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Fot - Semi-Spoiler - Kansas City

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Dimmins
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Fot - Semi-Spoiler - Kansas City

Post by Dimmins »

Howdy, this is my first post on this website, and I have been browsing through many of these threads for several hours before making an account. Even though I'm still in my mid-teens, I love older games with actual storylines compared to todays flashy, "get-the-most-explosions-per-minute" games. Baulders Gate I+II/exp, Icewind Dale I+II, Fallout (in the process of playing Tactics, then I'll get around to playing 1 and 2), and many others.

Anyway, onto the reason I made a new thread. (Semi-spoiler part) In FoT, I've been blazing a trail through this game with very few hiccups and been having a blast all the while. However, I just recently started on the "Kansas City" mission, and for the life of me I just can't defend the ghouls without at least one member of my party dieing. I've tried several different party members, but to no avail. There always seems to be a Super Mutant with an Avenger Minigun that I just can't kill before he kills a member.

My party is as follows:

Dimmins (Main Character): St-6 Pe-10 En-8 Ch-2 In-10 Ag-10 Lk-2 (Sniper and long range guy. Tags in Small Guns, Sneak, and Lockpick. Traits are Small Frame and Gifted. Perks are Educated (2) and Swift Learner). Uses Sniper Rifle and XL70E3 Field small gun when combat gets close up.

Farsight (Backup/support sniper with secondary burst small gun)
Stitch (Doctor and close-range combatant -burst H&K CAWS shotgun-)
Beth (Speced in Unarmed)
Mother (Deathclaw)
Krldraav (Deathclaw) (Chemicals do not work on him, including stimpacks)

I've went through the sites walkthrough but the tactics are too general for me, especially when I have 3 melee characters. I have also tried trading out the two deathclaws for Alice and Max (both Knights are good with Big Guns) and equipping them with Avenger Miniguns but I still lose a party member every time.

If anyone can help me on this I'd be very grateful. I'm not afraid to restart the game if I botched my character, with perks or what have you. Also, I have over 120 super stimpacks, and over 100 regular stimpacks, so healing isn't the problem. It's just that my characters either get surrounded so they can't heal fast enough or get blasted in the face with an Avenger Minigun.

I'm playing on normal mode, and have plenty of ammo of all types, because I don't sell it. Again, help would be appreciated, and sorry if I rambled on. Thanks.

~!~Dimmins~!~
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GawainBS
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Post by GawainBS »

I always went with a Sniper heavy party, and one or two Big Guns. Keep your guys in cover, proned/kneeling and don't ever put them right next to each other. There's a bug with burst attacks: if it attacks two people next to each other, it will always miss the target, but completely hit the person next to it.
I would consider changing my party from three unarmed to more snipers.
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Kheros
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Post by Kheros »

I always have ranged characters on that mission and use sniper rifles for most of them except 2 who needs big guns as well.

1 sniper at the West entrance
1 sniper + 1 big guns/sniper at South
2 snipers + 1 big guns/sniper at East
--

Reason for the 2 big guns emplacements is that some super mutants gets dangerously close from the flanks in those 2 positions and some of those brings heavy weaponry and needs to be taken down ASAP to the exclusion of all else.

BG at S should be at the Left side(as seen on the screen)
BG at E should be in the NE corner where supermutants appear from the around the northern wall.

you want sniper rifles for everyone and possibly fast shot or otherwise cutting down on APs. Turn-based mode works wonders untill the assault is over and you go out to mop up the super mutant threat. For big guns you can also go a heavy shotgun like the CAWS or Jackhammer, otherwise a minigum is fine.
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Dendureon
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Post by Dendureon »

Thanks

(Same guy, had to change accounts for unexplainable reasons.)

Thanks for the tips. I'm guessing the team assembled, or one like it, that is shown in the walkthrough is what most people use to go through the game right? The next day I was able to get through the battle by some secret tactics that no-one has ever figured out before (save/loading) because I just got fed up with it.

Once I got to Coldwater it got really complicated with such a high melee to sniper/gunner ratio. I restarted and am trying a squad similar to the one used in the walkthrough/by you guys, but since I'm using patch 1.13, I have to make some tweaks.

Anyway, thanks again for the tips.

~Dendureon~
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Xandax
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Post by Xandax »

I'd ditch the Death Claws and go for either heavy weapon or sniper wielding group for this mission.
Heavy weapons are good on this map due to the splash damage and multiple targets. Snipers at this time aren't so effective at stopping the mutants as heavy weapon, although aimed shots at the eyes are always a valid tactic.
If you have a grenade throwing character or two, they can really be effective.

The trick to this mission is getting your group spread into position fast. The North Gate is pretty easy to guard, so one sniper or close combat can hold that.
Send 2 to the west gate and the rest south as fast as possible to get into position.

Once you get into position, then stay hidden behind the sandbags and use either aimed shots or burst with heavy weapons to keep the mutants at bay.
If you are in position - the gates are rather easy to guard.

Once each gate is "secure", you can then start sweeping through the buildings and take down the rest of the mutants. But move slowly as the weapons still hurt a lot.

Close combat/melee characters will just get shredded by the heavy weapons on the mutants.
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