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Unarmed is easier, since your fist does hella more damage than all your unarmed weapon (except the power fist) once you hit level 9.
Melee has lots of good weapons, but also a lot of bad ones. If I got to give some tips go for :
Knife > Combat Knife > Louisville Slugger/Super Sledge > Ripper
Try to get to Reno quick for the Slugger, also make a stock of drugs, mainly Psychos and Jets
I would have to disagree that Ripper is the best melee weapon, Super sledge should have that position.
https://fallout.fandom.com/wiki/Ripper_(Fallout)
https://fallout.fandom.com/wiki/Super_sledge_(Fallout)
Idk, I hate knocking out some guy, and he flys to the other side of the world. Then spending some action points to get to him just for him to wake up and making him fly again.
On paper it has the best damage, in praticality, its just tiresome.
The Ripper tho, you just knock the dude 1 feet away then you finish him with a low action point cost stab.
In the end, I prefer punching, less people flying and hella fun. You can play the game bare handed and still win. Making the Chosen One the strongest ♥♥♥♥♥ in the wastes. Just tearing power armor like it was nothing lol
In the end, unarmed is still the better alternative in melee combat. Especially in a Jinxed playthrough.
As a player who gets very frustrated when the game decided show the bad RNG, I rarely go for anything else.
That's why you pick at least one level of Bonus Move if you're doing melee. Late-game, you do enough damage to knock people back even without a Super Sledge.
The Flamer is close range tho, better to just use your Super Sledge all together lmao
And thois combination is viable with mutants, just use 2 psychos.
Nah usually it goes to the other screen, depleting your entire AP. Just knock him with a aimed punch to the head with a fist or a Mega Powerfist and finish him bruh. The Super Sledge is over rated.
For Melee the Super Sledge is by far the most damaging weapon, though the knockback can be an issue if you want to make repeated attacks against ranged enemies. The best way to mitigate this is to fight in enclosed spaces. For everything else the Ripper is the second best choice, ignoring 80% of enemy damage resistance, though it requires Small Energy Cells for ammo. For the mid-game you can also loot a Wakizashi from a Yakuza in world map encounters around the New Reno area, this also has 80% armour penetration.
For Unarmed the Power Fist is by far the best choice, again using Small Energy Cells for ammo. You can upgrade this to a Mega Power Fist at certain locations or buy the upgraded version in San Fran. In the early game Spiked Knuckles will carry you pretty far.
The Slayer perk at level 24, despite the description saying it requires a successful luck roll for crits, is false and all your unarmed and melee attacks will become auto-crits.
You can increase your close range combat effectiveness further with perks that give you more action points, such as Bonus Move and 2 stacks of Action Boy. Obviously a high natural Agility would serve you well, it would be best to roll 8 or 9 Agility at character creation.
Quick note, bare handed is more powerful than spiked gauntlets once you hit level 9 and 100% in unarmed
https://fallout.fandom.com/wiki/Unarmed#Unarmed_skill_attacks
The Super Sledge can't hit multiple closely-packed enemies. Torching four radscorpions in a single shot is very satisfying, not to mention ammo-efficient. Quite weight-inefficient, though.
I'm not sure it is, if I want to keep my party alive. Rocket launchers tend to be instant kill on everything not wearing powered armor (and sometimes even then, as I tend to play on Hard which cranks up the AI's crit chance like crazy) and I prefer keeping my companions alive. In such a matchup, I prefer singling out which mutant has the rocket launcher and blasting him with my own, trying to catch as many in the blast as I can, before dropping the hammer.