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Perks: Level 16
Action Boy / Action Girl (2 Ranks)

Prerequisite: Agility 6

With the Action Boy perk, you gain an additional 15 action points to use in V.A.T.S. mode.

Our grade: C. 15 extra AP probably won't even give you an extra attack, so this perk is only worthwhile if you rely on VATS a lot.


Better Criticals (1 Rank)

Prerequisite: Perception 6, Luck 6

With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.

Our grade: A. All characters should strive to inflict critical hits (since that's the easiest way to bypass an enemy's DT), and so a perk that improves critical hit damage -- not to mention by 50% -- is a good thing.


Chem Resistant (1 Rank)

Prerequisite: Medicine 60

Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet.

Our grade: D. While addictive chems are useful here and there for tough fights, you shouldn't be using them so often that you're in any way likely to get addicted to them. We'd rather accept the addiction penalty and see a doctor every so often rather than waste a perk.


Meltdown (1 Rank)

Prerequisite: Energy Weapons 90

Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Beware, as this can cause a chain reaction.

Our grade: B. With this perk, any enemy you kill with an energy weapon will explode for the amount of damage you just dealt to it. That means if you're a sniper, then you can blow apart entire groups of enemies with one shot. The downside is that you can also blow yourself up if you're not careful.


Tag! (1 Rank)

Prerequisite: None

The Tag! perk allows you to select a fourth skill to be a tag skill, which instantly raises it by 15 points.

Our grade: C. Adding 15 points to a skill is useful but not very exciting.


Weapon Handling (1 Rank)

Prerequisite: A Strength score below 10.

Weapon strength requirements are now 2 points lower than normal for you.

Our grade: C. Unlike other Fallout games, in New Vegas if you don't have enough strength for a weapon, then you can still use it, just not as quickly or as accurately as otherwise -- or at least that's the theory. Most people can't seem to tell the difference between meeting and not meeting the requirements for a weapon, so it's possible that something here is broken, or perhaps that the perk isn't as useful as it sounds.