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Is full melee viable in Fallout 1?

#11MarceloSampaioPosted 9/24/2013 5:33:17 AM
Ningishzida posted...
hand to hand > melee

better for stealth build too, you can infiltrate bases and the enemy can't react before they're dead. you just punch a hole in their back for massive dmg



Cool, never tried pure hand-to-hand, but maybe this will be my reasoning for replaying it. :p
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:3
Everything is nice and cool... until the roach starts to fly!
#12SpazH3dPosted 9/24/2013 5:42:58 AM
Protip: A 1 INT character that only uses melee will get you in a lot of trouble. :(
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#13MarceloSampaioPosted 9/24/2013 5:50:01 AM
SpazH3d posted...
Protip: A 1 INT character that only uses melee will get you in a lot of trouble. :(


Cool tip. A pure muscles in Fallout 1 REALLY suffer! The game becomes almost impossible without at least SOME intelligence. :p
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:3
Everything is nice and cool... until the roach starts to fly!
#14ElDudorinoPosted 9/24/2013 6:52:34 AM
I never did an Int 1/2 run in the original Fallout but in Fallout 2 it was amazing; they rewrote a HUGE chunk of the game's dialogue to accommodate the "mentally challenged" character. My favorite parts were having an in-depth conversation with Torr and playing Cops n Robbers with Algernon. Well, and becoming a boxer and then a porn star, and when the director asked how much I bench I said "Me no do bench. Me do women." Classic. There are some quests you unfortunately can't access that way, although you could always carry around a bunch of Mentats if you're a completionist and really want those quests. The only thing that sucked was having low skill points, but it's not the end of the world.

About melee vs. hand-to-hand, I've always favored the martial arts builds for a couple of reasons. For one thing, certain quests are dependent upon you having melee/martial arts skills, so you might as well have them. For another, hand-to-hand weapons are WAY BETTER early on than melee because they use half the AP and do like the same damage. It seems like the Super Sledge is a stronger weapon than the Mk II Power Fist or whatever it's called but using less AP is always better, and another drawback to the Super Sledge is its extreme knockback. Huge knockback is the last thing you want when you're using melee against a dude with a gun.

After getting your AP to 12 and getting the perk to reduce AP usage for hand-to-hand you can aim-punch 4 times for potentially 4 critical hits in a turn. Hell yeah. Granted, by the time you're that far in the game I'll usually have switched from fists to energy weapons, but still.