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Here are some general tips to fine-tune your combat skills.
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Generally, burst weapons do peanuts for damage against armored targets. For example, lasers are good against leather armor, but don't do much damage against critters with power or metal armor. And burst weapons, well, you can just forget about them. Don't confuse this info with aimed shots, however. You can do heaps of damage with an aimed shot, especially to the eyes or head, regardless of what weapon you use or what armor the target is wearing. You can pacify mutants with Desert Eagles and 10mm pistols if you keep on aiming for the eyes.
It is pointless to waste precious ammunition against little critters like rats. Always go for unarmed/melee attacks if you can. If you have a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at the Boneyards without much trouble.
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Area of effect
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.
The Sniper works well against any target, even if it is armored or not. It has a damage range between 14 and 34 hp, compared with (max) 16 with the assault and 20 with the hunting rifle.
Hunting Rifles work OK on lightly armored targets. The Assault rifle is all right for mid-armored targets and good for bursting on lightly armored targets.
If you get your hands on the .223 Pistol, it is even better than the Combat Shotgun. The only drawback is that it is less accurate and it has only a 5 ammo magazine. This gun eliminates the need for energy weapons later on.
In general, combat shotguns and the .223 pistol are extremely effective in short-range combat, like the fights in the Hub.
In general, the above tactic works well against unarmed people and shines when used in tandem with a super sledgehammer. (You can hit them, run away, and hit them again while conserving ammo. The spiked knuckles work well here.)
It is recommended that you bring the water chip to your Vault and kill the Regulators. Their metal armors sell well, and you need the experience. If you want to assault the base, here is a good list of what to bring. If you do kill the regulators, you will be able to collect many metal armors that can sell for $1000 each. This set-up is expensive so if you can not afford what is suggested when you want to tackle the Cathedral/Military base area then bring the best of what you can get a hold of. A lot of ammo and stimpacks are vital so don't skimp on these.
Enter the Military Base at night, around midnight if possible. Guard Tycho and Ian; they don't have much armor and their weapons deal quite a lot of damage. If they die, be sure to take Ian's and Tycho's weapons. This area will have a variety of things that can be encountered. Even though there are not many guards here there are a great deal of mutants wandering around. Here is a more detailed overview on encounters.
If you can, try to kill any mutants you encounter within 3 turns. If you kill the mutants within three turns, then they won't be able to set off the alarm (in other words, one fistfight can last up to three turns). Any mutants that get away will regroup on future levels after attacking. This holds true for the night approach.
| Location | Encounters |
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| Level 3 |
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| Level 2 |
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| Level 1 |
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| Ground floor |
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| 2nd floor |
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| 3rd floor |
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| 4th floor |
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| Location | Encounters | |
|---|---|---|
| Day | Night | |
| Outside |
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| Level 1 |
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| Level 2 |
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| Level 3 |
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| Level 4 |
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