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Challenge: A character who can make it on his own
Tom:
Hey, this is my first post on the forums, but I've been playing on and off since last summer. I come to you with a very important question. I am a player who doesn't really have the time to manage multiple characters or participate in a organization. Y'know, I can have a few hunting buddies and people I traded with more often than others, but no one I can rely on to steadily make ammo/stims for me or lend me equipment when I die.
Imagine if you were like me and you HAD to make a character build who can make it without the help of an org or the resources of another one of your characters. People on these forums are very good at making builds with specific goals (crippling, sneaking, crafting etc.), and I've also seen some newbie builds, but they are more about learning the ropes with ease than being maximally efficient. The challenge here is to make a true wastelander who doesn't rely on anyone, someone with a bit more ambivalence.
Here is what interests me:
-Will you interact with NPCs (trade, slavery, mercs, missions)?
-Which combat skill will you choose (sg, ew, bg, throwing etc.)?
-What specific weapon will you use at low level, at mid level and at level 21?
-WHERE will you pitch your tent? Traveling is very slow since wipe, it's important to have a good location.
-How will you make caps and how will you use them?
-How will you gain xp?
-How will you survive encounters, both PvP and PvE?
-Which attributes, skills, traits and perks will you choose?
-What wil be the advantages and limitations of your build?
edit: FYI: my first character was a tier 3 energy expert who could make a lot of caps but who really wasnt strong enough to defend himself in high-quality mines and still got overwhelmed when he had a plasma rifle and metal armor. He couldn't really do anything other than kill scorpions and other weaks mutants with laser pistols.
My other noteworthy character was a gernadier who was totally able to defend himself against the lightly-armed muggers that lurk unguarded areas, but demolition profession required a lot of points to be versed into perception, intelligence, traps and all sorts of other skills that had no other use to him. He was pretty successful as a solo character, but he just couldn't do a lot of stuff
HertogJan:
That partly depends on your preferences.
I would choose for a SG build:
ST 3
PE 6
EN 8
CH 3
IN 6
AG 8
LK 6
Optional, if you can get mentats and don't plan on doing much trading, you could put CH to 1 and put those points in AG.
Traits:
One Hander - does +20% in SG skill, therefore compensating the -20% for the 1 ST shortage for SMG, 14mm pistol and P90c
Good Natured / Fast Shot (for 14mm pistol) / Small Frame
Perks:
3 Toughess / Awereness
6 BRD
9 BRD
12 Lifegiver
15 Lifegiver
18 BRoF
21 AB
For a pistoleer with 10 AP (8 AG + 1 AB), you could take Living Anatomy at level 15.
Tagged skills: SG, FA, Outdoors
I would put FA and OD to 100.
SG 180-200.
Science to 40 to be able to make gunpowder and metal parts.
The rest in doctor if there's a descent amount left, otherwise is SG or FA.
CH 3 is required for trading.
You can't be a crafter build, so trading is needed to get needed stuff.
Science 40 is enough to craft gunpowder and metal parts to make 10mm JHP.
I would start with a 10mm pistol (and gunrunners bonus if possible) and try to get hold of a 10mm SMG asap.
At high level it would be a P90c probably with some AP ammo.
Tent would be around the place I'm planning to level.
So most likely a not to busy place which isn't on normal travel routes, yet close enough to a town to do some trading.
It would also be not too far from a workbench or mine.
With science 40 there's no need to mine in an unguarded mine.
As a loner there isn't that much need for caps, so no real attempts to make some.
Although trading stuff would get me some which can be used in trades with other players.
XP gaining by hunting mutated molerats and from time to time either caravans or raiders, marauders and rogues for the loot.
Big disadvantage would be the 3 CH which means 2 points I could have put in EN or AG.
Nexxos:
Interesting topic. But really, experienced player can manage with most of the combat-efficient builds. Gather stuff alone, succeed in combat in some cases, not always though. You just need to create certain builds, and know the game well.
But I suppose that with this build, you can do all kinds of stuff.
- Charisma 3, minimum for trading and traveling with small groups. Also one NPC follower spot free.
- Small guns in this case.
- Low level = Most of the guns craftable with Small Guns profession level 1. Mid level = Assault Rifle is good in many situations, it's a good overall weapon. Level 21 is still probably Assault Rifle, due to its effectiveness in lots of cases, also P90c if you can afford some of them when you are level 21.
- I prefer to set up a tent around southern cities. You've got Hub, Junktown, Necropolis, various places in Boneyard.
- How to make caps? Trade. Get stuff by killing some critters (won't spoil you which though), trade them for caps. Use caps for professions / bases / mercs / cars / whatever.
- Kill molerats.
- Good tip in PvE is to have vs encounters. Like Unity Patrol vs Rogues, you can easily focus on the unity, and hope you kill them before they kill the rogues. PvP is much different, you can't really have good tactics for it. My tip would be: Use enviroment for your advantage, not his / hers.
- It's in the build, PM me if you want it. But a good overall perk choice is "Toughness". When you take two of them, every encounter will be much easier, and you get a nice resistance against normal attacks from Combat Leather Jacket too!
- Advantages hmm... Good PvE killer, not so good in PvP, just like most builds which are gonna be here. Can make tier 2 armors and tier 2 guns, and materials from them too. Has a decent repairing skill with tool, even better with super tool kit. Worst limitation here is the lack of medical skills.
Surf:
^
I played such a build in nearly every "season" so far and was "successfull" imho. You can craft some guns, some armors (Level 2 Armorer&Small Guns Profession), use the stuff you crafted for crafting your own equipment, or to sell it. If you have a hard time selling stuff to NPC, try making lots of metal armors, people always buy them. I amassed a nice amount of caps in the past with this. It wouldn't hurt if you give your character said Toughness perks, and maybe one or two lifegivers. High Intelligence is appropriate, to have lots of needed Skillpoints. Some amount into Outdoorsman is good, some points in First Aid and ofcourse some points in Small Guns. You just need to realize that this character won't be able to compete against other pure combat characters. But it is a nice start for someone in the FOnline world, to make your living a bit easier.
Tom:
Interesting build, Hertog, I never thought of starting off a SG build with 3 ST.
I'm running it through the character planner, here are some small changes I made: I took small frame (no need to carry too much stuff if I'm not a crafter), and added the extra point it gave me to my perception. I didn't put it in agility because I didn't want my SG to be over 50 (gunrunners bonus) and because I guess perception is useful too; I got weapon handling perk so I don't have to worry about being unable to use two-handed or 5+ strength weapons. Of course, I'd be stuck using a desert eagle until level 12, but it seems fair to me.
I followed Nexxos's suggestion and decided not to craft. Although making level 1 or 2 ammo would be interesting, with a strength of 3 and a small frame carrying stuff is going to be too hard. And that way, I don't need much skills points, so I put the intelligence at 5 and the perception at 8 (there is no point increasing the endurance by 1 since it won't give me more hp per level, and all the other attributes don't seem as important)
So:
3ST 8PE 3CH 8IN 7AG 6LU
Small frame - Good natured
Small guns - first aid - outdoorsman
Awareness - Toughness - BRD - Weapon Handling - Lifegiver - Lifegiver - AB
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