Unconventional combat tactics?

Bf109

First time out of the vault
What kind of "weird" combat tactics have people here used? The ones I have tried, in no particular order:

Getting opponents drunk (use beer/booze on them), putting my character on sneak, and beating them to death one at a time with a rock or something. With PE lowered to 1 they can't hit shit. and won't even notice you attacking their buddy only a few hexes away:mrgreen: If you use alcohol/drugs on one opponent, it gets all the opponents with the same animation (and same team) drunk/high (and of course, if one of them uses something like psycho or jet, all of them get the bonus :o ). Don't know whether it should be considered a bug exploit or not...I only use it when playing a female character with high CH and speech though...slipping a mickey to someone or enticing them to get shitfaced wouldn't be too unrealistic IMHO...

If your traps skill absolutely, positively, sucks (like, say, below 010, you get something like that if you take Gifted) and there's a gaggle of enemies beating on you with melee weapons, open inventory, set the timer on an explosive to 10 secs, drop it, and move away 3-4 hexes. 10 seconds means it should blow at the end of your NEXT turn, but about half the time you'll get the "due to your inept handling the explosive detonates prematurely" and it blows right at the end of your turn. Only 2 AP with the Quick Pockets perk too...

Picking locks "shut" so you can take the enemies on in smaller groups... kinda ghey IMHO but, well, theoretically... too bad you can't boobytrap doors in FO :(

Flares as throwing weapons - 1AP for aimed shots, (crippling criticals). Don't use it personally (too fucking ghey), however, I did a "plant spike ninja" character once :mrgreen: (AG 10, tagged throwing). Worked quite well in the beginning (2 aimed shots/throws per turn, plant spike being only 4 AP/throw).

Hiding behind third party NPC's during combat, especially if opponents are using automatic weapons. Usually it turns into a hilarious three-way (or 4-way, in several occasions :mrgreen: ) shootout, and even if the third party doesn't fight back (like the Den junkies for instance), some of the opponents will start blasting away at them and forget about you for a while...
 
Well not much of a tactic but when I'm playing an evil character I sometimes leave one victim alive on random encounters involving good NPCs, like bounty hunters or caravans, after i knock out and steal his/her weapon, I torture him/her by shooting & cripling every limb with aimed shots. I keep healing the victim so he/she doesn't die until I say so (or an instant death critical occurs^^)

If your traps skill absolutely, positively, sucks (like, say, below 010, you get something like that if you take Gifted) and there's a gaggle of enemies beating on you with melee weapons, open inventory, set the timer on an explosive to 10 secs, drop it, and move away 3-4 hexes. 10 seconds means it should blow at the end of your NEXT turn, but about half the time you'll get the "due to your inept handling the explosive detonates prematurely" and it blows right at the end of your turn. Only 2 AP with the Quick Pockets perk too...

this one sounds cool btw, gotta try it sometime : )
 
Bf109 said:
If your traps skill absolutely, positively, sucks (like, say, below 010, you get something like that if you take Gifted) and there's a gaggle of enemies beating on you with melee weapons, open inventory, set the timer on an explosive to 10 secs, drop it, and move away 3-4 hexes. 10 seconds means it should blow at the end of your NEXT turn, but about half the time you'll get the "due to your inept handling the explosive detonates prematurely" and it blows right at the end of your turn. Only 2 AP with the Quick Pockets perk too...

That's actually a pretty good idea. If it works.

Getting a third party involved is always fun. Until that third party hits one of your followers and you get pulled into a fight with the whole goddamn town.

Explosives in bookcases. That works. I once did an evil walkthrough and offed a couple of people that way.

To save my followers in really tough fights, I'll shoot all the bad guys once myself, so that they'll come after me for sure and leave my followers alone.

I tend to give the extra followers at the Cathedral better weapons, like Rippers and Powerfist, which gives better results. I even heal them, which is a pain in the ass 'cause they don't stand still for even one second. They're awesome followers those, following you the whole way through the building. In my last playthrough Ian and Tycho and Katja and Dogmeat all died in the Cathedral, but I did manage to keep two of the other followers alive.

Oh, and in FO2 I tend to get good results with putting Myron on a heavy drug diet and setting him on "Charge!" Well, until he gets addicted and sick. But that's sorta fun too.
 
Canakin said:
Well not much of a tactic but when I'm playing an evil character I sometimes leave one victim alive on random encounters involving good NPCs, like bounty hunters or caravans, after i knock out and steal his/her weapon then torture him/her by shooting & cripling every limb with aimed shots. I keep healing the victim so he/she doesn't die until I say so (or an instant death critical occurs^^)

dont tell me you work for animal control, putting down puppy's and all and you love it

NekoExiting.gif
 
In my first FO playthrough I ran into the office of the Blades leader with a bomb strapped to my waist. I survived.

In FO 2 in new reno I often shoot one of Salvatore's guards when I'm done with a few of their missions and run behind one of Bishop's bouncers as fast as I can. The bouncer is going to get hit by one of Salvatore's men and a huge battle ensues. For fun I'll also blast a hooker or two to get a battle that makes WWI look simple.
 
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