Difference between revisions of "Fallout 3: Crackee Simms"

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(Perks: Corrected SCI requirement on Cyborg)
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<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 6 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]</li>

Revision as of 06:23, 21 March 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.

Custom Weapons of Interest

  • Dart Gun (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.

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]*
  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]
  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]
  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]
  • 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

  • Those! - Chose Ant Might (STR +1, +25% Fire Resistance) (see note above)
  • The Wasteland Survival Guide - Choose snide responses for Crit Chance bonus or, if having trouble staying alive, Standard for Health bonus.