Fast Shot- worth it?

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mutant_mastergeorge

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Is it worth taking fast shot for a character in fallout 1? is it worth losing a bit of acccuracy and targeted shots in exchange for being able to fire twice a turn?
What do you all think, what does your character do?


--mastergeorge
 
It's pretty useful, useful enough to take it if you want.
This coupled with bonus rate of fire and high enough agilty is pretty good.
 
If you are Rambo - yes. That is, if you have at least 8 AP from the beginning of the game, and you specialize in guns - ALL guns, small, big, and energy. And, of course, if you have lotsa space in your inventory for ammo, because every time you need extra firepower you'll have to spray-and-pray with your automatics who are known to have a nasty tendency to leave you with bags of empty shells in no time.

Oh, and since you can't do targeted shots, you probably won't need Luck either, which means extra points for other stats! Woo-hoo!
 
I've actually started a new game of Fallout 1 myself and now that I've reached the Hub, I kinda regret not taking Fast Shot as one of my traits. I'm level 5, I've got 9 ap's, but for the moment I can only do one (targeted) shot each turn and that sucks (Gizmo's pistol only needs 4 ap's, but the ammo is so rare). Everytime I try to rescue the Brotherhood guy who's held captive, I get killed. Damn! Can't wait to get those really cool perks, like Action Boy and Bonus Rate of Fire.

If you like hand-to-hand combat, Fast Shot is a good trait too. If you have 10 ap's and you get Bonus HtH Attacks and you use a Power Fist, you'll be able to hit your opponent 10 times before they can lift a finger at you. Oh yeah!
 
Yes, bonus rate of fire with Fast Shot is a very good combo.

If you're using Fallout 2, 2 ap per shot with a gauss rifle is...
good.
Add sniper and you're made.
 
Actually, LUCK may be worth it if you're going for sniper. I mean, if you can bump it up with finesse or more criticals perk you can have a 20% chance of doing a crit shot. If you max out APs you can do up to 5 to 6 shots per turn. And in at least ONE shot you could crit according to those stats, I think.
 
It's not worth it, in my opinion. And you are wrong on 20% - try giving yourself 100% critical using cheats, you will see that you won't be doing criticals every time.
 
I look at it this way

Tactics >>> you can have continious turn based combat and fast shot is awsome

F1-F2 >>> take advantage of the turn based combat ... use the sniper's called shots while you can

There arn't too many games that let you target body parts and blow limbs clean off - enough said

I prefer continues turn based combat better and really can't stand waiting for my turn to play ... but overall my characters i played in the first 2 fallouts where all snipers

I suggest using some of the other character abailities when first creating a PC .... why make a big deal over fast shot that has a negative factor that doesn't allow you to use called shots

In the long run you can choose perks to up your action points there called ( action boy - or girl ) these are all around action points with no negative side affects

Happy Hunting
 
Depends entirely on how many APs you have, what traits you plan on taking, and what weapons you plan on using. Basically, if you are are in a position where the one point deduction will give you another shot per round with your weapon of choice, then go for it. Personally, I love taking Fast Shot and 10 AG, and then firing two bursts per round in order to fill areas with hot, leaded death. If you have 8 or 9 APs, then fast shot is also a good choice because that gives you two single shots per round instead of one. If you have an AG of 7 or below, it's less worthwhile, except maybe for melee characters (who, unfortunately, might need the extra criticals from called shots for those times when they're "between" weapon plateus). While some weapons like the turbo plasma rifle might have a low enough natural AP cost to give you more shots per round, these are only available late in the game.

Keep in mind that sniping, while powerful in the midgame is useless in the early game (when you aren't skilled enough to use it) and not necessarily the best way to go in the late game (when you have access to powerhouse weaponry). Plus, as a personal choice, I prefer the reliability of a close ranged burst to gambling that an eye shot will cause a critical. Most combats take place at close enough range that a couple levels of bonus move should allow you to maneuver for a killing burst (or possibly two) every round. Of course, ammo consumption is an issue, but not a very big one if, like me, you tend to avoid extraneous combat. A bigger issue is collateral damage, but it's one I tend to just suck up and deal with. If Ian doesn't like eating my bursts, he can damn well stop drawing his knife and advancing to melee range every time he doesn't feel like reloading his weapon.
 
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