Fallout: worth picking up?

Thanks for the advice, Keldyn. Seems that I was able to get the follower, Ian, to work for a share of the loot later on. Maybe I had to gain a levle or something. Still haven't used the Lockpick or Science skills once, which is annoying since I just went to a vault that was filled with borken computers. Seemed to be a big waste of time, as I just wound up wandering around three levels getting attacked by rats. Again, not feeling the lvoe for noncombat builds.

Wandered around looking for junktown, and didn't find it until I was down to 100 days left to find the water chip. One-third down and still not making a lot of headway. I guess other folks reload once they know where to go.
 

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In a CRPG, I'd always pick a combat skill. ;)

But you can do a lot of stuff even without combat there.
Still, it's a CRPG and there is a lot of combat.

Bye
Thanee
 

Thanee said:
In a CRPG, I'd always pick a combat skill. ;)

But you can do a lot of stuff even without combat there.
Still, it's a CRPG and there is a lot of combat.

Bye
Thanee

That's why I had a good laugh when I saw that KOTOR allowed you to play a rogue-like or a more force power oriented character. The meat of that game was beating up things with a light sabre (which also acts as a door or locker opener), so why would I want to punish myself and make things more difficult by playing anything else but a pure melee fighter? At least in Fallout you can beat the boss by talking or by hacking into his systems.
 

From what I've read, the sequel actually makes more broader use of noncombat skills and is in general a bigger, better game, so I guess if the first one gets tedious I'll just jump ahead. But I'm still a ways off from throwing in the towel.
 

Felon said:
Still early in the game, but I don't feel like I'm doing a great job of surviving. Went to this little town where I was asked to kill some scorpions, something I'm ill-equipped to do. After killing two or three, I gotta head back to town and get healed.

One thing to remember about these games is that there are almost always multiple ways to solve quests. Using the radscorpions as an example (since you've already passed that point), you didn't have to fight them. Another option was to use some dynamite to seal the entrance of their cave. That would also have let you complete the quest, and without having to fight.

The game is definitely more straightforward with a combat character, but if you're not good at fighting, look for other solutions. You'll usually find them.
 

From what I've read, the sequel actually makes more broader use of noncombat skills and is in general a bigger, better game, so I guess if the first one gets tedious I'll just jump ahead. But I'm still a ways off from throwing in the towel.
 

I strongly recommend it, it's one of the best RPGs of all time. It's so immersive that you'll be able to look past the limitations and poor graphics once you get going. FO1 > FO2 IMO. But if you're really old(school) like me, neither beats Wasteland. :) Enjoy!
 

I find that a poor weapon skill can be made up for pretty easily with the acquisition of fully automatic weapons. Fast Shot can be advantageous in this regard, as if you're not putting the tag and points into your weapons skills, you're not really gonna have much luck with aimed shots anyway, and the reduced AP cost sometimes means two bursts in a round instead of one.

Two full bursts from an assault rifle, or later on, a chain gun, is generally more than enough to turn your average target into a pile of bloody hamburger.

It's sort of a brute force method, but it works, and it's damn entertaining. ;)
 

I usually Tag one weapon skill. Hardly matters which, any of them have enough upgrades to let you win the game with them.

And don't neglect your outdoorsman skill. The random encounters during overland travel are hilarious (not to mention generally hugely beneficial).
 

Again, thanks for the advice, guys. Now, I'm hoping you can answer a couple of questions without giving away too much. I could go dig up the answers on my own, but in doing so I'd wind up diving headlong into spoilers--and what is an RPG without surprises?

The first has to do with recruits. The manual makes no mention of this critical portion of the game. Can I have multipe teammates? Obviously on the one hand, I don't want to dismiss the one I have for no good reason, but on the other hand, I haven't had any other opportunities to recruit so I have to wonder if he's keeping me from getting someone better.

The second has to do with Science skill, despite it being described as "critical" in the manual. Am I missing opportunities to use it, or is it just something that's highly situational (e.g. in vaults with functioning tech)? I don't need specific uses explained, just confirm or deny its criticality.
 

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