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Fallout 2 | Table of Contents | Walkthrough
Fallout 2 Fn Fall
This is the section that gives information about general combattactics.
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Armor
Consider combat armor, which has a damage threshold of 8 hitpoints and a damage resistance of 60% against laser attacks. (8hp/60%)
The way armor works is like this: if you are wearing combatarmor and somebody hits you with a laser rifle, you will receive xamount less. Say that if you're wearing the Vault 13 jumper, whichhas no protection whatsoever, and the enemy uses the laser rifleand hits you for 42 hit points of damage.
Take the same situation with combat armor on. The armor willnaturally deflect 8 hit points of damage because of the damagethreshold. Now only 34 hit points remain. The armor can resist 60%of that damage. Multiplying 34 by 60% will give you 20.4, androunding that down will give you 20. You'll only take 20 hit pointsof damage with the armor instead of 42.
Ammo
The type of ammunition used will change the amount of damagedealt to the target. JHP is always the superior choice, followed byFMJ. Forget AP ammo. AP is, in the first place, more expensive, andalthough it does penetrate a bit more than JHP ammo, it deals verylittle damage. It's useless against anything - JHP is alwayssuperior. Shotgun Shells deal good damage regardless of the targetused, and FMJ is like a 'neutral' ammo - it works okay on botharmored and non-armored targets. It doesn't suffer nearly thedamage penalty of AP ammo, but it penetrates far better than JHP.7.62mm and .45 caliber ammo are effective only on lighlty armoredtargets. Caseless ammo is generally pretty good in penetration butquality degrades as the armor is stronger; the EC ammo used inGauss weapons has excellent penetration. Generally speaking, eventhe strongest 'normal' weapons deal little damage to heavilyarmored targets, with the notable exceptions being the Bozar andguns that run on either caseless or EC ammo.
As for energy weapons, their real effectiveness depends on thetype of weapon used. X drive windows 10. For instance, laser weapons aren't aseffective as plasma weapons on armored targets. Plasma is goodagainst anything except for Tesla armor. The Pulse-weapons use adifferent technology and is very effective against every type ofarmor - in the game engine, I think no type of armor caneffectively block this type of attack.
In addition, for burst weapons, armor modifiers are added toeach bullet. I.e, if you use the burst mode on a SMG to fire 10rounds, the armor will absorb damage from each bullet and then willadd up the unabsorbed damage to give the total damage dealt, asopposed to the total damage being calculated and then beingreduced.
General Tactics
- You can cripple your foe at five points if you score a criticalwhile aiming at their legs, arms, or eyes. If you cripple yourfoe's legs, he or she will have a hard time walking around. If youcripple one of the enemy's arms, then he or she won't be able touse two-handed weapons (and of course, if you cripple both of them,then the enemy will have to resort to unarmed attacks). If youcripple your opponent's eyes, then he or she will suffer fromreduced Perception levels.
- Aiming for the eyes usually gives a high critical chance anddoes gobs of damage. Also, on male NPC's, hitting them in the groinmakes them fall down.
- Always use the right weapon for the job. For lightly armoredtargets, you should attack unarmed or with a melee weapon thatdoesn't consume ammo. For 'regular' targets (i.e., most humans andsuper mutants) use regular shots, and use targeted and/or burstshots if possible and if effective. For armored humans andcritters, use powerful weapons that have good penetration (like thePPK12/M72, G11(e), Vindicator, Plasma Rifles, and the YK42B ).
- Also use the right ammo for the job as well. AP ammo might seemto be better than JHP ammo while hitting armored targets, but thegame engine always gives lots of negative modifiers to damage withAP ammo. AP ammo penetrates better than JHP ammo, but always useJHP. It's the best type. FMJ isn't that bad either. The onlyexceptions to the rule seem to be AP and Explosive rockets, whichto me seem to deal about the same amount of damage.
Burst Weapon Tactics
- You can give your shots 'up close and personal.' This workswell for most targets. With regular-strength burst weapons, likethe M3A1 or MP9, you should get about 60-70 hit points of damage,whilst with the G11(e), you should get about 150 plus hit points ofdamage.
- Burst shots have a wide area of effect. If an ally is in themiddle, you might want to not do a burst shot. Here is an exampleof the 'burst cone:'
- This is why giving the shots 'up close and personal' deals gobsof damage. The shots saturate the target with bullets, dealing animmense amount of damage. If you attack multiple characters atrange with a burst shot, then both will get hit.
- If the target is heavily armored, dont use burst shots. Youwill see this happen to you when you get Power Armor and theEnclave guards are showering you with bullets from Gatling Lasers,Avenger Miniguns, and Vindicators.
Sniper Tactics
- The Hunting Rifle is a sniping weapon that you'll encounterearly on. It's not terribly bad in the beginning but it will beeasily outgunned by other weapons. The FN-FAL with night sight aswell as the Assault Rifle (extended magazine) make for decentmidrange weapons. The Sniper Rifle, however, is an excellentsniping weapon - long range coupled with extremely good accuracy.At the endgame, the M72 is an absolute bastard.
- When you go to Sierra Army Depot, get the Sniper Rifle fromthere. It's in one of the corpses. And in the Enclave, get theM72.
- You can use the burst Shotguns for shoort distance sniping,such as fighting unarmed or melee-weapon using mutants or humans.It is the best weapon for mid armored targets, and is excellent forshort range control. It works well in conjunction with Power Armorand is effective against many critters.
- A Pancor Jackhammer, Combat Shotgun, or H&K CAWS workpretty nicely and deal good damage with targeted shots.
- If you have a high energy weapons skilll, get a Plasma Rifle.No armor can withstand Plasma damge well. I got 132 hp on an eyeshot on a Deathclaw once. The Turbo Plasma Rifle only costs 4 AP'sfor a single shot!
- Even better, get a Pulse Rifle. This type of attack isliterally unstoppable and deals about 70 damage to, yes, ArmoredEnclave troopers! Just imagine how it would be with targetedshots!
- If you have good guns skill, then go ffor aimed shots ifpossible. You'll deal more damage from the shot.
- If you use long-range weapons, you'll get a negative modifierif you are attacking critters at really close range. This is anissue with the Fallout combat engine.
Melee Tactics
- If you have a sledgehammer, use the weeapon against unarmedcritters. Aim for the legs. After they have been crippled, you canscore aimed shots to the head and eyes easily. Rippers work just aswell.
- A Super Sledgehammer in conjunction wiith Power Armor canliterally kill anything (before the Enclave, though). Aimed shotswill routinely deal about 60 hit points to humans and supermutants; to the armored aliens it will deal about 35 or so.
NPC Tactics / GeneralInfo
- Give NPC's the right weapon as well as good armor. Also, do notlet them have the best weapons (unless you're deficient in anyskills) - e.g. keep the M72 for yourself and give shotguns to Vicand Cassidy.
- Be careful about letting NPC's burst. Sometimes their shots canhurt you as well.
- At the endgame, NPC's are really not required and are notrecommended to have (they pose problems at Navarro as well as theEnclave). Also, some NPC's (like Marcus, Skynet, Goris, the dogs)cannot wear armor and thus are suceptible to major damage in theendgame.
- If you are going to Navarro and Enclave (and are going to walkaround the base), you must give your NPC's some form of PowerArmor. Here is a laydown of where you can get Power Armor (4sets!):
- You: Advanced Power Armor at Navarro
- Sulik: Power Armor at Military Base
- Vic: Power Armor at the Brotherhood bunker in SanFrancisco
- Cassidy: Power Armor at Flying Dragon 8 (absurdlyexpensive)
- If you are going to Navarro and Enclave (and are going to walkaround the base), you must give your NPC's some form of PowerArmor. Here is a laydown of where you can get Power Armor (4sets!):
- If you have NPC's during the endgame, Sulik, Vic, and Cassidyshould be in your party. Give Vic and Cassidy hardened versions ofPower Armor and let Sulik have your old suit of Advanced PowerArmor once you find the Advanced Power Armor MK-II variant. Also,be sure to give Sulik the G11e SMG and give Vic and Cassidy M72rifles.
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Better use of skillpoints
Here is the nice thing about this, and ill use SCIENCE as example.
If you have 8 Intelligense and have increased Sciense to 101, then 102 vould cost 2 skillpoints to get. If you take a mentat(be carefull not to gett addicted) your Inteligense will raise to 10 for a while. After a few hours (use the pip-boy) you will go into withdrawl where your Int goes down by 3 ending on 7, this will lower your Science skill by a few points. Now you can increase the skill for a lower cost of skillpoints.
This works for all skills but Gamble, there are no drugs for Luck.
So save all the mentats/jet/buffout/psycho you come across, the can save you skillpoints. | Submitted by erik
Easter Egg
Easy Skill Points and Levels
Fallout 2 Screensaver
Free Items
Gamble over barter
Get Goris
Note: Don't solve the Vault 13 quest about the voice module, because he will leave you. | Submitted by Dennis
Killing Horrigan
Submitted by amitakartok
Making profit from weapon upgrades
Fallout 2 Fn Fal Gun
.44 Magnum (Speed Load) [reloading costs only 1 AP]Desert Eagle (ext. cap) [clip capacity is 20]
Assault Rifle (ext. cap) [clip capacity is 100]
FN FAL NV [gives the same accuracy at night]
Mega Power Fist [more damage]
Super Cattle Prod [more damage]
Scoped Hunting Rifle [higher range, but accuracy penalty at close range]
Improver Flamer [unknown]
Plasma Pistol (ext. cap) [battery capacity doubled]
Magneto-Laser Pistol [better armor peneteration]
Laser Rifle (ext. cap) [battery capacity doubled]
Turbo Plasma Rifle [higher damage, NOT faster like in Fallout]
These are NOT upgrades, the two weapons are independent from each other:
HK G11 -> HK G11E
FN FAL -> FN FAL HPFA
Minigun -> Avenger
Avenger -> Vindicator | Submitted by amitakartok
Stimpacks and Antidote
Unlimited Money
Unlock Vault 13
You need 60% of Science or higher
Head to Vault 15 South-east near NCR, and Talk to the women who's lost her daughter, and accept her quest and go north, make sure the girl leaves the place where she blocks a entering way to the north.
Talk to the guard in front of the house, en talk him out to let the girl go, or kill him.(It doesn't matter what)
once the girl is free talk to her mother and go next to the house north from the tent, ask the man for the key and return to the guard Die/Alive, you notice a door left from the guard, simply, use the key to Unlock the door to use the elevator and get rid of all the guards out there, go next to another elevator on the 3th Level, and kill all the guards out there again.
if you head to the west you see a computer, use that thing, and Vault 13 will be able on the Map. | Submitted by Dennis
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