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Old 22-06-2017, 09:05 AM   #197
twillight
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Join Date: Nov 2005
Location: Var, Hungary
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Default Falout Tactics Though Guy playthrough Bunker Beta

First, here is the Random Encounter Map: http://i.imgur.com/XBse4Yq.jpg

Macomb:

Consumed stuff:

super stimpack: 2
stimpack: 17
first aid: 2 (by stitch)
voodoo: 1
molotov cocktail: 17 (mostly blowing up barricades - I missed a lot)
acid grenade: 3
repair: 7 (by stitch)
5.56 ammo: 360 (I'm left with 30)
shotgun shells: ca. 20





Preoria:

Do NOT try to overdose turrets with buffout! It won't work!

Consumed stuff
:
super stimpack: 3
stimpack: 2
first aid: 3 (by stitch)
doctor: 4 (by stitch)
afterburner gum: 8 (used on surface turret)
psycho: 3 (used on surface turret)
trauma pack: 1 (at roach-king)
rad-X: 1
bug-on-the-shell: 1
antidote: 12
punch gun (ca. 100), power fist (ca. 15)




Don't ask the age of the char. It came with the altered file, and I did not pay attention to it. It doesn't matter anyway.

Preparing for next mission:
- buying allavailable 5.56 ammo in the bunker
- stealing small energy cells fr5om everyone in the bunker


Quincy:

Tips:
- the alarms outside the town hall seems to do nothing after the main sirenis disabled. This went on my nerves, went to see if the daughter can be saved, and turned out there was no reaction on the inside of the building.
- with 2 causalities in the brothel still got positive comments from the employees there, so I assume that's ok. Well, actually the success might depend on how many are alive WHEN you kill the 3 beastlord within the building, not when the mission ends. Your reward for successfully making it is 400 exp.
- I considered Psychotic as perk. Turned out it only applies to normal damage, and as your armor and natural resistance gives 50% base resistance to that anyway, this perk is pointless. Potentially awesome for a multiplayer match as you don't have to buy an armor this way, but for normal gameplay it is pointless as with your armor and psycho normal dose you'llhave 100% normal damage resistance anyway!
- in the Ghoul Town the attack initiated by your visit, NOT your talk with the leader!

Step-by-step manual:
- arrive at night. Eat an afterburner.
- talk with the NPC, make Stitch run to the factory, you climb the mayor's house stealthed. Step front of the alarm inside blocking the way, appear, kill the stupid leader (power fist), talk with mayor, stealth to the roof, disable siren (1600 exp).
If you later still have enough resources and want to clear the building, climb back this way and start with the baby deathclaws (one can only reach you if you stand on the stairs).
- go to factory. Stealth, go down. Do not disable light. When you see leader patrolling go after her/run when noticed. Kill her with power fist. RUN to just the other side of the sandbags switching minigun on the way (80% big guns here). First burst kills both enemy, run down to the front of the sandbags, punch the enemy to death, also the other. This worth 800 exp. If you disarm the two remote detonator you get another 200 quest exp. Eat an afterburner.
- go to city hall. Kill things in the front at your leasure. It worthstealthing, but the alarms have no consequence actually. Kill the guy at the front, also the patrol with the three dogs on the other side.
- go to the "west" side of the brothel. Watch the patrol starting to walk towards you, and stealth to the door your side. Count until ... 10-14 seconds pass and walk to the nearest enemy, punch it to death. Run in a little, and adjust to the two melee enemy inside. Kill the pistol-one inside, than the patrol outside - if it is at the window, use minigun. Stealth out and kill the passive one on the east. Eat a mentat.
- Stealth inside the city hall on the left crawling, break alarm. Get to inner room, punch the sleepers to death. Stealth-crawl back to the front gate, and from that direction put the beastman between you and the deathclaw (ca. atthe edge of the light). Start minigunning.
- go down to infiltrate the prison. Climb up stealthed, get along the wall so not noticed. When you see the patrol going away go and break the alarm, and step a half step away from the corner. The patrol will make himself punched to death. Go up stealthed, go directly to the boss. If noticed asap run there, kill him,then run to the sandbags minigunning the two there. Switch the minigun to superstimpack and use it on the local hero. Punch the enemy to death in the towers.
- go towards the Ghoul Town. DO NOT ENTER AT ALL COST! I dunno if the mob is teleported outside or what then. Just go around, get to the enemy farm's fance - a little farther, so deathclaws can't reach you at all! Whait until the dogs start running and start the mayhem: minigun everyone down (have 100% big guns). The deathclaws are Death Incarnate otherwise (they shred through your armor like it's not there).
I have no idea wther getting the speech(es) from the ghoul leader have any merrit, but duh. I've finally done this!

Consumed stuff:
- doctor's bag (by Stitch)
- first aid kit (by Stitch)
- stimpack
- superstimpack: 2-3
- afterburner gum: 2
- mentat: 1
- some food in spite of stimpack
- power fist
- avenger minigun (remaining ammo: 10)




PS: I'm holding my perks. Supermutants gain a perk every four level, so I'll get though hide on lvl 12 and bonus rate of fire at lvl 15.
Actually, I made a list of the "useful" perks to be sure. Man, most of the perks are totally useless in this game for one reason or another.

Good perks:
- supermutants: steady arm, though hide (race-specific toughness perk)
- ghouls: cancerouth growth might occasionally make conditions goaway w/o doctor's bag, making it ok choice for a SOLO ghoul.
- deathclaws: brutish hulk (deathclaws can't wear armor, so ever yHP helps), hide of scars (race-specific toughness perk)
- party: tag! (toadd big guns/energy weapons), mutate! (if they have no trait at all you can give them this way), gain stat (many times they just lack that one point), awareness (not good enough for protagonist, but otherwise very useful), bracing (in case of not enough STR for big guns), weapon handling (incase of not enough STR), action boy (if you can't come up w anything else)
- turn based playing style before patch: flexible
- if playing with a full party: leader, team player
- generally good skills (in order of usefullness): bonus rate of fire, bonus ranged damage, sharpshooter, loner, toughness, more criticals, better criticals, lifegiver
- a pure melee character would probably die soon, but it'd likely demand at least: slayer, silent death, silent running, bonus HtH attack, bonus HtH damage*3, more criticals*3, better criticals - of course this is not possible under normal circumstances, so likely would also include Divine Favour and a ton of wasteland-roaming. Maybe with an edited character could be fun for an hour, but I've learnt through my deathclaw, that nah.


Mardin:

The starting was tough, but managed to lob the CAWSer with molotovs, and from there itwas manageable. Mostly. Keep in mind your superstimpacks.

Consumed stuff:
- rad X: 2
- rad away (could have been prevented by eating radX early)
- stimpack and food
- super stimpack (ca. 3-5)
- first aid (by stitch)
- doctor's bag (by stitch)
- molotov cocktail (1 remaining)
- psycho: 1
- antidote (ca. 5)
- impact gloves
- punch gun (this and impact gloves used primaly lacking resources otherwise)
- power fist (small deathclaws, Emperor Darr, though situations)
- razor claws





Springfield:
__________________
Nothing has a meaning. You can't even say it has no meaning as that'd mean it has. - Godkiller, Defender of Anarchy

Last edited by twillight; 23-06-2017 at 01:47 PM.
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