Best pre-made character for Fallout Tactics?

twillight

First time out of the vault
Seeing a guy recently started a playthrough on insane (of course!) using only Stitch and Farsight and a pre-made character all the way through (he just passed Preoria), I though the title's question. Btw, the guy uses Wilma.

In F1-2 the characters provided different approach, although in F2 custom characters way overvalued them, but while all premade character are sub-optimal (on purpose I bet), they really would mean something in talent in Fallout Tactics.
I mean there you're hard-pressed to produce results, there are no "bring me this, free exp" tasks, and you can't circumgo problems through different skills.

So, which is the best F:Tactics premade character?

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Here comes my two-cents, although I tend to think on the tried line, so might easly be mistaken. Also, I'll be thinking in the "original three" frame mostly. Because most games after the raiders pretty much turn into a drug-game with 1-2 character doing the killing, another patching them up.

Peter:
while in order he's not the first, he's most easy to deal with, because he's practically just another Stitch, only with not blind. He's good otherwise. OK PE, has small guns as starting skill, no particlularly low stat, high IN.

Mick:
he starts with melee weapons (close combat = high aim during the 1st mission, might have occasional use too) and small guns which is comfortable.
Has accaptable PE to be a Big Gunner, although 5 at start seems pretty uncomfortable, especially with a thin party. EN is good though. IN is passing, good AG, bad LK. That luck can really be uncomfortable, playing with Farsight on Insane already proved that. The low LK also means all the damage-building perks are out of question, so my approach would be to give him Fast Shot and Bonus Rate of Fire even before Kasnas City which means hunting in some random encounter, and even that would be sub-optimal. He'd also need a ton of Gain-perk as with 5 IN and only 3 characters Gifted is just not attractive.
He also lacks traits at the start, and traits are just nice to have (with the exception of a few).
For a Normal diff game he's a possibility if you don't want to think on your character too much though.

Wilma and Snake:
As far as I can see both have the same problem: they don't start with any ranged skill. Throwing doesn't count, the recyclable weapons for that are darn lame.

Snake:
has these additional problems: has "only" 5 ST, which makes him harder to turn into a Big Gunner (constant use of drugs will be needed), and he's even a Night Person which is just terrible for Brahmin Wood. Along the 5 ST the 6 PE isn't great for sniping either if we consider a normal approach and keeping him using small guns/energy weapons. Maybe he'd just need to use only small guns, lategame those 10mm grenade mortars.

Wilma:
she has only 5 PE too, and she really worth to mention the waste of points in charisma (she has 5).
And while she has throwing which is not entirely bad (you'd use those lame molotov cocktails finally I bet), and has 8 ST with unarmed tagged (pretty handy at the start), she also has Finess, which initially hurts.
But her stats are pretty ok if you have skillpoints to spend (use books too) for ranged combat, although 5 IN is not too many.
Give her Gain Luck for the damage-perks (bonus ranged damage, more criticals), likely even gain perception, and she'll be pretty good. Hard start, good finish.

Betty:
maybe she's the most interessting in my eyes. She definitely has problematic stats, but at least she has PE. Her inteligence is the 2nd best amongst the premades (6), plus she is skilled (until we mutate that away).
Her 8 CHA predestines her to Divine Favour which I normaly never use, and her 4 AG sounds really problematic until your realise that's still 7 AP. Not great, but could be worse. DF would rise her PE, and that's definitely not bad.
She has outdoorsman tagged which is a waste if you're stuck with Farsight, and the traps tag isn't great either.
Her low ST would definitely get in the way, especially as she's Finesse. Which is ok lategame I assume, but initially is just trouble on Insane. Funny thing is, with Weapon Handling and Bracing she could reach pretty awesome weapon using, without drugs.
Of course she neither has 6 LK, so that must be solved. I wonder if Gifted could work for her, or better get Gain Luck, and mutate her Kamikaze or Fast Shot.

Your vote/thoughts?

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While Wilma can help with punching things in da face, what is not a bad thing, is still kinda limited.

Betty on the other hand is suxxor dealing out damage, because she simply has no chance to hit anything. Bloody weird thing with someone small guns tagged + 8 PE. But she can be even more useful than Wilma! Because Betty has traps.
Betty has 3 traps, and those can solve 3 of the hardest enemies in Brahmin Wood: the melee guy in the hostages tent, the patroling sniper at the same place, and the shotgunner patrol at the end. and that's major contribution.

Mick while very general, DOES have melee tagged, which is not THAT bad when it comes to deal damage at occasion (at least has SOME chance to hit the target right on his nose), AND has throwing tagged, what is ca. limited to the shotun patrol at the very end, but that guy is just insanely dangerous, so this gives some validity.

Snake is pretty terrible. He only has melee tagged, and isn't that good in it. Has sneak tagged, but that's pretty much useless, especially w/o some nifty perk like Silent Death. Yep, he can steal, so you might try to steal what's on the friendly NPCs (especially the elder and the shaman who leaves the map after mission completed), but they have nothing better than some healing powder and voodoo, and that's just nah.

And finally Peter. Peter sucks. The small guns skill is pretty much useless here on the protagonist, and getting hurt isn't that much of a problem as GETTING END UP DEAD.

So for me it is:
#1 Betty
#2 Wilma
#3 mick
# Snake
#5 Peter
 
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