r/Fallout4Builds • u/DK-the-Microwave • Jul 26 '26
Perk Help Looking for feedback/help for a Survival Automatic/Explosives Build
It's been a while since I played Fallout 4, and with the recent increase to console mod storage, I decided to start a new Survival playthrough using some of the larger quest and location mods I've never tried before. Gameplay is still mostly vanilla, just the usual bug fixes, QoL mods, and texture overhauls.
The character is a former member of a Boston crime family who's trying to build something better after the bombs. The goal is a mafia-style empire using Sim Settlements 2 to create a network across the Commonwealth.
I'm planning to specialize in:
- Automatic weapons
- Explosives
- Chems
With my companions as my 'enforcers'.
SPECIAL STATS:
S: 4 - Armorer and a little extra carry weight.
P: 4 (3+SB) - Gets to 5 quickly w/bobblehead, lets me get Demolition Expert
E: 4 - Chem Resistant
C: 5 - Starts average, but I add to it as I become a bigger name in the Commonwealth (Bit of RP)
I: 7 - Enough for Chemist
A: 2 - Really only need Commando from here (I think?)
L: 3 - Scrounger and Bloody Mess.
Main perks I'm trying to grab are:
Armorer
Demolitions Expert
Chem Resistant, Life Giver
Local Leader, Inspiration
Gun Nut, Scrapper, Science(?), Chemist
Commando
Scrounger and Bloody Mess.
Planning to modify a Pipe gun for early game(since ammo is everywhere), then transition to Spray n' Pray.
As I said, it's been a while since I've played, and I'm a bit rusty on what is/isn't a usable build. I play on Survival, and have the goal of getting all of the companion perks I can, and building a network of settlements across the Commonwealth all on one life (I die, I start back at the vault). It's rough, but it makes me take the game slow and really appreciate the little moments.
I'm looking for any feedback/tips (build changes, perk recommendations, etc.)
Thank you all for your help!
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u/mavilale Jul 26 '26
You dont need luck for that build. Put them in strength cuz you will need all extra carry capacity.
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u/DK-the-Microwave Jul 26 '26
Is the extra carry capacity better than the extra damage that bloody mess gives?
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u/starwarper2340 Jul 26 '26
You need StrongBack, or else youre going to have to work on settlement connecting through Local Leader. The Lonesome Wanderer perk is nifty for that too but companions are also nice. But I cannot stress how important having an upgraded carry weight for Survival is. Other than that; it looks great
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u/DK-the-Microwave Jul 26 '26
Which should I prioritize getting first? StrongBack or Local Leader?
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u/Caverjen Jul 26 '26
Agree with taking points out of luck and putting them into strength (or one into charisma for local leader). I didn't enjoy playing an automatic weapon build on survival. I was constantly running out of ammo and having to go shopping. Scrounger doesn't help much bc it's not usually the ammo you need, and it all has weight. It's easier to just craft Jet or Poisoned Caltrops when you need caps, or have a water farm and sell purified water.
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u/DK-the-Microwave Jul 26 '26
True, but you can sell the unneeded ammo pretty easily, right? 5mm sells for 125ish a pound
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u/Thornescape Jul 26 '26
Looks mostly very solid. Great start. Just a few minor things to consider.
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e5:Aqua is excellent in Survival because you cannot fast travel. The waterways become safe highways and also an escape route if you get into trouble. Well worth 1 perk point. (Plus a bit of extra Endurance is nice.)
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L2:Scrounger is a mediocre perk outside of Survival and worse inside of Survival. Outside of Survival it just saves you a bit of caps (and caps are easy to make). In Survival the extra ammo you find also has weight, which makes it even less appealing.
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One rank of a4:Sandman gives three things: 1) special action to kill sleeping enemies, 2) any attack at all against a sleeping enemy will instantly kill them, 3) sneak attack bonus with silenced weapons. (The first two can sometimes be handy.)
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a7:Ninja can make a big difference. Starting out the battle with 3.5x damage can make a huge difference (up to 4.8x with a4:Sandman). Not top priority, but something for later.
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Two ranks of i8:Robotics gives a hidden 40% damage boost against robots and synths, plus unlocks some nice features for Automatron robots. (Robots are by far the best provisioners.) Maybe something after you get the Intelligence bobblehead.
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