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My medic is a Psychopath with an SMG and its been working rather well.
As wendigo211 said, Delayed Gratification is a good one as well. Its a pretty harsh penalty at the start of the game if you put it on a character that has low intelligence though as they'll essentially not be improving their skills at all until after level 10. On a high intelligence character though you barely notice the penalty and the extra skill points you'll get after 10 will really help to boost that characters skills.
If you don't mind your character looking like a hideous clown with no way to disable it... the Raise by Carnies quirks bonus and penalty works good for a leadership based character since the drawback doesn't affect them since they can give themselves their own leadership bonus anyway.
The speed penalty isn't a major issue in combat since you never really have to move around anyway. All of the enemies in the wasteland are the descendents of a long line of champion grade olympic sprinters and the superhero "The Flash." As soon as combat starts all enemies, who get to act before all of your people... sometimes twice, will charge the entire way across the map and be in close combat with you. Even if the enemy uses guns they'll generally charge into cloes to mid range.
So the tradeoff of combat speed for additional armor class is a great trade.
The ONLY issue I see, is if one of your pick up followers goes rogue and does something stupid, like charge way into enemy ranks and gets laid out. The hobo did that to me, I didn't even bother rescuing him.
Seems like it might be the best in slot quirk for most builds.
but if you look more close at it.... psychopath is ♥♥♥♥♥♥♥ good, mid to late game you will almost never miss
energy weapon character with the snake alcohol stuff addiction, pretty ♥♥♥♥♥♥♥ good, zero disadvantage here
a sniper character with the brittle bones quirk, looks good too
and my favorite: a ♥♥♥♥♥♥♥ leader, LOL.. ♥♥♥♥♥♥♥ love it
Unless you have a build that requires a maximum number of skill points, disparnumerophobia is probably better.
Have their secondary be an SMG or Pistol for close encounters.
Can't wait til I get the 2nd level of those perks and head into the later areas where every damn mob runs right through my melee types into the "back row" and starts stomping on my gunners. As an example, ran into a pack of Skorpions in a random encounter. Ran my brute up to the front, had both of their melee types run past him. Even with the 50% dmg penalty, he OHKO'd them both with attacks of opportunity with his Crowbar. This is on Normal difficulty though, would have to play around with it on anything higher.
Trying to decide if I'm going to actually make 2 of these types for the beginning and use NPCs as my gunners. Been so long since I have played, I can't remember any of their specialities other than Angela with her rifles + melee and that mutant chick with her energy weapons.
I actually expected to have 0 skill points per level, but it doesn't actually go below 1 skill point. I eagerly await to see if I'll end up getting 2 skill points per level at 11.
Also: I wonder if I will get 6 skill points on my 10 int character, or if there is a hard lock on 5 points per level.
You normally get 2 per level at int 1-3...
Opps. It's been too long since I last played the game. Nevermind.