Forum:Drugged up automatic weapons maniac

Wanted some opinions. I would like to start a new fun build. I rarely ever roleplay or anything like that, but I feel like it would make my second playthrough a lot more fun.

I wanted to make a cracked out, druggy maniac who only uses automatic weapons to make swiss cheese out of my enemies. The basic idea would be I would be a dishonorably discharged NCR member who got kicked out for going insane due to drugs and they could not keep me on duty. I would focus the build around gaining as much ammo as I can and to utilize drugs as much as I can to feel no pain and go nuts, pumping lead like crazy.

As far as I know, this is my initial plan:

S - 8 (weapon handling limits me taking more death dealing perks) P - 1 (researched and a lot of people think it is useless. plus E-D will be my drug storage) E - 9 (i am NOT doing stealth. made gameplay so easy. i want to be tough and take as much enemy fire as I can) C - 7 (i hate dumping this stat. i want to open up more dialogue) I - 4 (my main build had 9... way too much. most people say 4 is good enough to max what I need) A - 6 (is this enough?) L - rest, 5 (whatever is left)

Traits - Wild Wasteland (regret not taking it first time around), my question is to take fast shot or trigger discipline? i do not want to worry about being serious, so I am leaning towards fast shot.

Perks: 2 - rapid reload 4 - educated 6 - toughness/handloader 8 - scrounger (worth it?) or living anatomy 10 - finesse (or toughness rank 2) 12 - cannibal (maybe to add to insanity and eventually get ghastly scavenger) 14 - chemist (druuuuugs) 16 - jury rigging or most likely chem resistant 18 - terrifying presence (lol) will decide when I get there.... but will look at: -heavyweight -junk rounds (worth it?) -grunt (sounds awesome) -

Any thoughts? I played through and I am pretty sure I missed a lot, so if any perks or weapons that could help me out being a rapid fire gun nut, please let me know. I would like to implement explosives as well as a back up killing skill.

Thanks

If you are mainlining drugs there is no need for strength to be so high, you'll be using buff-out or similar all the time anyway. Note that Gomorrah is a good place to buy drugs, stop in whenever you're n the strip. Agility of 7 (after implant) is enough for any perk, and if not going VATS then AGIL 6 (after implant) is enough.

Perception is straght forward, while 1 is fine for your build be aware that for sniper build perception should be 6 (after implant) for the better criticals perk, which makes a big difference for snipers (and smaller difference for non-snipers). Choose either 1 PERC at start or 6 PERC after implant based upon whether you want the better criticals perk.

Grunt is an awesome skill75.67.224.12 08:40, July 7, 2011 (UTC)

Now there's definitely a lot of levels so your perk choice should be chosen for what you think is fun but I guess I do have some suggestions since I'm an auto lover myself I'll suggest my build ...

S)6 P)1 E)7 C)7 I)4 A)6 L)5 ... with this you have 4 extra special points to put wherever you want (I would put them all in Perception for Better Criticals and implant SPECAL and Sub Dermal)

Traits: Wild Wasteland ... your other trait is up to you I like Fast Shot myself even with auto weapons but if you can't compensate for the poor gun sway then Trigger Discipline is a godsend and will make auto weapons semi accurate at longer ranges you decide for yourself.

2) I wouldn't choose Rapid Reload but perk choice doesn't matter much at level 2 anyways maybe Old World Gourmet

4) Comprehension for sure! If you've already tried it and don't like it then by all means go for more skillpoints but Comp will save you plenty of skillpoints in time and make getting through higher level locks and computers at lower levels easier imo

6) Handloader is great really really great! You could get Bloody Mess but it won't modify the low damage of auto weapons a lot but it will turn enemies into swiss cheese frequently

8) Scrounger Living Anatomy? Nah screw that those are all right but I suggest throwing Terrifying Presence here since there's a finite amount of uses for it.  Also with that beefed up Charisma you might as well right?

10) Grunt since this doesn't seem to be a crit build go for Grunt. You'll notice a difference because it is awesome and keeps smgs relevant throughout the rest of the game

12) I would suggest something else but it's up to you there's a lot of cool perks by level 12 (I would add Finesse here)

14) Chemist amazing perk and if you have Old World Gourmet food will heal you for ridiculous amounts

16) Jury Rigging is fun but imo not necessary but a good money maker. Neither is Chem Resistant don't nerf your build roll again and get the Day Tripper Achievment. (I would pick Better Criticals now)

Those perks are a good start to a Death Dealer. You might notice before you pick up Heavy Weaponry that damage at mid levels can become a little challenging with DT negating a lot of automatic weapons damage. I circumvent this with scoring criticals frequently. I would lower Charisma more for extra Luck but since you seem to want it so high more power to you. I applaud you for making a build with low Int and high Charisma that is awesome. Also Heavy Weight is amazing Junk Rounds Suck.Cpanda 23:06, July 7, 2011 (UTC)