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Mostly the reason behind slower 10 is because the 4th skill I basically always fill with explosives or weird science for late game scaling with modded weapons and the game isn't so hard that I'd rather catch 2-3 extra levels of the filler if it meant I might need to be cautious with money again like I was in early vanilla.
Don't have dlc here.
Just as a counterpoint to this idea, not that "barter mule" is a bad thing to have, per se, but you don't actually need to resort to that, if you allocate skill points very carefully.
Without any DLC to get you extra XP, you will most likely get to about level 25 by the time you have to go to Yuma County Speedway and start the "home stretch" of the base game. I made two Charisma 10 guys as my first two rangers, and they got to level 26 by the time I was talking to The Mechanic to start that part.
26 levels, at 3 skill points per level, plus 10 more from maxxing Intelligence (eventually) gives you 88 skill points to play with on each character. Now, if you save the skill book for a given skill and use it to get from level 9 to level 10 in that skill, buying up the first 9 skill levels the hard way costs 22 skill points. Therefore, it's possible to get a given team member responsibility for 4 different skills and get them maxxed by the time you need them at level 10. I should point out that there are level 10 Lockpicking and Explosives Checks in places like Aspen, but there are also alternative ways to handle those skill checks (some safes have keys you can get, not all mines actually need to be defused, you can just avoid them or shoot them, etc).
And that's just assuming you have the skill books. There are also Utility Items that give a static +1 bonus to a skill when worn (e.g. the Modder's Kit, the Leader's Banner, etc), and a few armor pieces that can get you a +1 to a skill as well (the Scrap Helmet, the Machinist's Hat, and the Bardic Tights).
What all this boils down to is, you can give each travel team person responsibility for one combat skill (counting only Sniper, Big Guns, Automatics, Small Arms, Brawling, and Melee Weapons as "Combat Skills" as the game itself defines that term) and three other skills, and you will be able to cover all of your bases with points to spare. In fact, with a six-person team, you have 18 non-combat "skill slots" that you have room for, and there are only 17 non-combat skills in the game, including the secret unlockable one, Combat Shooting.
I did all this on a spreadsheet accounting for the skills Lucia and Jodie come equipped with, and was able to cover all of the skills in the game with points to spare by the time everyone is level 26, despite my assumption that I'd never actually find the Weird Science skill book, or the the Weird Science Utility item, or the Armor Modding book, since those are all gated behind choices I didn't want to make. I was also able to devote all 28 points into Sniper on Jodie (since my other sniper reads that book) and get her a few extra ranks in First Aid, in addition to making her my Armor Modder. My first ranger, who did Automatic Weapons, Leadership, Explosives, and Lockpicking also had enough points to play with that I was able to give him 4 ranks in Mechanics, so that I had someone to do that before Jodie became available, and he had a few ranks in First Aid as well. I was also able to give two different people full ranks in Weird Science (the hard way) getting their 10th rank in that at level 25, and both of THEM had a few ranks left over for light First Aid dip too.
This is all, of course, with perfect hindsight. I've played through the game multiple times. But it is possible to do a 6-person team with no seventh man mule character at all, and cover every skill, including Barter, Survival, and Animal Whisperer.