Hitman Build

Quagmire69

Look, Ma! Two Heads!
This is Vegas and the Mafia is essentially a faction in the form of House and the Vegas Families so a hitman build seems to fit.

S: 5 with implant.
P: 6 with implant.
E: 5
C: 8.
I: 8.
A: 9 with small frame.
L: 8 with implant.

Maxed out small guns, sneak, and mellee. In praticality probably the best build I ever made. Armed with a silenced 45, sniper rifle and razor. I think I might have used intense training once or twice as well.
 
That's a pretty good idea for a build... but why 8 for Charisma?
Charisma effects speach, barter, and companions. I like having money money and a deadly follower. Some companion related perks are only available with high charisma.
 
Just remember; rifles are for amateurs, a real professional gets up close.
 
Personally i'm a sawed off shotgun guy, with the one hander and shotgun surgeon perk, this goes well considering that the sawed off was a signiture weopon of the Italian Mafia.
 
Unarmed > Everything

Minimal gun skill will still let you use guns with ease, but good unarmed skill + moves + Ballistic fist = everyone's dead Dave
 
Shadow of the Wastes said:
Unarmed > Everything

Minimal gun skill will still let you use guns with ease, but good unarmed skill + moves + Ballistic fist = everyone's dead Dave

Don't forget that perk that subtracts DT from every enemy when you're using unarmed. That perk pretty much turns you into a deathclaw.

Red Dwarf FTW!
 
Shadow of the Wastes said:
Unarmed > Everything

Minimal gun skill will still let you use guns with ease, but good unarmed skill + moves + Ballistic fist = everyone's dead Dave
Zoom in on something with a sniper rifle, when you have 20 or less in guns. The cross hairs will be moving all over the place. Yeah, it's possible to time your shot when the cross hairs are over your target, but it's bloody annoying.

Quagmire69 said:
Charisma effects speach, barter, and companions. I like having money money and a deadly follower. Some companion related perks are only available with high charisma.
There is only 2 perks affected by Charisma (Animal Friend & Ferocious Loyalty) and you only need 6 in Charisma to unlock those perks. And does charisma really affect companions? if so, how?
I never saw any difference when i had a low charisma, they still run head-long into danger.
 
Quagmire69 said:
That's a pretty good idea for a build... but why 8 for Charisma?
Charisma effects speach, barter, and companions. I like having money money and a deadly follower. Some companion related perks are only available with high charisma.

Did you people tried a build with 10 charisma? I played this one time, strong on talk/barter and friend of animals, weak on the battle.
Your companions destroy pretty much everything on their way, you don't actually need to do much fighting.

Veronica/Arcade armed with an Plasma Caster, Cass/Lily armed with All-American, Boones with an LMG and ED-E upgraded by the Followers pretty much cleared Quarry Junction for me.
Sometimes I didn't have time to aim and shoot they already were killing deathclaws like you kill mole rats.

It's was friggin' awsome. :cool:
 
Your forgetting the most important skill, barter. Barter affects your money, with money you can get better weopons, armour, and implants off setting other weaknesses. Its like the real world, money triumphs all.
 
I find that, strangely enough, the least important thing of the Barter skill is the actual bartering. Even without abusing glitches or gambling if you know what you are doing you'll never ever have monetary problems, since you can find around rather easily valuable loot. And if you have Jury Rigging, well...

But Barter is useful for role-playing reasons (barter checks in dialogues are everywhere) and Pack Rat and Long Haul are two excellent perks.
 
For one of the quest at camp Macarren you need a 80 barter perk unless you want to spend a huge amount of time gathering scrap metal. With enough caps and Raul you can repair your weopons completely.
 
You can also pass a Speech check for that quest, but as I said Barter is useful for the dialogue checks.

Paying to repair your weapons is a complete waste, though, since it costs WAY too much (even with 100 Barter). Weapon repair kits all the way or, even better, Jury Rigging.
 
Stanislao Moulinsky said:
Charisma gives each companion in the party +5% to their damage and armor.
Whoa, I did not know that. So charisma is not as useless as I thought...

...unless I am playing my character that has no companions, and uses a high intelligence score to add skill points to speech, and uses the money glitch to get all the money he needs. But that's just my most recent character; I am seriously considering starting a high charisma file to try that out. I also want to do an unarmed/survival character, but I don't know if I can do that with extra points sunk into charisma.

Since you start the game with a 5 in all SPECIAL categories, plus 5 extra points to distribute, what would you guys consider to be a good starting SPECIAL for a unarmed/survival/high charisma file?

S: 6
P: 4
E: 7
C: 8
I: 6
A: 5
L: 4

???

Stanislao Moulinsky said:
Paying to repair your weapons is a complete waste, though, since it costs WAY too much (even with 100 Barter). Weapon repair kits all the way or, even better, Jury Rigging.
This is the main reason I use the money glitch. I go to Mick & Ralph's and have Ralph repair everything (up to 85% condition) and then buy a sawed off shotgun* from him, sell it back to him**, and repeat. This will usually get all my repair money back to me within 2 minutes.

*in poor condition
**the glitch will make it appear in my inventory fully repaired, as long as he has more than one in his inventory (with different conditions), then I can sell it back for 5 times what I bought it for.
 
outofthegamer said:
Since you start the game with a 5 in all SPECIAL categories, plus 5 extra points to distribute, what would you guys consider to be a good starting SPECIAL for a unarmed/survival/high charisma file?


S: 6
P: 5
E: 7
C: 8
I: 3
A: 6
L: 5

Add one point for every stat with the implants and pick Weapon Handling for the Ballistic Fist. With this build you can pick any Unarmed related perk. If you aren't interested in Slayer drop AGI to 1 and pump INT, END and/or LCK.
 
Stanislao Moulinsky said:
I find that, strangely enough, the least important thing of the Barter skill is the actual bartering. Even without abusing glitches or gambling if you know what you are doing you'll never ever have monetary problems, since you can find around rather easily valuable loot. And if you have Jury Rigging, well...

But Barter is useful for role-playing reasons (barter checks in dialogues are everywhere) and Pack Rat and Long Haul are two excellent perks.

Yes, barter is pretty bad implemented on the game. With exception of barter perks and some checks, most of them followed by a speech one (so you don't really need it), there isn't too much use for barter once you get used how the economy works.

One thing that pisses me is prices don't following your barter skill, you already start the game selling things for 45% of the price, regardless your skill.
There's a mod on Nexus that don't touch a thing on prices, except making the prices accompany the skill.
10 points in barter = selling things for 10% of the price and so on (yes, you are reading right, an 1500 caps fully repaired 10mm SMG is sold for only 150 caps).

With 25 points in barter and selling two 10mm pistols at 70% condition gives the player almost 1200 caps in vanilla game.
 
brfritos said:
Yes, barter is pretty bad implemented on the game. With exception of barter perks and some checks, most of them followed by a speech one (so you don't really need it)

Well, role-playing doesn't always have to do with the best way to play the game. If you want to play a guy that bribes its way to victory you can. Also there's the chance that a particular build doesn't have Speech as a relevant skill (my last one, for example).

Still, even with its problems, I think NV has the best implementation of the skill so far in the series.

There's a mod on Nexus that don't touch a thing on prices, except making the prices accompany the skill.
10 points in barter = selling things for 10% of the price and so on (yes, you are reading right, an 1500 caps fully repaired 10mm SMG is sold for only 150 caps).

Good change. Sooner or later I'll have to see if NV runs on my old rig. :? It would be the third time I purchase this game. :D
 
Stanislao Moulinsky said:
S: 6
P: 5
E: 7
C: 8
I: 3
A: 6
L: 5

Add one point for every stat with the implants and pick Weapon Handling for the Ballistic Fist. With this build you can pick any Unarmed related perk. If you aren't interested in Slayer drop AGI to 1 and pump INT, END and/or LCK.
I guess I never realized how useless Agility is -- I've been sinking 6 or or 7 points into that stat all this time, for nothing. I wonder how much less AP I would have with my Agility at 1... and what else would be affected? I know it affects a few skills, but I can always add points or tag the skills that would be low as a result of a low AGI.

edit: Just realized, if I am willing to sacrifice Agility and Charisma, I could make a really OP build, like:
S: 8
P: 7
E: 8
C: 1
I: 8
A: 1
L: 7

or

S: 9
P: 7
E: 7
C: 1
I: 9
A: 1
L: 6

cool...
 
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