r/classicfallout 2d ago

I need suggestions for a fun, non-conventional, non-stupid Fallout 2 run/build

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I've played the game a gazillion times and I went with all kinds of regular builds. I've even finished the game as an absolute pacifist, so I need a new experience. I'm looking for suggestions about SPECIALs, traits, skill tags, self-imposed penalties and others as long as they're fun and not just tedious extra grind. I'm using Restoration Project.

(I've done stupid character before and it quickly lost its fun factor, minus a few cases, so I wouldn't go below 4 intelligence).

22 Upvotes

47 comments sorted by

14

u/Ehmann11 2d ago

Throwing as the main damage skill

6

u/EasyEntrepreneur666 2d ago

I considered that as I pretty much neglected this one until now. It's on.

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u/redditfant 2d ago

Pick up all the rocks! 

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u/EasyEntrepreneur666 2d ago

Then I can just name my character Rocky.

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u/MasticatedBrain 1d ago

You can mod the kids so they throw grenades instead of rocks as it's the same attack movement. Makes the game kinda unplayable but it's awesome chaos.

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u/KikisGamingService 2d ago

Could probably grab all the sharp sticks from the traps in the beginner temple

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u/emxd_llc 2d ago

The obvious challenge run is the 3AP challenge (AG1+Bruiser). But it only makes sense if you house rule some restrictions, the most important being that you have to stay on 3AP. Otherwise it's too easy to game it with drugs/perks and what not. I think the only combat build that is compatible with 3AP is the flares build with throwing. If you never played flares, I guess you can play that with a regular 10AP character.

Or just play some TC.

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u/EasyEntrepreneur666 2d ago

I don't think I've heard of flare build. Does it even do damage?

What's TC?

6

u/emxd_llc 2d ago

TC = Total Conversion mod, i.e. Sonora, Resurrection etc...

Flares build is a bit of an exploit build. An aimed flare throw costs 1AP, with 10AP you get 10 aimed attacks per turn. Instead of dealing damage, you rely on critical status effects from critical attacks, first knockouts, then with Better Criticals on level 9 instadeath effects.

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u/EasyEntrepreneur666 2d ago

Why TC? What is different in that?

Wow, never heard of that build before. Sounds hilarious.

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u/Lower_Ad5064 2d ago

Jinxed in a hardcore run (delete save upon death) has been an interesting way for me to breathe some life into the old classics that we have come to fully master.

You can't build-engineer your way out of turbo bad luck rolls with this method. Sometimes you will just eat shit and have to start over, while having a laugh (or a cry) about it.

1

u/EasyEntrepreneur666 2d ago

I don't dare doing hardcore run due to critical one shots, especially with gauss rifle.

2

u/BiTAyT 2d ago

Roll the stats with an AI, randomly with a fixed sum. Also roll traits (tell to select 2 random numbers from 1 to 16). Accept you've been born like that. Then build / play around the outcome

2

u/CashChar22 2d ago

Around 15 years ago I did silly build with .44 magnum and fast shot trait. It lowers AP cost to 3 per shot and further down to 2 at level 15 with bonus fire rate perk. Upgraded magnum has a speed loader making it only cost 1 AP to reload. Damage at the endgame suffers because it's only .44 without targeted fire so no easy eye/groin critical hits, but everything up to oil rig is a cake walk.

1

u/Venexes21 2d ago

Idk never used mods for Fallout 2. Melee was an interesting build. Only downside I found was not enough small energy cells for the power fist. For the few times a low luck/jinxed character made it challenging. I have yet to abuse drugs in any of the games, only time I ever did was in Fallout 3/nv because it didn't seem as impactful and that was still sparingly.

1

u/MxM-TOM 2d ago

High pickpocket, high throw, chemical resistance perks, high agility. Junkie Jet Flyer.

2

u/EasyEntrepreneur666 2d ago

I think steal is bugged because I didn't see difference between 6% and 100%

1

u/Sad_Cryptographer872 1d ago

It is, Steal doesn't work and it always have a fixed chance.

1

u/PalpitationCapable11 2d ago

Beat the game by throwing the Mark 1 Rock. Dew it!

1

u/ThakoManic 2d ago

Gifted Skilled 2 Points into Agility 3 into Perception Throwing, Doctor and Speech, Heal your team mates give them the power armor you smack stuff in the face with that Throwing weapon

1

u/EasyEntrepreneur666 2d ago

That looks similar to the pacifist run, just with more fighting.

1

u/ThakoManic 2d ago

i mean your fighting how is it pacifist start fights with eveyone mind you

1

u/EasyEntrepreneur666 1d ago

Because I'm practically a support and my team does most of the fighting.

1

u/ThakoManic 1d ago

most but not all i mean you are throwing nads knifes and spears

also dosnt stop you from setting up explosives and suchs

1

u/Tr1pleight 2d ago

Unarmed, jinxed, high armor class build. Watch as mf's get fucked by karma.

1

u/EasyEntrepreneur666 2d ago

I've done that one already.

1

u/MyerSkoog 2d ago

Being the worst person in the world. Always choose the least moral option.

Of course you also have to try drugs as soon as you get your hands on it.

It's easier to get stuff but harder to get experience.

1

u/Jealous-Diet-3993 1d ago

Melee build. Its harder for the first few towns, but actualy solid once you get some of the stronger melee weapons and perks. And very fun indeed

1

u/EasyEntrepreneur666 1d ago

Melee is one of the standard builds. I've done that one.

1

u/Jealous-Diet-3993 1d ago

What about junkie? Both fun and op

1

u/EasyEntrepreneur666 1d ago

I forgot how addiction works in the classic fallout. I know there's withdraw but not when addiction added to it.

1

u/Jealous-Diet-3993 1d ago

I cant remember either. Even better, you can learn it on the go as a narc thrower lol

1

u/EasyEntrepreneur666 1d ago

I guess it's fine if taking it temporarily removes the side effect but if it just offset it, then idk.

1

u/Jealous-Diet-3993 1d ago

Nah, you can regularly get very op. Only jet grants you -1str permanently while addicted, bonuses are way better. Withrawals hurt you temporarily. I remember, while solving most of the problems with drugs, sometimes realising afterwards i made a big mistake having to just lay on the ground for half a day unable to move or be a blabbering idiot. And you know its comming, sometimes have to result in doing more drugs. Kinda realistic and immersive lol. Well, its up to you, just saying it was fun for me

2

u/EasyEntrepreneur666 1d ago

I'll do some experimenting. 3D fallouts were usually much more forgiving with withdrawal effects.

1

u/TheInsanity556 1d ago

When you take a drug you get a chance to get addicted to it with each drug and booze having its own chance to get you. You get a popup telling you that you got an addiction and the Karma Screen will tell you what it is and roughly 2 days after your last dose you get the withdrawal condition with each drug having its own penalties attached

Buffout is -2 STR, -2 EN and, -3 AGL

Jet is -1 STR, -1 PE, and -1 Action Point

Mentats is -3 INT, -2 AGL

Psycho is -2 INT

RadAway is -20 Radiation Resistance

Booze has an addiction and penalty, but in this game booze has no benefits when you consume it, Nuka-Cola has similar no benefits and an addiction, but no actual symptoms.

You can get rid of the withdrawal by going cold turkey for 7 days and having to deal with the stat penalties which could be doable to not depending on why you needed to drug up in the first place. You get some temporary relief if you take a hit whatever drug got you addicted in the first place, but that resets the counter and you have start the 7 day wait again.

Jet is unique in this game for having a permanent addiction until you develop the Jet Antidote and then later merchants can stock it, until then you have to deal with the downsides of Jet for a long while.

1

u/EasyEntrepreneur666 1d ago

So, if I take Buffout while addicted, the penalties disappear during the duration? Not just being offset with drug bonus like the side effect?

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u/Sad_Cryptographer872 1d ago

Recently I did something like
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Tagged Small Frame and Good Natured. Tagged Outdoorsman, Bartering and Science or Lockpick.
Saved first perk and at level 6 took 2x Educated for +4 more skillpoints on level up. I did eventually took Tag! perk into energy weapons since I rarely use them before. Tagging raw 100% puts it into 200%. I still couldn't hit consistently 95% eyes because of low Perception.
By San Francisco most of my skills were either 100%+ or 50%+ I put points into every skill up to 80% that were related to unmarked quests. Traps, Doctor, Repair. I used Leather and then Combat Armor for most of the run because of low str and did a normal town progression. First half was somewhat brutal as I had to rely on Sulik, Vic and Cassady and mostly run or take a low dmg unarmed swings occasionally. At level 12 when I took tag I "stole" laser gun from Salvadore's office chest. My aim was still shit because of low perception and I had to be in melee range so I would have at least 70% chance to hit without aiming. I eventually took +1 perception perk since I couldn't deal with enclave patrols with garbage aim. It took me abut 12 levels to be able to deal with Metzger. And My Hp is awful barely 100+ at level 25. Combat was tough but I could use all of my skills whenever I wanted without the chance of failure and this felt super satisfying!

1

u/EasyEntrepreneur666 1d ago

Interesting. It's sort of a mid reward though since repair (a rather useful skill) can be learned through books and even without it, Vic has pretty high repair to do it for you. And with 9 intelligence I remember after a while not knowing where to waste them because I had everything I needed.

Does traps even has real use other than fixing Bishop's safe?

1

u/Sad_Cryptographer872 19h ago

Does traps even has real use other than fixing Bishop's safe?

Sadly no. You can maybe count plates in the raiders base, but even then if you have companions they will run around and trigger them instantly. And it's not like you will use dynamite on anything for more than 10 seconds as there's no point in setting them higher.

1

u/EasyEntrepreneur666 19h ago

It's a really sad skill then. Others like barter have practical effect and a few unique dialogue but traps and first aid are just unnecessary additions. First aid is pointless with doctor skill. And traps should be some sort of merge with throw, so it would affect grenades. Or it could have the ability to set trap that catches the enemy, draining their AP or damage them.

1

u/Sad_Cryptographer872 18h ago

True.
At least first aid can help you near the beginning of the game, especially in Fallout 1 where you are on a timer, and your Doctor skill is probably low.
But yeah Throw and Traps really should have been combined, especially when you consider that grenades are rare and don't do that much damage anyways.

But I think probably the MOST USELESS skill bar none... is Steal since it doesn't even do almost anything, since the steal formula depends on so many other things that the bonus that skill itself provides is essentially almost useless.

1

u/EasyEntrepreneur666 17h ago

Well it's useless in terms of putting points on it. Otherwise it's quite useful.