Forum:New Vegas Guns Build

Im looking for a very good guns build that does not rely on Luck or charisma in special to be maxed out. I had a unarmed/ melee character and it completely anhilated i was just wanting to know what my special would be without haveing to rely on those special skills to much and without the addition of implants and gear added to it. Thanks!

If you don't want to rely on high luck for a gun user (And Why wouldn't You?!) you then have a very flexible special. I would make something that looks like this

S) 7 [8] P) 5 [6] E) 7 [8] C) 1 I) 6 A) 9 [10] L) 5 [6]

Implants str, per, end, agi, lck, Sub Dermal, Monocyte

This way you have enough strength to effectively wield most guns except miniguns but honestly I find the sway to be fine it's accurate snipers that you need to meet requirements for. This special also gives you access to all str end and agi related perks. Perception and Luck are at mediocre levels for Better Criticals but can be taken down if you want to forgo criting at all. And Int is at a reasonable level that will give you plenty of skill points but won't choke you at the beginning of the game. Just my thoughts.

If you want to make your own SPECIAL check this out ... http://newvegas.vault106.com/

Well there are 3 main variants of the guns build; VATS, sniper/stealth & Rambo. All 3 benefit from hand loader perk, so you want repair 70. VATS & Rambo style benefit from finesse while the sniper doesn't much. VATS & sniper get a massive boost from better criticals but Rambo doesn't. VATS benefits from math wrath, action boy & grim reaper's sprint while Rambos and snipers don't.  VATS & Snipers want perception, agility and luck all to be 6 minimum (before implants if you don't want to use them, after implant is you do), Rambos want perception & agility to be 6 while luck can be whatever, and going to 10 with agility is useful to VATS builds. Strength is a tricky question, 3 weapons (mini-gun, minigun unique & the AM rifle) have a strength requirement of 10 which can be lowered to 8 with the weapons handling perk, but are perfectly usable with a lower strength, I find 5 base with the implant so 6 without the implant works fine and only causes problems with sway in extreme long range AM rifle shots if you want to get weapons handling although you might want to go 7 or 8 (after implant) if you don't want to take the weapons handling perk (or play hardcore, ammo can get heavy). Endurance shouldn't drop below 5 but the most serious reason to increase it above 6 is to get more implants, so 5 or 6 should be fine. Hardcore mode you might want intelligence to be 5 minimum so you can get the 'pack rat' perk (depending on how you handle companions and going back to base to restock ammo and what weapons you use (I'm thinking primarily about the AM rifle with quarter of a pound bullets, although automatic weapons can burn though pound upon pound of ammo pretty fast too). After implants you should be looking at
 * S 6 to 8
 * P 6
 * E 5 or 6
 * C ?
 * I ? or 5+
 * A 6 or 10
 * L 6 or ?

75.67.224.12 21:01, June 2, 2011 (UTC)