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Still, it really depends on how you wanna play. I went with a high speech skill which is useful for a lot of quests.
and yeah i found that hacking computers to be more complicated just like IRL lol
If you know what you're doing, you can always go for an explosives run, a melee build, or a stealth run. Explosive build should prioritize on, well, explosives and Medicine (since you'll be going through a lot of self-harm) as well as Barter for cheaper ammo (an explosive run is probably the highest costing build). A stealth run will have Sneak, Speech, and Guns, since I don't recall any silenced Energy weaponry and Speech will help you get out of some direct fights (ie. final boss) as well as an easier start since a stealth run's fairly difficult during the beginning.
Edit: I'm saying this for casual mode, in Hardcore, I just don't recommend an explosive run.
I decided to create a legion assassin/sniper for this playthrough (in comparison to the NCR's first recon). I pretty much maxed out my Percption and Agility while lowering the Streangth and Endurance. The tagged skills are Guns, Lockpick, Sneak. In other words, I'm really good at dealing with enemies from long range, but close range I'm pretty much done for.
science, lockpick, speech, repair, etc all are excellent for getting a little extra benefit and/or experience. Combat skills are great but you really won't notice a huge difference with 40 unarmed vs 50, but you will benefit much more if you have 50 lockpick vs 40, 50 science vs 40, etc allowing you to hack/unlock higher level locks/computers, repairing your equipment better with higher repair, you get the idea.
Btw is the Karma system in the game bugged? coz i noticed that sometimes i get a "gained karma" for killing Powder Gangers but not always. Is this intentional?
IMO, survival is one of the most useful skills. Not only do you get a ton of really good healing items (super useful on survival mode as well as on normal mode), but you get tons of poisons, healing items, and kick-ass chems like rushing water, the weapon binding ritual, battle brew, and a ton of antidotes to poisons. Also great for making food and misc items.
Survival, repair, explosives and science make useless junk useful: I highly recommend them all, but I follow this order.
If you are using Energy Weapons, science is a must-have. Not only can you get the vigilant recycler perk, which increases the amount of juice you get from spent cells, but you can also turn fission batteries into Energy Cells, and combine cells into more powerful cells. Also, plasma ignores a ton of DT and while spends a ton of cells, is probably one of the hardest hitting weapons in the game.
If you are going guns, I suggest repair. I often go with the cowboy perk and shotgun surgeon along with hand loader and jury rigging (far more useful than people say.) Making weapon repair kits is super useful, because the ingredients are littered in ruins.
If you are going melee, survival is best. Like I mentioned earlier, battle brew, rushing water and the weapon binding ritual. All of them are kick-ass items, and you can get gecko-backed armor, which increases durability and DT, giving you more survivability.
Explosives are all on their own. The mad bomber perk is just cool, and it provides you with a ton of unique recipes.