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Skill Points *Spoilers?*

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sonny
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Skill Points *Spoilers?*

Post by sonny »

I'm sorry to bother you guys so soon again and with something that I'm sure you will think is stupid :o

I just gained my first level. Not sure how. All I've been doing is killing rats in V13 and V15. I now have 18 skill points to use and I have no idea what so ever where to put them. Don't want to waste them. I have read the manual (more then once) and I know what these skills do, but I don't have any idea what effect they will have as I play the game. :confused:

So if you could tell me what skills I should build on, it would be a tremendous help.
Also is there a way to holster your weapon, other then taking it out of the item slot?

Thanks in advance
Sonny :) :)
They turned me loose from the nervous hospital. Said I was well. :confused:
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Kipi
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Post by Kipi »

Well, it depends on what kind of character you are playing. But as it's your first time, I really suggest to invest those points to Small Guns -skill, as you don't have any bigger guns yet and unarmed/melee weapons may be a bit too difficult in a long run.

When you find bigger guns (miniguns, rocket launchers and such) you can decide if you want to put some points to Big Guns -skill as well. Same goes with energy weapons (all ranged weapons which use Small Batteries and Micro Fusion Cells as ammo). My suggestion is that you spend points to Small Guns, and later decide whether you go for Big Guns or Energy Weapons.

Rising fighting skills (guns, melee, unarmed etc.) rises your change to hit the target. I don't know the specific calculation, but basically it's skill minus all the variables that affect the chance of hit (light, distance etc.) For aimed shots there is also variable which describes the difficulty of hitting that certain part of body. Also, other skills also affect to the game the same way. Your chance of success is your skill minus all the variables affecting the possibility.

As the game is totally completable with fighting skills alone, I suggest that you play the game by concentrating on fighting skills, and after that replay the game at least once to try on different kind of things as you have better understanding on how the world actually works. Almost everything can be achieved couple of different ways, and some things are only possible by right character development (Abilities and skills).

BTW, what stats does your character have, and what skills have you tagged at the character creation?

Oh, and don't hesitate to ask, I'm more than happy to help you to get inside the beautiful world of Fallout (1 & 2). ;)
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sonny
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Post by sonny »

OK here's what my stats are before the level up.
I had no idea what I was doing when I created the character so I was just flying by the seat of my pants and if I need to start a new game let me know.

I remember reading in the manual that picking Gifted as a trait would give you higher starting stats so for traits I picked:

Gifted
Fast Shot

ST 6
PE 7
EN 7
CH 2
IN 9
AG 9
LK 7

I only put 2 in Charisma because my thoughts were how much charisma do you need in a world that's been destroyed by nuclear weapons.

Skills
Small Guns
Energy Weapons
Speak

My thoughts here were maybe speak might help off set the low CH. And I'm thinking that in the future there will probly be some special weapons so that's why I took Energy Weapons.

Sonny :) :)
They turned me loose from the nervous hospital. Said I was well. :confused:
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Post by kmonster »

Raising the small guns skill to at least 70 percent will help you in combat. As long as the displayed to hit chance in combat is lower than 95 percent, raising the skill by 1 will increase the to hit chance by 1 percent.
When the to hit chance is nearly always 95 percent, more skill points are wasted however.

It's too early to spend skill points for energy weapons now, when you find them it's early enough. Since the skill is tagged you'll get perfect in this skill very fast.

Other weapon skills are not needed.

When you are good enough for combat with small guns I recommend raising lockpick or speech. Doctor can also be useful.
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Post by sonny »

Thanks, that helps.
Did I screw up by lowering the CH down to 2. Been worrying about it ever since I did it.
The manual says I will be able to pick up NPC's, so is a real low CH going to effect that?
Also how soon will I start seeing some places to get some money?
Feel a little naked without a few coin in my pocket? ;)

Asking all this stuff now while it's no problem to start over, instead of waiting until I get further along in the game

Thanks
Sonny :) :)
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Post by GawainBS »

Don't worry about the CH 2. NPCs suck anyway in Fallout 1.
Speech is a very useful skill, but it's more important to have a decent Small Guns skill, around 80%. A little bit of Unarmed can come in handy too, for some quests.
After these two, Science and Doctor might come in handy.
And don't worry about money: after a few fights against humans, you'll have all the money you'll ever need. Be sure to pick up all weapons and armour and trade/sell them for money or better things.
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Post by kmonster »

You have created a character with perfect stats, perks and tag skills.
Charisma is a dump stat in Fallout (and doesn't affect the party members you can have), all other stats are more important.

While travelling from V13 to V15 on the map screen you travelled past something on the middle of your way, there you can stop and get a rope which you'll need to go down to the lower levels in V15.
If you had stopped there for exploration when travelling by you could explore V15 in one go and you'd saved yourself a few days of travelling from V15 to this place and back, but that's not too important.

If you want a perfect start you can restart and kill the 20 rats in V13 again without spending ammo, save before leaving the cave and stop at the location you see on your way to V15, but Fallout can (and should) be played without perfectionism. There are many ways which lead to your goals.
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Post by kmonster »

GawainBS wrote: NPCs suck anyway in Fallout 1.
Speech is a very useful skill, but it's more important to have a decent Small Guns skill, around 80%. A little bit of Unarmed can come in handy too, for some quests.
After these two, Science and Doctor might come in handy.
NPCs can be great in Fallout 1, especially early in the game.
They don't affect your XP gain, do a lot of damage and increase your carrying capacity (use the steal skill to trade items among party members). Just be careful about giving them melee weapons, they might stop using a gun when they get a knife or knuckles.
Later in the game they become less useful because they don't improve, can't change armor and stay vulnerable.

Raising the unarmed skill doesn't help with quests in Fallout 1 and I don't recommend spending points for raising science either, those skills are more important in FO2.
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Post by sonny »

kmonster wrote:You have created a character with perfect stats, perks and tag skills.


While travelling from V13 to V15 on the map screen you travelled past something on the middle of your way, there you can stop and get a rope which you'll need to go down to the lower levels in V15.


If you want a perfect start you can restart and kill the 20 rats in V13 again without spending ammo, save before leaving the cave and stop at the location you see
Thanks for the comments about my character. Nice to know you did something right.
When I got to that circle, I was not sure what to do, so I continued on to V15. That explains why I couldn't get to all V15 areas.
Since all I've done is kill rats, I'm going to start a new game with the same stats and try and do things right this time. :D
Thanks everyone for all the help. You guys are great.

Sonny :) :)
They turned me loose from the nervous hospital. Said I was well. :confused:
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Post by GawainBS »

Slight spoiler:
Spoiler
It might also be wise to check back to Vault 13 after a few days.
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sonny
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Post by sonny »

GawainBS wrote:Slight spoiler:
Spoiler
It might also be wise to check back to Vault 13 after a few days.
Thanks. I'm going to assume you mean after V15 or after the place I missed?

Sonny :) :)
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Post by kmonster »

Even earlier. You only have to travel in the desert for 1 day or so before you're allowed to enter the Vault entrance. If you travel to the other locations first far more time will pass. So after defeating the rats save your game, travel only a little bit, stop and go back.

But I'm not sure if the things you can do there are worth spending a few days ...
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Post by sonny »

kmonster wrote:Even earlier. You only have to travel in the desert for 1 day or so before you're allowed to enter the Vault entrance. If you travel to the other locations first far more time will pass. So after defeating the rats save your game, travel only a little bit, stop and go back.

But I'm not sure if the things you can do there are worth spending a few days ...
Thanks very much, that's good to know. Just in time, I looking for the last rat outside V13 :D
Starting to get a little better feel of the controls:laugh:

Sonny :) :)
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Post by Kipi »

Sorry, no quotes this time, posting with cell-phone and copy-pasting is impossible. :P

First about NPCs: As stated above, those can be very helpful in early game, but are more than annoying later, especially when you are using weapons with burst. Also, wasn't the number of followers you can have calculated CHA/2? Or was it only in Fallout 2?

About stats: Of course this is just my opinion, but 5 points in Luck should be enough, and those two points should be invested in INT
(more skillpoints) and in AG (more action points). Otherwise your stats are well balanced.

About skills, after small guns and either big guns or energy weapons, the most important skills are lockpick and speach. Other skills are more or less trivial, and usually only give new way to reach some things with different approach. But in the end almost everything important can be done with weapons combined at times with lockpicking and speach.
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Post by kmonster »

Kipi wrote: Or was it only in Fallout 2?
It was only in Fallout 2.
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Post by GawainBS »

I think the AG & IN are at 9 because of (spoiler)
Spoiler
possible in-game upgrades later.
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