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That's the nice thing about the originals. You can save your perk point for later.
Like Casey said you can save the perks for later, I do the same with a Jinxed with 1 Luck Unarmed character or for a sniper at level 9 I get More Crits two times with Better Crits + Finesse and 10 Luck you have like 35% critical chance (Yes Sniper perk is better but its way too OP for me it suck out my fun for the game personally).
I go with comprehension as my first perk since i usually don't pick small guns as a starting 3 tagged skill, i go with unarmed. I also have Gifted usually, so even lower starting skill levels. It lets me level up 5 skills with books faster.
With 24/19 points per level with 9 Intelligence you have more than enough skill points, I see no point in trying to get Perks like that other than roleplay. You can save perks for later and get like 2 Bonus Move at level 6. Its a new playstyle using comprehsion but books aren't needed imo especially when how early you can finish the game and just get the Fallout 2 guide to be OP af in the post game and just have fun with all the sidequest you have left.
But don't base answers on vet players, vet players already know how to take advantage of game mechanics, use TAG later for hundreds of bonus skill points, and other such things. Lets try to give advice for newer players. There aren't many good perks at lower levels, Thief is ok, but only beneficial for a thief character, otherwise its really just a +10 lockpick boost. Stuff like night vision, awareness, +2 sequence, ick. nothing really useful, but at least comprehension gets you bonus skill points early that won't take the whole game to get up trying to find books at end-game.
Sure it isn't a great perk, but it is useful for new players who aren't making up an early gunner build and can start building up 5 skills much faster without ever needing to assign points into those skills. Instead of taking the whole game to find books to level up to 91, except for science or repair which you really don't find until later.
Most new players don't save up perks for later levels, and while saving perks for better perks at higher levels is usually the best way to go, most new players, and even most vet players don't do that, such min-maxing isn't needed in the game. You get plenty of perks, plenty of skill points. But it's often much easier to get those skills, etc early in the game for easier play. Late game anyway you have plenty of money, especially with vet players who know who to steal from, how to abuse Tag, etc etc.
I prefer to tell them something intended but never said like you can save perks for later, if you follow the rule of the devs while playing Fallout 1 and 2 YOU will have a bad experience. Thats why starting build recommend 7 to 10 AG or only taking perks like Bonus Move, Bonus Ranged/HTH Attack, Better Crits, Life Giver or Action Boy and Sniper/Slayer. The rest is worthless.
If you play with way, suddenly a few things change, and saving perks might not be smart, since you might die before you hit level 12 by a unlucky random encounter.
If you fear to die in an early Ironman Run just put 98% in outdoormans, it gives you pratically no encounters for the areas like the Den to Vault City and Vault City to Broken Hills.