Fallout 4

Fallout 4

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FudgeMuppet Gunslinger build - Viable for Survival mode?
Is this build viable in survival mode? Since bullet weight something, I think maybe investing a few more points into strenght would be smart?

Or doesn't it matter?


The special book will be used on agility.

https://www.youtube.com/watch?v=JsICmq7RsmI

Build:

The Gunslinger- Starting stats.
S- 1
P- 1
E- 2
C- 3
I- 3
A- 8
L- 10

Perks levels 1-50:
1 ---
2 Gunslinger
3 Four Leaf Clover
4 Moving Target
5 Bloody Mess
6 Ricochet
7 Gunslinger 2
8 Scrounger
9 Bloody Mess 2
10 Critcal Banker
11 Quick Hands
12 Lone Wanderer
13 Four Leaf Clover 2
14 Action Boy
15 Gunslinger 3
16 Toughness
17 Lone Wander 2
18 Better Criticals
19 Critical Banker 2
20 Better Criticals 2
21 Action Boy 2
22 Endurance +1
23 Toughness 2
24 Moving Target
25 Toughness 3
26 Scrounger 2
27 Gunslinger 4
28 Perception +1
29 Ricochet 2
30 Perception +1
31 Bloody Mess 2
32 Four Lef Clover 3
33 Toughness 4
34 Gun Fu
35 Fun Fu 2
36 Endurance +1
37 Endurance +1
38 Scrounger 3
39 Scrounger 4
40 Lone Wanderer 3
41 Better Criticals 3
42 Gunslinger 5
43 Critical Banker 3
44 Moving Target 3
45 Perception +1
46 Toughness 5
47 Bloody Mess 4
48 Four Leaf Clover 4
49 Save Perk
50 Gun Fu 3 and Ricochet 3
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Showing 1-15 of 18 comments
Im playing another gunslinger build. But i suppose this one should work as well.
Worst case I can always drop one scrounger perk to get strenght to actually carry more, if its totally balls. Its the only weakness I can see, as scrounger normally was taken due to fact of getting more bullets, and selling does you don't need and that they didn't weight anything.

They weight somthing in survival mode, so I am abit concered if my strenght will be too low to carry enough bullet to utilies the perk Scrounger probably.
And is it worth getting luck to 11?
Well.... You won't be able to carry anything, cause your capacability will be like 100
Well, it can work. I'd suggest you get idiot savant and get gun-nut 2 by level 13 so you can have a silencer on your 10mm. Your vats accuracy would be pretty bad, and the high agility and luck was more for roleplaying than actual practical uses. 8 luck and 7 agility would be better, putting the extra points into something else.
.44 revolver is nice, but it takes a while to find ammo, and relying on having to buy ammo isn't the best thing in the world. Deliverer and silenced 10mm are stil solid guns. Richochet is kinda meh, carry weight might be a problem so you want to take lone wanderer a little earlier, aswell as armorer to make pocketed etc.
S- 2
P- 2
E- 2
C- 3
I- 3
A- 8
L- 8

Will be my start out probably. I will raise luck to 10 with special book and boblehead, since I like Ricochet later on for lulz, and the spaggeti western feel. Agility I will raise and get bobblehead for so it hit 10 aswell for Gun Fu.

I plan to take lone wanderer sooner since Ricochet won't matter so much since I can't take it right away.

I plan to raise endurance aswell for life bringer maybe + fatigue and health. Probably with three or more. Lead Belly I though of aswell :)

Perception I wanna raise aswell for more to hit, but there ain't really anything I want from there really. Only 9-10 level has somthing, but I feel it will be waste to invest to heavy on it when crit build is auto hit alot.

I plan to maybe raise strenght to 3 or 6 depending on how much I get tired of the carry stuff, for strong back.

That is my plan so faar, I feel chemist may take to many levels in INT to be really worth it for my build. But I though of it.



I feel putting only 1 in a stat may screw me over quite alot.
I can tell you that on a build like the gun slinger the ammo weight will not be a significant problem. The build has the advantage of being very light on supplies which counters the low carry weight. Just remember to empty your inventory regularly at a settlement or home base. The gun slinger build relies on a very rare type of ammo too so the absolute worst thing you could do is skip the scrounger perk (I have thousands of hours into survival mode and it is a must have for builds like this). Just store and sell all the ammo you don't need when you get the chance and it should give you enough money to afford more rounds without upsetting your carry weight.

I know I am very late. But I need to put in my advice for anyone who may look at this for help in the future.
One idea, that I strongly suggest, is a backpack mod. That way you can carry more and still be lore friendly. Another is only carry 2-3 guns. One for general combat, one for stealth and if you want, one for long-range.
Originally posted by bigwhitehound:
One idea, that I strongly suggest, is a backpack mod. That way you can carry more and still be lore friendly. Another is only carry 2-3 guns. One for general combat, one for stealth and if you want, one for long-range.
That'd just make it more complicated since the backpack itself wouldn't be able to carry much, and have more strain on your back.
Originally posted by Greenfeuer:
S- 2
P- 2
E- 2
C- 3
I- 3
A- 8
L- 8

Will be my start out probably. I will raise luck to 10 with special book and boblehead, since I like Ricochet later on for lulz, and the spaggeti western feel. Agility I will raise and get bobblehead for so it hit 10 aswell for Gun Fu.

I plan to take lone wanderer sooner since Ricochet won't matter so much since I can't take it right away.

I plan to raise endurance aswell for life bringer maybe + fatigue and health. Probably with three or more. Lead Belly I though of aswell :)

Perception I wanna raise aswell for more to hit, but there ain't really anything I want from there really. Only 9-10 level has somthing, but I feel it will be waste to invest to heavy on it when crit build is auto hit alot.

I plan to maybe raise strenght to 3 or 6 depending on how much I get tired of the carry stuff, for strong back.

That is my plan so faar, I feel chemist may take to many levels in INT to be really worth it for my build. But I though of it.

Forget about Riccochet for the early or mid-game. If you roleplay a gunslinger you won't be able to take shots at all. And no sneak will make all the enemies hop on you. So better get some STR or END. I go nuts if I play without Strong Back in Survival. The weight of 44.-Bullets is 0.056 - rather heavy- so 200 rounds will weigh 11,2. Considering the enourmous damage per bullet it won't harm your carry weight too much. But all the sweet scrap you need for your weapon mods...

Another point: V.A.T.S.-Freeze in Survival is a frequent problem. If you have experienced V.A.T.S.-crashes before just know it will occure quit often.
poeple...this thread is over a year old, stop the necromancy, thanks.
Originally posted by The Embodiment of Adorable:
Originally posted by bigwhitehound:
One idea, that I strongly suggest, is a backpack mod. That way you can carry more and still be lore friendly. Another is only carry 2-3 guns. One for general combat, one for stealth and if you want, one for long-range.
That'd just make it more complicated since the backpack itself wouldn't be able to carry much, and have more strain on your back.

Try "SURVIVALIST GO-BAGS" by tookiejones on the nexus. Depending on how you mod it , the backpack, in over 12 types & styles, can carry 50-1000lbs or more.
As for weapons a 10mm makes a good all around pistol and the Deliver is great for stealth. Or just one of them. A .44 revolver, with a bull barrel and a scope for mid-long range is OK.
Originally posted by SadisticNemesis (NOG):
poeple...this thread is over a year old, stop the necromancy, thanks.

At least the people responding are putting effort and thought into their posts. You're just bumping it and playing hall monitor.
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Date Posted: Apr 12, 2016 @ 12:49pm
Posts: 18