Difference between revisions of "Fallout 3: Crackee Simms"

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* Either disarm the bomb and wait for that 1a-3a unlocked Simms door for strength bobblehead or get him killed to get the key to his house.
 
* Either disarm the bomb and wait for that 1a-3a unlocked Simms door for strength bobblehead or get him killed to get the key to his house.
 
* I picked V.A.T.S.-friendly Perks, as applicable. Combined with Critical Hit bonuses, V.A.T.S. is highly recommended to wax a sucker before they can run up on you.
 
* I picked V.A.T.S.-friendly Perks, as applicable. Combined with Critical Hit bonuses, V.A.T.S. is highly recommended to wax a sucker before they can run up on you.
 +
* I chose some "entertaining" options this time, to include ''Bloody Mess'' and ''Mysterious Stranger''.  Since you are getting extra points from ''Educated'' perk, I didn't want to use too many perks on things like more ranks of ''Gun Nut'' or other '''+5 skill point''' perks, but these are ones you can substitute if you like.
 +
* Accuracy of a weapon is much more important than damage. So, first chose the most accurate weapon, '''then''' the most damaging. For example, to pick off a pesky Super Mutant perched up on a building with a minigun, hide behind something, let your APs fill, arm your Hunter Rifle, and VATS shoot at them, whatever part has the highest chance to hit. When you are relatively close, all weapons are equally accurate, so then arm the one with the most damage such as the Combat Shotgun.
 +
* For this character, pretty much use the 10mm pistol or 10mm Submachine gun (if you have it) between 6 and 8, as ''Gunslinger'' makes you very deadly in VATS with these one handed weapons.  I went ahead and threw in ''Commando'' so you can get some great distance VATS kills with the hunting rifle.
 +
* This is another "silent, but deadly" character. You will have low barter and speech skills as I sacrifice Charisma to keep a high Intelligence (for boatloads of skill points you could even throw into ''Barter'' and ''Speech'')
 +
* Even though you are using ''Small Guns'', since you have points in ''Repair'', you can expect to sell off some of the more common weaponry.  If you go good, you will regularly get Assault and later Laser weaponry from the Talon Company Mercs contracted to off you. Also, Hunting Rifles are prevalent among the Super Mutants (and the lucrative Minigun + 5mm ammo). You don't have to keep '''all''' of the small arms you find for repair purposes, once you have one up in the 80s or so, and possibly a backup, sell the extras. In a pinch, you could have a trader repair them.
 +
* I sparingly use chems more with this character (Jet and Psycho stacked).  This comes in handy when trying to snipe someone--it gives you another VATS shot, and makes sure each successful shot packs more punch.  I do this '''after''' I've gotten the Megaton place with the My First Laboratory, so that I can detoxify for free.  Note: I do not spend any money on chems, I just use the ones I run across in Raider hideouts and such.  Another option is to substitute the "entertainment" perks with ''Chemist'' and ''Chem Resistant''.
  
 
=== Custom Weapons of Interest ===
 
=== Custom Weapons of Interest ===
  
* Dart Gun (MDPL-05 Power Station, Temple of the Union as part of Head of State, Tenpenny Tower seller)
+
* Dart Gun (Schematics Locations: MDPL-05 Power Station, Temple of the Union as part of Head of State, Tenpenny Tower seller)
* Railway Rifle (MDPL-13 Power Station, Rivet City as part of Stealing Independence, Underworld Outfitters in the Museum of History Entrance.
+
* Railway Rifle (Schematics Locations: MDPL-13 Power Station, Rivet City as part of Stealing Independence, Underworld Outfitters in the Museum of History Entrance.)
  
 
=== S.P.E.C.I.A.L. ===
 
=== S.P.E.C.I.A.L. ===
Line 42: Line 48:
 
<ol start=2>
 
<ol start=2>
 
<li> Gun Nut (+5 Sm. Guns, +5 Repair) [AGI 4]</li>
 
<li> Gun Nut (+5 Sm. Guns, +5 Repair) [AGI 4]</li>
<li> Intense Training (PER +1) [None]*</li>
+
<li> Intense Training (PER +1) [None]<ref name="per">Perception is bolded, but the Perk at 3 will resolve the issue.  An option is to chose strength at 3 and pick "Ant Sight" for reward after ''Those!'' Or,simply find the perception Bobble head before Level 12.</ref></li>
 
<li> Educated (+3 Skill Pts every level) [INT 4]</li>
 
<li> Educated (+3 Skill Pts every level) [INT 4]</li>
 
<li> Comprehension (+2 increase per skill book) [INT 4]</li>
 
<li> Comprehension (+2 increase per skill book) [INT 4]</li>
Line 51: Line 57:
 
<li> Finesse (+5% to crit. hit chance) [None]</li>
 
<li> Finesse (+5% to crit. hit chance) [None]</li>
 
<li> Strong Back (+50 Carry wt) [STR 5 END 5]</li>
 
<li> Strong Back (+50 Carry wt) [STR 5 END 5]</li>
<li> Sniper (+25% chance for headshot in V.A.T.S.) [PER 6 AGI 6]</li>
+
<li> Sniper (+25% chance for headshot in V.A.T.S.) ['''PER 6''' AGI 6]<ref name="per" /></li>
 
<li> Going Good: Fast Metabolism (+20% HP using stimpacks) [None], Going Evil: Cannibal (+25 HP and -1 Karma / corpse) [None]</li>
 
<li> Going Good: Fast Metabolism (+20% HP using stimpacks) [None], Going Evil: Cannibal (+25 HP and -1 Karma / corpse) [None]</li>
 
<li> Mysterious Stranger (10% chance Mysterious Stranger shows up in V.A.T.S. when opponent has 150 HP or less left) [LUC 6]</li>
 
<li> Mysterious Stranger (10% chance Mysterious Stranger shows up in V.A.T.S. when opponent has 150 HP or less left) [LUC 6]</li>
<li> Cyborg (+10% DR, PR, RR, Energy Weapon) [SCI 80 MED 60]</li>
+
<li> Cyborg (+10% DR, PR, RR, Energy Weapon) ['''SCI 60 MED 60''']</li>
 
<li> Action Boy/Girl (+25 AP in V.A.T.S.) [AGI 6]</li>
 
<li> Action Boy/Girl (+25 AP in V.A.T.S.) [AGI 6]</li>
<li> Better Criticals (+50% dmg on crit. hit) [PER 6 LUCK 6]</li>
+
<li> Better Criticals (+50% dmg on crit. hit) ['''PER 6''' LUCK 6]<ref name="per" /></li>
 
<li> Tag (Energy Weapons)</li>
 
<li> Tag (Energy Weapons)</li>
 
<li> Scrounger (Find more ammo) [LUC 5]</li>
 
<li> Scrounger (Find more ammo) [LUC 5]</li>
 
<li> Grim Reaper's Sprint (A kill in V.A.T.S. restores AP) [None]</li>
 
<li> Grim Reaper's Sprint (A kill in V.A.T.S. restores AP) [None]</li>
 
</ol>
 
</ol>
 
* Perception is bolded, but the Perk at 3 will resolve the issue.  An option is to chose strength at 3 and pick "Ant Sight" for reward after Those! Or,simply find the perception Bobble head before Level 12.
 
  
 
=== Quest Perks ===
 
=== Quest Perks ===
  
* ''Those!'' - Chose Ant Might (STR +1, +25% Fire Resistance) (see note above)
+
* ''Those!'' - Chose Ant Might (STR +1, +25% Fire Resistance)<ref name="per" />
 
* ''The Wasteland Survival Guide'' - Choose snide responses for Crit Chance bonus or, if having trouble staying alive, Standard for Health bonus.
 
* ''The Wasteland Survival Guide'' - Choose snide responses for Crit Chance bonus or, if having trouble staying alive, Standard for Health bonus.
 +
 +
=== Footnotes ===
 +
 +
<references/>
 +
 +
[[Category:Gaming]]
 +
[[Category:Fallout 3]]

Latest revision as of 13:59, 9 May 2009

"I'm hollerin' 1-8-7 with my Gat in yo mouth, fool!" cries out the loud-mouthed, running-and-gunning Crackee Simms. This fool emerged from the Vault and damn-near turned into a Raider! Running and gunning, putting e'rbody on BLAST!! As discarded shells and casings fly all-around you can hear "Motha F**K a Behemoth!!!!!!!!!"

(Small Guns, Repair, Lockpick)

Pros: Guns and ammo of the small guns class are plentiful throughout the Capital Wasteland. Once you get some skills, you'll be gunning down all manner of animal, insect, ghoul and knife/nailboard/knuckle-wielding raider/mutant. Might be able to get some sneak snipes. I chose to pair up repair here instead of sneak so that you can save on the repair costs maintaining your own weaponry and armor. When using Energy weapons, it's better to be able to get a sneak shot in, because a critical from a laser gun will disintegrate the enemy.

Cons: You'll only be able to sell big guns and energy weapons. Tricky when getting surrounded. Must maintain weapons of different sorts so that you can't get caught with a gun and no ammo.

Tips and Strategies

  • When being charged by something much faster than you, take out the legs. Otherwise, shoot the head (or the arms if the head has a low percentage).
  • Lockpick helps you get that free ammo in all those locked things.
  • If you get a suitable amount of ammo for a decent-to-good weapon, stow other weapons so you can carry more loot back with you.
  • Run and Gun. Armor up and walk around proud. No sneaking and peepin' round corners.
  • Either disarm the bomb and wait for that 1a-3a unlocked Simms door for strength bobblehead or get him killed to get the key to his house.
  • I picked V.A.T.S.-friendly Perks, as applicable. Combined with Critical Hit bonuses, V.A.T.S. is highly recommended to wax a sucker before they can run up on you.
  • I chose some "entertaining" options this time, to include Bloody Mess and Mysterious Stranger. Since you are getting extra points from Educated perk, I didn't want to use too many perks on things like more ranks of Gun Nut or other +5 skill point perks, but these are ones you can substitute if you like.
  • Accuracy of a weapon is much more important than damage. So, first chose the most accurate weapon, then the most damaging. For example, to pick off a pesky Super Mutant perched up on a building with a minigun, hide behind something, let your APs fill, arm your Hunter Rifle, and VATS shoot at them, whatever part has the highest chance to hit. When you are relatively close, all weapons are equally accurate, so then arm the one with the most damage such as the Combat Shotgun.
  • For this character, pretty much use the 10mm pistol or 10mm Submachine gun (if you have it) between 6 and 8, as Gunslinger makes you very deadly in VATS with these one handed weapons. I went ahead and threw in Commando so you can get some great distance VATS kills with the hunting rifle.
  • This is another "silent, but deadly" character. You will have low barter and speech skills as I sacrifice Charisma to keep a high Intelligence (for boatloads of skill points you could even throw into Barter and Speech)
  • Even though you are using Small Guns, since you have points in Repair, you can expect to sell off some of the more common weaponry. If you go good, you will regularly get Assault and later Laser weaponry from the Talon Company Mercs contracted to off you. Also, Hunting Rifles are prevalent among the Super Mutants (and the lucrative Minigun + 5mm ammo). You don't have to keep all of the small arms you find for repair purposes, once you have one up in the 80s or so, and possibly a backup, sell the extras. In a pinch, you could have a trader repair them.
  • I sparingly use chems more with this character (Jet and Psycho stacked). This comes in handy when trying to snipe someone--it gives you another VATS shot, and makes sure each successful shot packs more punch. I do this after I've gotten the Megaton place with the My First Laboratory, so that I can detoxify for free. Note: I do not spend any money on chems, I just use the ones I run across in Raider hideouts and such. Another option is to substitute the "entertainment" perks with Chemist and Chem Resistant.

Custom Weapons of Interest

  • Dart Gun (Schematics Locations: MDPL-05 Power Station, Temple of the Union as part of Head of State, Tenpenny Tower seller)
  • Railway Rifle (Schematics Locations: MDPL-13 Power Station, Rivet City as part of Stealing Independence, Underworld Outfitters in the Museum of History Entrance.)

S.P.E.C.I.A.L.

(#) = balance

   S - 7 (3)
   P - 5 (3)
   E - 5 (3)
   C - 1 (7)
   I - 8 (4)
   A - 8 (1)
   L - 6 (0)

Tag Skills

  1. Small Guns
  2. Repair
  3. Lockpick

Perks

  1. Gun Nut (+5 Sm. Guns, +5 Repair) [AGI 4]
  2. Intense Training (PER +1) [None]<ref name="per">Perception is bolded, but the Perk at 3 will resolve the issue. An option is to chose strength at 3 and pick "Ant Sight" for reward after Those! Or,simply find the perception Bobble head before Level 12.</ref>
  3. Educated (+3 Skill Pts every level) [INT 4]
  4. Comprehension (+2 increase per skill book) [INT 4]
  5. Gunslinger (+25% chance to hit in V.A.T.S. with pistols) [None]
  6. Toughness (+10 Dmg Res) [END 5]
  7. Commando (+25% chance to hit in V.A.T.S. with rifle) [None]
  8. Bloody Mess (+5% dmg with any weapon, gore galore!) [None]
  9. Finesse (+5% to crit. hit chance) [None]
  10. Strong Back (+50 Carry wt) [STR 5 END 5]
  11. Sniper (+25% chance for headshot in V.A.T.S.) [PER 6 AGI 6]<ref name="per" />
  12. Going Good: Fast Metabolism (+20% HP using stimpacks) [None], Going Evil: Cannibal (+25 HP and -1 Karma / corpse) [None]
  13. Mysterious Stranger (10% chance Mysterious Stranger shows up in V.A.T.S. when opponent has 150 HP or less left) [LUC 6]
  14. Cyborg (+10% DR, PR, RR, Energy Weapon) [SCI 60 MED 60]
  15. Action Boy/Girl (+25 AP in V.A.T.S.) [AGI 6]
  16. Better Criticals (+50% dmg on crit. hit) [PER 6 LUCK 6]<ref name="per" />
  17. Tag (Energy Weapons)
  18. Scrounger (Find more ammo) [LUC 5]
  19. Grim Reaper's Sprint (A kill in V.A.T.S. restores AP) [None]

Quest Perks

  • Those! - Chose Ant Might (STR +1, +25% Fire Resistance)<ref name="per" />
  • The Wasteland Survival Guide - Choose snide responses for Crit Chance bonus or, if having trouble staying alive, Standard for Health bonus.

Footnotes

<references/>