |||
;;Ally description | |||
:::Turrets | |||
::::75 hit points | |||
::::Metal Plating | |||
::::Heavy Minigun (.223 ammo, quite powerful) | |||
:::Enclave Troopers | |||
::::200 hit points | |||
::::Advanced Power Armor | |||
::::Gatling Laser, Turbo Plasma Rifle, PPK12 Gauss Pistol, and YK42B | |||
::::Pulse Rifle | |||
Before you go to fight Horrigan, make sure that you have the Presidential Pass Key and the M72 Gauss Rifle. Destroy the reactor. After you've done that, leave the Enclave and go back to where you started. You'll see some guards in Power Armor waiting for you. Talk to the leader of the squardon and convince him to join you. He'll accept. After you've done that, run towards the south and use the computer terminal on the south east corner. Activate the counter-insurgency protocol using the Presidential Pass Key. Watch Horrigan die afterwards... (actually, talk to him to watch his head pop off) | |||
The fight will be slightly more difficult if you didn't enlist the troopers' help (all but the squadron leader will attack you) and a lot more difficult without the Presidential Pass Key (the turrets will attack you as well, and the penetration afforded by their ammo is excellent). I've seen the turrets do about 300+ hp with criticals. | |||
== APPENDIX == | == APPENDIX == |