Another one of those posts where I brain dump. Been playing Fallout Tactics: Brotherhood of Steel lately because it's something I can do for an hour to unwind. Pick up and put down as it were. Not a good game in the pantheon of Fallout, but fine on its own. The early levels are much more tactically interesting than the late game. Ambushes and minelaying work pretty well against raiders and mutants. Reavers are always static and wait for you, which makes sniping the (boring) game, and robots also have huge health which means you have to basically just run up with a full squad of laser/plasma and shoot the crap out of them. Pretty boring but at least the last few missions are fast. Anyway, thought I'd write a character guide because Tactics is quite different to other Fallout games, notably:
- There is no "role-playing" in this game. This is a tactical squad-based shooter akin to Jagged Alliance or XCOM (it is much weaker than those games, but still enjoyable). As such, charisma is completely wasted, and intelligence isn't much use either. Intelligence gets you skills, but all you really need is guns, guns, guns.
- The game is staggered in a way that makes being able to use big guns compulsory. Not necessarily for your main character (you only need 2+ big guns users), but it really helps.
- Following on from that, the best big gun requires 9(!) strength to use effectively. By the time you get power armour to take your STR to 9 you will have moved on to energy weapons, so you need 9 STR base. Gauss rifles only arrive at the very end of the game.
- The best, fastest, and most straightforward way to play the game is in "continuous turn-based" mode. This means that close-quarters combat and aiming are kind of shite, because they're too finicky. You just pound people in the torso with 6 warriors firing continuously.
- As you don't aim, and a third of the game is using burst-only big guns, critical hits aren't as relevant as raw damage-per-second (DPS). As such, fast shot is the bomb.
- Medical chems and the skills first aid and doctor are abundant in F:T and so you don't need high END, but it's nice. Not having to take more critical and better criticals frees up a lot of perks, and toughness and lifegiver are decent options.
- Living anatomy is bad in F:T (and only OK in Fallout 2, not great) because by the time you get it most enemies are robotic
- Your squadmates can cover any skills you don't have, notably lockpick, traps, and doctor, and you get a tonne of books that add massive amounts of skill points linearly (i.e. the points don't decrease as your base skill gets higher) to repair, pilot, first aid, science, traps, and outdoorsman. As such, you really just want to focus on guns, guns, guns, and sneak.
- Sneak and fighting at night is critical to completing the early missions
- A quick side note, the game uses frames per second to determine random encounters, which means that if you play it on a new computer you will have a random encounter every 0.2 seconds. Quite frustrating, and makes getting someone to 100% outdoorsman a priority (Farsight is your girl).
- STR 9 will allow you to swing the Browning HP, the most awesome heavy weapon in the game, which makes mince meat of mutants and is even strong against Robots if you have (rare) depleted uranium rounds loaded.
- PE8 really helps with long range fire fights, which are a very important part of the game
- END 4 is plenty of hit points given all the meds available (plus you shouldn't be getting hit much if you play tactically) and unlocks toughness and lifegiver if you want to go that route
- CH 2 is as low as possible with gifted. You do not need CH for anything
- 8 IN gives you plenty of skill points in the early game without becoming redundant later. You could drop it to 6 and pump PE to 10 or END to 6 if you are playing on tough guy mode.
- AG 10 hands down the most important stat. Shoot more bullets!!!
- LK 6 is necessary for Bonus Ranged Damage, which is one of the most important perks.
- Gifted is the best trait, especially in F:T because skills are redundant and books are awesome
- Fast shot has no drawbacks in continuous turn based and let's you shoot more bullets
- Small guns and sneak are critical to the early missions, big guns is critical to the mutant missions in the mid-game, and then you swap to energy weapons well before you actually get them so that when they arrive you are already a master. You will need to use them immediately.
- This character is your assassin - they do sniping and crawling around to ambush people behind cover with a big burst from their Browning HP. You can use them as a breacher, but someone with higher END and lower PER is better for that.
- High STR and low END might seem weird from a roleplaying point of view, but just imagine you're really buff with bad lungs from huffing toxic fumes as a child or something. This is the wasteland after all.
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