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Small guns with a dash of science?

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Master with Blaster:
I'm going for a small guns based burst blaster and was wondering whether it would be worth it to invest about 16 skill points in my science skill to be able to make stuff like gunpowder and metal parts or would it just be better to dump those points in small guns as well to get it as high as possible?

In short, is it smart to have the option of making your own ammo for the P90c at the expense of your small guns skill?

Furthermore would it be wise to invest some skill points in repair skill as well to keep my equipment running and gunning for as long as possible and if so, approximately how many points should I put in said skill for it to show its true colours?

Finally I would appreciate any extra tips and/or comments concerning my character in general. Am I doing it wrong?

Screenshot of character screen: http://img42.imageshack.us/f/falloutman.png/

Wichura:

--- Quote from: Master with Blaster on June 19, 2010, 02:17:52 pm ---Furthermore would it be wise to invest some skill points in repair skill as well to keep my equipment running and gunning for as long as possible and if so, approximately how many points should I put in said skill for it to show its true colours?
--- End quote ---
Raise Repair skill up to 180-200% to maintain your toys properly. Less is too risky. And don't forget to keep a tool in your active hand while maintaining.

Let's welcome another alt, shall we? :>

Jeoshua:

--- Quote from: Wichura on June 19, 2010, 02:34:30 pm ---Raise Repair skill up to 180-200% to maintain your toys properly. Less is too risky. And don't forget to keep a tool in your active hand while maintaining.

--- End quote ---

 :o So THAT'S what I've been doing wrong!  :-\

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