JustKneller
Habitué
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Episode Ten: Interlude
I checked the wiki after the end. I had some less than great ending sides. Necropolis had a bad ending, but apparently that is canon. There was a better ending for them, though. The Followers in the Boneyard got a bad ending, but apparently this was guaranteed due to a bug/unfinished content. I didn't get a Hub ending, but apparently the game is kinda fussy about giving you a Hub ending. I would have actually needed to complete the game quicker, I've read, to get better endings. As is, I took more tha one in-game year and canon is somewhere around six to nine months, I believe. Otherwise, it went ok. I guess.
I felt a little meh about my build. I usually plan better but I haven't played the first game in forever so I kinda winged it. I basically took a sniper build and then tried to change gears halfway through because I wasn't going to get an essential perk for it before endgame. Sniper builds are weird in general, even though I tend to play them often for some dumb reason. I don't know why. For those who don't play Fallout, a sniper build is based around a perk called Sniper, which you can only get late in the game at best. The best build for it makes some significant sacrifices until you get to that point. But, really, Sniper is unobtainable in Fallout 1 unless you farm XP. You can get it in Fallout 2, but it's pretty late by the time you do. You can also get it in Fallout Tactics, but by the time you do, there's only about 3% (literally) of the game left. Also, it's probably broken in Tactics.
If I were to do it again, well, I'm not sure what I would do. I'd either pass on Fast Shot (which removes aimed shots), or I would keep it take Small/Big Guns and go crazy with Burst weapons (since bursts can't be aimed anyways. I'd definitely pass on Small Frame. I wouldn't need as much Perception if I'm skipping Sniper. I also wouldn't need as much Luck, however I still might want at least 5 or 6 to avoid the worst critical failures. So yeah, I think I'd either create a higher strength Fast Shot solo commando who goes wild with burst weapons, or do some kind of stealth build since there are non-violent options for most challenges. I'd probably take Bloody Mess as a trait, regardless. It's not canon, but it changes the ending so that you gun down the Overseer after your exile before heading back into the wastes. The violence is a little wonton, but oddly satisfying.
In any event, this is going to change my plan for Fallout 2. It was technically another Sniper build that I've played before (but with a twist). However, this experience has me thinking there is room for improvement. This is not necessarily to make the character more powerful, but it's more to the tune of matching the build to the concept a little better and having a smoother growth arc.
So, one run down, two to go. It is 2162 when Billy is exiled from the vault and 2241 when his grandson begins his fateful quest. What happened in the meantime? Stay tuned!
I checked the wiki after the end. I had some less than great ending sides. Necropolis had a bad ending, but apparently that is canon. There was a better ending for them, though. The Followers in the Boneyard got a bad ending, but apparently this was guaranteed due to a bug/unfinished content. I didn't get a Hub ending, but apparently the game is kinda fussy about giving you a Hub ending. I would have actually needed to complete the game quicker, I've read, to get better endings. As is, I took more tha one in-game year and canon is somewhere around six to nine months, I believe. Otherwise, it went ok. I guess.
I felt a little meh about my build. I usually plan better but I haven't played the first game in forever so I kinda winged it. I basically took a sniper build and then tried to change gears halfway through because I wasn't going to get an essential perk for it before endgame. Sniper builds are weird in general, even though I tend to play them often for some dumb reason. I don't know why. For those who don't play Fallout, a sniper build is based around a perk called Sniper, which you can only get late in the game at best. The best build for it makes some significant sacrifices until you get to that point. But, really, Sniper is unobtainable in Fallout 1 unless you farm XP. You can get it in Fallout 2, but it's pretty late by the time you do. You can also get it in Fallout Tactics, but by the time you do, there's only about 3% (literally) of the game left. Also, it's probably broken in Tactics.
If I were to do it again, well, I'm not sure what I would do. I'd either pass on Fast Shot (which removes aimed shots), or I would keep it take Small/Big Guns and go crazy with Burst weapons (since bursts can't be aimed anyways. I'd definitely pass on Small Frame. I wouldn't need as much Perception if I'm skipping Sniper. I also wouldn't need as much Luck, however I still might want at least 5 or 6 to avoid the worst critical failures. So yeah, I think I'd either create a higher strength Fast Shot solo commando who goes wild with burst weapons, or do some kind of stealth build since there are non-violent options for most challenges. I'd probably take Bloody Mess as a trait, regardless. It's not canon, but it changes the ending so that you gun down the Overseer after your exile before heading back into the wastes. The violence is a little wonton, but oddly satisfying.
In any event, this is going to change my plan for Fallout 2. It was technically another Sniper build that I've played before (but with a twist). However, this experience has me thinking there is room for improvement. This is not necessarily to make the character more powerful, but it's more to the tune of matching the build to the concept a little better and having a smoother growth arc.
So, one run down, two to go. It is 2162 when Billy is exiled from the vault and 2241 when his grandson begins his fateful quest. What happened in the meantime? Stay tuned!