Fallout

Fallout

Does this game have sneak attacks?
Does this game have sneak attacks like in Fallout 3 and Skyrim?
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Showing 1-10 of 10 comments
Zara Dec 4, 2016 @ 6:11pm 
No but you can overdose people with super stimpacks
Thanks.
Dustin81 Dec 4, 2016 @ 9:48pm 
Originally posted by Your sterotypical Brujah:
No but you can overdose people with super stimpacks
One of the most expensive ways to kill someone in the early games.
BreakinBenny Dec 5, 2016 @ 7:16am 
Sneak attacks are only possible if you have the Silent Death perk, and attack someone from behind while sneaking.
Maine Cheldan Dec 5, 2016 @ 8:06am 
Using stealth mode before attacking allows you to strike first (as long as you are not detected of course), unlike most cases where the enemy turns aggressive whenever he sees you. I don't think there are attack bonuses like Skyrim, but the ability to strike first is a great advantage on its own.

If you go full stealth character with a high sneak level and eventually a stealth device known as "Stealth Boy", I'm pretty sure you can complete the entire game without shooting/fighting once.
Last edited by Maine Cheldan; Dec 5, 2016 @ 8:06am
Thanks.
Originally posted by CombatMist:
There is no true "sneak attack" with bonuses. Stealth in this game is weird. Even in the vault 13 cave with terrible % you can sneak past most the rats or get behind and get most of your full ap on them to attack. Stealth does not work as well against intelligent foe. It does not work with scripted fights as when you open the door they attack. Against humans there is very little you can do since often as part of a quest you provoke them to attack you partly so town guard does not turn on you. I actually use stealth mostly when picking locks or stealing to help avoid being noticed.

If you want to stealth or sneak attack here are some ideas. If you stealth behind and attack and have higher initiative them them you can go 2x befor they go 1x and murder them.

Stealth boy item +20 stealth.

Trait of fast shot for -1 ap cost could be very handy. Cant make called shots but make more attacks. Combined with Bonus HtH attacks perk can make HtH attacks for 1ap and make a flurry of blows. Can always combine with action boy for more ap.

Bruiser of -2 ap is terrible for melee despite its meant for it. You need the ap to get in melee range... Heavy handed is acceptable. Finesse for stacking crits and luck for higher crit could help. Also I belive some weapons as say shot gun have increased crit chance. Also aiming for critical locations have higher crit chance but need significantly higher high chance. Kamikaze is unneeded if you have a high agility and considered a very bad ability. One handed could be handy. Small frame if you have a mule npc.

Bonus move perk could be handy to get in position if you have silent death.

Probably want crit related traits/perks/weapons. Which actually slayer/sniper do.

But in effect this is not a stealth game so it not super reliable. You cant be a "stalker" like in city of villians with perma stealth ect. It is also not a pure combat game but a hybrid between combat, stealth and diplomacy represented by the 3 premate toons.
Thanks CombatMist.
Last edited by Dread Pony Roberts; Dec 17, 2016 @ 1:01pm
Thanks.
stcaFylnO Dec 21, 2016 @ 10:38am 
Here are more tips for stealth in Fallout 1 & 2; I know, it isn't quite what you asked, but there are so many good tips in this thread, it just seems like a proper place to consolidate.

Sometimes these games will unexpectedly exit Sneak mode. The games consider the character to be running without Silent Running. Therefore, do not end a turn with a long range movement that depletes APs; leave one point and manually pass turn (after ensuring that Sneak is still active). Otherwise, your character might get caught. Sneak only has to be active during the start of enemy turn. Alternatives? Creep forward on that last AP, finish with other actions, or get the SR perk.

Sneak is practical from roughly 85%, but it becomes quite reliable at 121-131%. If yours seems too low for current enemy and lighting, try to only have one enemy within LOS and kill it in one turn, even move out of LOS of others, as needed (Bonus Move).

Bonus Move is invaluable, since even higher Sneak levels won't allow the character to stand adjacent to enemies upon passing a turn. Stand ~4 tiles behind, pass turn, use BM to conserve AP's and move in for the kill. Distance and the need to break LOS varies with Sneak level, enemy, lighting.

Some NPCs cannot trigger dialogue if Sneak is high enough; if it is too low, just enter combat mode and move through their detection range, then walk away. Similarly, enemies do not seem as perceptive during combat as they are during real-time.

Sneak may be most valuable to a shooter; like CombatMist, I term this "stalking". Basically the character can creep into range, shoot to kill, and never get detected, even inside the robber cave with 28 enemies (Fallout 2). What's the catch? Never wound one and let it live, always kill in one turn. Misses are okay, no one cares. It is a good idea to keep one shot in reserve, instead of risking it and only wounding with the final shot. As always, pay attention to: Sneak level, facing, lighting, range, LOS, and enemy.

These games do not have interupts or overwatch features, like one might expect for turn-based combat. So, even if taking fire, just sprint behind the enemy, then activate Sneak, and attack so that Silent Death activates... sort of silly, but it works. Furthermore, there is no difference in AP costs for sneaking, walking, and running, which makes Silent Running virtually pointless.

Noise? These games don't care. We don't have to rely on unarmed combat, since a loud weapon is ignored.

If caught and breaking LOS doesn't alleviate aggro, transition out of map and back in, if possible. This is a great solution when facing an overwhelming swarm.

Flares? They are a pain, since they only target enemies, not terrain. But, if the enemy is too strong and some ranged damage is warranted at night, sneak in and drop flares, then retreat to LOS cover/corner, then shoot... finish with melee when it gets close. Think of it as a kill-zone corridor, where the player-character's chance to hit will be better than enememies. Explosives could also be dropped to soften target, but beware of save corruptions (as reported online).

Conservation of Super Stimpaks:
Use enough to drain enemy, so that they can be killed with an explosive. Do not let the explosive detonate until after SS are finished, or it will interupt and negate further SS damage. If placing explosives on the ground, put them in a bag, but this is not necessary if reverse-pickpocketed. NEVER save the game while explosive timer is active, there are plenty of reports online about save game corruptions when doing this.
Last edited by stcaFylnO; Dec 21, 2016 @ 2:25pm
patton610 Mar 17, 2017 @ 1:23am 
prior to iniating combat it is possible to reverse pick pocket a timed explosive onto a person ... and quite funny if not caught
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Date Posted: Dec 4, 2016 @ 2:59pm
Posts: 10