Fallout 4

Fallout 4

Ver estatísticas:
Lunchables 31/out./2022 às 23:45
best build for survival difficulty?
it seems like it would involve using power armor which youd get the best results from with 9 intelligence for nuclear physist (longer lasting fusion cores) and at least 3 strength for the armorer perk so you can upgrade your power armor to the max (or you could go up to 5 strength if you want to use a laser gatling later on so you can just keep fusion cores on you and not have to bother picking up other ammo or just pick up and sell other ammo)

not sure what else would be mandatory, maybe 3 charisma for lone wanderer and some endurance for the extra health and regeneration from life giver.

no points in perception since you get the bobble head with the power armor for free rifleman perk

other than that im not sure what else to choose or what playstyle to pick
Última edição por Lunchables; 31/out./2022 às 23:47
< >
Exibindo comentários 18 de 8
Heimdall313 1/nov./2022 às 0:16 
Sneaky Snipey Jet huffer. You don't need Endurance at all. Get that Two Shot combat rifle when possible. Crutch on a suppressed Pipe Rifle to pick off raiders. Caltrops + Landmines will save your face from being ripped or pinched off by grandma mirelurks, ghouls, and molerats. Settlements are important - you need a good Mutfruit + Corn + Tato plantation (for adhesive) and Razorgrain (for the holy Noodle Cups). Water farms are easy, Sanctuary is safe. Play cautiously. Like a fruit fly in a chameleon cage level of caution.

You can also try high Endurance + Power Armor juggernaut approach but I've never tried it tbh.
depends what you want

best setup just remove insta killing which is such bull lol


there are 3 ways to approach
-strength endurance build which gives you alot more tankiness and strength gives you much needed armor and gun mod unlocks as well as
-Perception agility build which makes long range and you only have to worry about short ranged
-charisma luck build which is a roll of the dice but makes it so other companions and robots fight for you.

in a random builds:
-strength helps to tank a bit later on especially with melee. The extra carry weight help ALOT since even ammo weights now

-perception is good for lockpicking and being able to do better long ranged as well as detect enemies better

-endurance is a big must if you don't wanna die instantly and as well as save on things like

-Charisma is also one you can do without much unless you're investing a lot into settlements for water and food production. Though you can do with just spamming noodle runs for the water and noodles for food. If you wanna do a barter route to get alot of items it's good but aside from that i'd pass

-Intelligence isn't a big thing since you're prioritizing surviving first thriving 2nd. Some okay skills unless you're late game since it's better for that.

-agility is good for more VATS users which pairs well with perception for landing shots from a safe distance. If you gotta deal with creatures though you're probably f'd in the a without power armor or some sort of decent armor build

-luck is a jack of all trades. In any way it's good for having for extra bonuses but not the main focus. It's good for VATS builds with agility and perception.



best survival you wanna get some mods to fix stuff especially fast travel restrictions and the insta kill b.s. enemy shots.
Última edição por Fumo Bnnuy n Frends; 1/nov./2022 às 1:07
Anvos 1/nov./2022 às 1:59 
Personally I say Hi Int settlement builder is the safest survival start, by the time your done your wondering what build, how close to filling out the whole grid will I get.
Última edição por Anvos; 1/nov./2022 às 2:00
Mayzon 1/nov./2022 às 2:01 
I just completed Fallout 4 + DLCs for the first time.

I asked 4 questions. Power armor? Chems? V.A.T.S.? Non-combat perks?

  • Power armor is great protection but I found it bothersome to maintain.
  • Jet is useful and there are a lot of useful chems but I opted for only eating Noodle Cups (Razorgrain + Dirty Water), for hunger and thirst.
  • I ended up doing a non-V.A.T.S. sniper build, however I used V.A.T.S. with shotgun in emergency situations when something got too close to me.
  • As it was my first real play-through I wanted all the non-combat perks including lockpick and hacker.

These were my initial stats:

STRENGTH 3
PERCEPTION 3 (Bobblehead @ Concord)
ENDURANCE 1
CHARISMA 6
INTELLIGENCE 6 (Special Book in Sanctuary to 7).
AGILITY 7
LUCK 2 (Scrounger perk)

These were all my perks until level ~44-47. The number next to it is how many points I used in the perk.

STRENGTH
Armorer x4
Strong Back x2 (For more carry weight.)

PERCEPTION
Rifleman x5
Lockpick x3

ENDURANCE
Nothing here, but if you go for Chems then Chem Resistant and Life Giver may be useful!

CHARISMA
Cap Collector x3, for bartering and making shops in settlements to sell purified water (more on this below).
Local Leader x2, for supply lines and building shops in settlements.

INTELLIGENCE
Gun Nut x4
Hacker x3
Science x4
Chem x1 (For Antibiotics etc)

AGILITY
Sneak x5
Ninja x3
(And later you can take Mister Sandman if you want and reach affinity with Deacon for the Cloak and Dagger perk for more silenced damage.)

LUCK
Scrounger x4

CUSTOMIZATION OF BUILD:
If you want to change the answers of the first questions at the top you can tweak the build like this:
  • Want Power Armor? Lower strength to 1 to start with (as power armor set strength to 11 for a good carry weight), and raise intelligence to 8 and get the Special book to get it to 9 in Sanctuary and then pick up the Nuclear Physicist perk for better Fusion Cores.
  • Want to be a chem addict? Lower strength to 1, put it in endurance to start with. Pick up Chem resistance as soon as you can and become a chem addict. To hell with armor, you don't need it, wear charisma or intelligence clothing. Get ballistic weave later on to craft for protection..

MODS:
The one mod that changed survival that I used was to be able to run to the nearest settlement and travel to another settlement that had a supply line connected. So basically a bonus for setting up supply lines and being able to get back to an attack in time.

MAKING MONEY:
I set up a lot of purified water generators and sold it along with all the extra ammo I got from the Scrounger perk. You want to get the Overseer's Guardian from vault 81 as soon as possible close to Diamond city.

gl&hf

EDIT
Adding this link to a character planner I really liked on github:
https://blavek.github.io/Fallout-4-Character-Builder/
The survival travel mod for settlements:
https://www.nexusmods.com/fallout4/mods/12685
Última edição por Mayzon; 1/nov./2022 às 2:10
Zotliatlicor 1/nov./2022 às 8:05 
Str 2 Per 4 End 6 or 3 Cha 3 or 6 Int 8 Agi 3 Lck 2.

This will let you do almost everyting there is to do on a Survival run, and you really should play Survival. Somethings after getting the Bobbleheads.

Getting Armourer and Gun Nut first, then get some weapon skills along the way. Gun Nut increase more weapons more than any single weapons skill do. Fortune finder and Scrounger are great skills for more effortless game play.

Armorer require +1 STR. Special book or get the Bobblehead fast (is easy to get).

You can both lock pick and Hack on your own. You can be strong alone or strong with Companion. You can lead Settlements. You can craft drugs and be immune to addiction. You can craft most items, weapons, armour and Power Armour. You can craft most settlements objects.

You can master Stealth and sneak around.

I use End 3 and Cha 6, and i call it a MAX Content play.
dtt.scanner 1/nov./2022 às 8:55 
I really don't think there is a best build. Basically you just need to give yourself stats that unlock the perks that you want or think are most important for your play style. For me, that is high intelligence and high charisma, and enough of the others to unlock armorer, gun nut, lockpick, and hacker. I build colonies, so two levels of leadership and coin collector, and one level of medic, so that I can unlock all of the shops and set up provisioner routes. Eventually I unlock all of endurance so that I get the level 10 regeneration perks and then I'm not dependent on radaway. I can make my own "best" armor and weapons with the smithing perked. The biggest benefit to perking intelligence is that you level and perk everything else faster. 8 is not too much. You need almost no perception or agility to begin with... or anything really. Start with high intelligence and add the others later. Intelligence is the only thing that I would say is critical... everything else is play style.

Whatever weapon you want to specialize in, perk in that. If you melee, perk in strength and blacksmith. If you want to RP the Silver Shroud, perk in auto weapons. and give yourself a wounding auto-weapon: Bleeding stacks for each bullet. I also perk in Scrapper and Scrounger. It seems to me that you get more from selling ammo than you get from collecting extra caps from chests -- plus you get more ammo if you need it. As a colony builder, the more I can get from scrapping the better.

I also perk in robotics and science so I can build my own robot army. That's easy with a high intelligence build. Robots are excellent provisioners (stronger than humans) and can keep the routes open if attacked. They are also very strong companions, but tend to get in the way. It is kind of fun having a sentry bot following you around. Like having a tank for a companion... and they can carry a lot.

FYI, even though you can hack and control enemy robots, they don't stay controlled for very long (they remain peaceful, but not controlled) and if you try to control more than one the previous one will become aggressive again. So, it is usually best to just shut them down and set to auto-destruct, then collect the scraps and build your own.

For survival, you want to get the perk that lets you eat anything you pick up. If you are dependent on colonies (or set up a lot of them) then you will be spending half of your time protecting them. Limit yourself to just the colonies that you set up because of quests, and don't bother rescuing the Minutemen from Concord until late in the game. You don't need to do the main quest line at all until you really want to. You will get a bunch of colonies just from the DLC. You can pick one of them to be your main base and set up your supplies there. Starlight Drive-in is a good site for a base also, because it has a large flat area, tends to be a good hub for joining several safe routes, and it has a good water source that you can also turn into a hot tub (natural steaming effect even after you scrap the barrels). When you are ready to expand, start unlocking other colony sites that are close to your base that you can link easily with supply lines. Keep all of your Junk and scraps in a colony with zero or minimal population. That way you get full benefit from the scrapping stations in your other colonies. You can still scrap items in your main bases to reduce the weight on the settlement limits, but then take all of the scrap to your junk base and deposit it there. Don't keep anything except food in your other workshops.

The scrapping stations (if you assign someone to them) will give you regular additional junk items in your workshop, which you can scrap and take back to your depository for continuous extra resources. The more settlers, the faster it accumulates, to a maximum of 200 items. This is why you don't want to keep your scrap where you have the settlers... you stop getting items when your workshop has more than 200 junk items, including multiple stacks, and raw materials. So, one stack of 200 wood will stop new items from showing up.
Última edição por dtt.scanner; 1/nov./2022 às 10:19
べしん 1/nov./2022 às 10:49 
2 things
power armor
explosive ammo legendary weapons

if u have any of this two, games is basically easy even in survival mode
I even downloaded a mod that enemy npc are level scaled to me because most of them are getting 1hit now
Zes 1/nov./2022 às 14:21 
my survival build: 6, 3+bobble, 2, 6, 6+book, 3, 2
str: armorer, strong back
per: locksmith, rifleman
end: lead belly
chr: lone wanderer, local leader
int: gunnut, science, chemist
agi: sneak, gunslinger
lck: scrounger

lv1: strong back
lv2: lone wanderer
lv3: locksmith 1
lv4: gunnut 1
lv5: armorer 1
lv6: scrounger
lv7: locksmith 2
..
.
lv11: local leader 1
lv12: -hold-
lv13: armorer 2 + gunnut 2
lv14: local leader 2
< >
Exibindo comentários 18 de 8
Por página: 1530 50

Publicado em: 31/out./2022 às 23:45
Mensagens: 8