Other > Survival Guides / Game Help

Expanded NOOB GUIDE v1.2: Up to date playing guide for starters / new players

<< < (4/7) > >>

Marko:
Good job, MRtrader. Sorry i missed this until now. I'd like to add this as a guide to the wiki, if you're okay with me making minor spelling and grammar edits. That okay? Is it in a final state and ready now or do you want to change it in some ways. PM me when ready.

MRtrader:

--- Quote from: Marko on May 01, 2013, 05:14:24 am ---Good job, MRtrader. Sorry i missed this until now. I'd like to add this as a guide to the wiki, if you're okay with me making minor spelling and grammar edits. That okay? Is it in a final state and ready now or do you want to change it in some ways. PM me when ready.

--- End quote ---
it's pretty much ready. feel free to use as you wish. At the moment im distracted by other games.

Crovax:
I'd like to share a build that focuses more on pvp/farming in turn based. I have been playing builds similar to this for a couple of years now, but I don't encounter them as often as before. So basically it would hopefully help some new players and get some more builds roaming around with the ability to give a good fight. Here's the build I'll try to explain why I make it the way that I do.

Special

ST-6: The weapon we will be utilizing here will be m60, it has plenty of shots with very few reloads needed. Also it has good damage and 7 strength requirement.
PE-9: Okay, I know it sounds a bit much, but in turn based PVP sequence matters. with ciggs you will have maxed sequence before perks.
EN-10: You will need the hit points to survive until your turn at which point you can seek cover and use Super Stims.
CH-1: You won't be needing this, use a radio when you pvp with friends, it prevents you all spawning together and getting sprayed with 7.62 or plasma grenades quickly ending your fun.
IN-3: This is enough for 2 skills basically, in Turns Doctor, and First Aid aren't any help so it's not a huge deal.
AG-10: The build is made to kill stuff in Turn based, and for that you need action points.
LK-1: This one is a bit dangerous due to it's affect on bypasses, but if your a true ninja you won't get hit much.

Perks 

3-Earlier sequence: I'm not sure how many people use this, but the way I see it you have the advantage over those who do not.
6-Bonus move: Allows you to use cover and still use all other AP's for shooting. Just step out one hex, fire twice and step back.
9-Even Tougher: It helps with entering other players encounters. If you can live long enough to make cover the fight is on.
12-Lifegiver: More Hit Points
15-Lifegiver Plus: Even more Hit Points
18-Action Boy: Actionboys are neccesary for getting a second burst on your turn.
21-Action Boy: Same as above
24-Bonus rate of fire: -1 ap for ranged shots, with the action boys you will shoot 2 times per turn.

For skills Take BG and Outdoors and make it how you like as long as you have around 200 BG in the end. Outdoors will be important to keep you from falling into traps, and letting you choose when to enter.

Optional- ciggs for maxed Sequence, Buff/Nuka for armor farming.

Marko:
@MRtrader: your guide has been added to the wiki. Thanks! (i did make quite a few edits so please check it here when you can:

http://www.fo2238.fodev.net/wiki/Expanded_NOOB_Guide_for_Starters_and_New_Players,_by_MRtrader

@Crovax: your suggested build can also be added to the wiki if you're cool with that.

Dozer:

--- Quote from: Crovax on May 05, 2013, 09:06:46 pm ---I'd like to share a build that focuses more on pvp/farming in turn based. I have been playing builds similar to this for a couple of years now, but I don't encounter them as often as before. So basically it would hopefully help some new players and get some more builds roaming around with the ability to give a good fight. Here's the build I'll try to explain why I make it the way that I do.

Special

ST-6: The weapon we will be utilizing here will be m60, it has plenty of shots with very few reloads needed. Also it has good damage and 7 strength requirement.
PE-9: Okay, I know it sounds a bit much, but in turn based PVP sequence matters. with ciggs you will have maxed sequence before perks.
EN-10: You will need the hit points to survive until your turn at which point you can seek cover and use Super Stims.
CH-1: You won't be needing this, use a radio when you pvp with friends, it prevents you all spawning together and getting sprayed with 7.62 or plasma grenades quickly ending your fun.
IN-3: This is enough for 2 skills basically, in Turns Doctor, and First Aid aren't any help so it's not a huge deal.
AG-10: The build is made to kill stuff in Turn based, and for that you need action points.
LK-1: This one is a bit dangerous due to it's affect on bypasses, but if your a true ninja you won't get hit much.

Perks 

3-Earlier sequence: I'm not sure how many people use this, but the way I see it you have the advantage over those who do not.
6-Bonus move: Allows you to use cover and still use all other AP's for shooting. Just step out one hex, fire twice and step back.
9-Even Tougher: It helps with entering other players encounters. If you can live long enough to make cover the fight is on.
12-Lifegiver: More Hit Points
15-Lifegiver Plus: Even more Hit Points
18-Action Boy: Actionboys are neccesary for getting a second burst on your turn.
21-Action Boy: Same as above
24-Bonus rate of fire: -1 ap for ranged shots, with the action boys you will shoot 2 times per turn.

For skills Take BG and Outdoors and make it how you like as long as you have around 200 BG in the end. Outdoors will be important to keep you from falling into traps, and letting you choose when to enter.

Optional- ciggs for maxed Sequence, Buff/Nuka for armor farming.

--- End quote ---

I have never saw that crappy character. You shouldn't take earlier sequence in my opinion, there are other much more useful perks.
-Especially when you can take bonus move for turn based in 3 lvl.
-Also you can take bonus rate of fire on 18lvl, so getting exp will be easier.
-Int in 3 is too damn low to play with fun :)
-Taking lifegiver 2 times, instead of 3 is wasting of perks, because third lifegiver gives the most HP.
-This build gives you 2 bursts from big gun per turn, but there is no bonus ranged damage perk, which is "must have" for bursters.
-You need also good crafter and miner or thief to find ammo for bg burster.
-If you tell me that he will not use bursts, but flamer - he should have pyromaniac.
-If he use bazooka - he can't shoot twice (he can only when have 2 bazookas, but there is no sense in it).

Please don't share this crappy build. It's better to go 100% for TB defence/hp, or 100% for TB damage build. This is weak kind of hybrid (you can also make even better hybrid for turn based combat than that).
The last one: when there is ~30 people on server, who will make turn based trap? If you will be lucky enough to enter some turn-based trap you will be killed before your turn starts.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version