Some questions about "Fallout tactics: Brotherhood of S

Discussion in 'General Discussion' started by Solaris, May 8, 2003.

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  1. Solaris

    Solaris New Member

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    1)Is the barter skill worth investing into? I thought it would be, but I'm not quite sure if it has any visible effect on the prices
    2)The same question about the stealing skill. Would it be useful, or at least more useful than Gamble?
    3)What armor can Ghouls wear? I was thinking about hiring that Ghoul sniper (forgot his name), but it doesn't look like he's going to be any useful.
     
  2. Jinxed

    Jinxed Active Member

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    FOT's an action oriented game. Skills like barter, gamble, steal and so forth are pretty usless and investment in such a skills will detract you from the more important ones.

    As for the armor, I never had any ghouls in my part cause they plainly sucked.
     
  3. Solaris

    Solaris New Member

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    Hmm so you're saying ALL those skills aren't worth it? Even stealing? Damn, I was thinking of nicking that machine gun the General is packing, or maybe the plasma gun- also useful early in the game. And one of the robot parts in the whats-its-name city can only be gambled for ot stolen I think
     
  4. Jinxed

    Jinxed Active Member

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    Well, I'm not sure that can be stolen. See, that would seriously fuxor the balance of the game.
     
  5. backstabber

    backstabber New Member

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    Re: Some questions about "Fallout tactics: Brotherhood

    1. NO

    2.NO, you can get a ghoul called babs that is quite good at stealing, then bring her to the nuke silo and pcik the sniper rifles and FNFALs off the ghouls there.

    3. i heard there's a ghoul armor somewhere, but i did not find it anywhere
     
  6. Clothos_Vermillion

    Clothos_Vermillion New Member

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    Go with humans. I tried some of the other races, but they all kinda blew. Barter probably isn't worth it that much. I gave Stitch barter of about 80, just to have him make hte big purchases. I used him as a utility guy, with his first aid and doctor, and barter.

    Its a fun game, though robots are HARD. and i keep running out of .50 caliber ammo, which is the best for the best gun in the game.

    Does anyone know if higher strength helps miniguns with their accuracy? I assume it does, but haven't really seen any more noticable benefit between my strength 7 and strength 12(with power armor) guys.
     
  7. TairNean

    TairNean New Member

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    Hmm..I'm having trouble staying interested in the game...I like it, but it's not real gripping for me..Could be just my state of mind recently, tho'

    I do know I don't like how the vehicles respond to the commands. Almost more trouble than they're worth...at least to the point I've gotten into the game.

    When I boosted my guy's barter skill it seemed to affect the selling prices more than the buying prices.

    I do wish there was an item cheat...I just want one item. Gauss rifle, yesiree..That's what I want in the hands of my sniper guy.
    :rifle:
     
  8. Qilikatal

    Qilikatal New Member

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    Best ammo is depleted uranium rounds for the browning.
     
  9. Morden279

    Morden279 New Member

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    In my experience playing the game, Steal is an CRUCIAL skill if you want to equip your team well.

    Stealing from personnel in the bunker, especially medical equipment from the Surgeons is essential to raise the cash to buy items such as power armour, and specialist ammunition later on in the game.

    My tips for FOT are as follows.

    1: Invest in the Lockpick Skill
    2: Invest in the Steal Skill
    3: Invest in the Science Skill
    4: When you level-up, ALWAYS contibute at least 5 character points to the Energy Weapons skill.

    Have one NPC for each skill that you think you need such as one of the above, and have each build up their Energy Weapon Skill Level.

    Believe me, you'll need have guys that can fire a laser rifle by mission 18!

    As for Squad Organization, I've always divided my guys up in this way. (Six-person squad.)

    SMALL ARMS x2

    Probably your leader and medic (Stitch) armed with SMGs or a good reliable FN-FAL or M14. Use them as all-round combatants and assaulters/ scouts.)

    TOWERS x2

    These are your heavy weapons troops. Until you get weapons like the M249 SAW or the RPG, treat them as SMALL-ARMS, but build up their Heavy Weapons skills in preparation.

    SNIPERS x2

    Equip these guys with hunting rifles and use them for long-range open terrain shooting. Often, some enemies will get tired of being sniped at and run straight for you. it's good to have a Small Arm stood beside your snipers with their gun on "burst" as a precaution. ;)

    You should always work your guys in pairs, and in fours at most, don't bunch them up unless crucial. Use their separation to scout the terrian better.

    Regards,
    Morden
     
  10. backstabber

    backstabber New Member

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    WRONG! invest in energy only AFTER you get tag! on energy!!!

    you should not pick energy as a starting tag.
    if you want to play a easy char, pick
    1.small gun-PE and AG
    2.throwing-PE?? and AG
    3.picklock-PE and AG

    S P E C I A L
    6 10 3 5 7 10 5
     
  11. Jarinor

    Jarinor New Member

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    Pfff. My team consisted of me, Stitch (those 19 skill points a level make him incredibly useful all throughout the game), Max, Alice, that old Doctor with energy weapons, and possibly Vector. I can't really remember the fifth or sixth.

    Anyway, just have high energy weapons, plasma rifles all round, and you have no problems. Until you get them, just have small arms and heavy weapons as per normal.

    My main character had SG, EW and I forget my last skill. I remember not needing barter or steal at all, but lockpick is a very useful skill to have. Just have every squad member carry a spare weapon that they're good with (such as a sniper rifle, M249 SAW etc) and you should have a pretty easy time.
     
  12. Morden279

    Morden279 New Member

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    I did both. Pays to be thourough. ;)

    Jarinor, I prefer the Sunbeam Laser Rifle to the plasma gun. They have a longer range and are more energy-economical. They also compensate your snipers with replacement weapons in the fact that their old projectile weapons are useless against the robots.

    Regards,
    Morden
     
  13. Solaris

    Solaris New Member

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    Well when I played, I had myself (specializing in small arms, heavy weapons and traps I think). The other team members were Stitch (medic+repair+ barter), Rebecca, Rage (snipers+grenades+ energy weapons later), Stein (heavy weapons) and Jo (driver+heavy weapons).
    Main weapons were of course Sunbeam laser rifles for snipers (after the sniper rifles became useless), Browning machine gun for myself, plasma rifles for Jo and Stitch(well Stitch also had CAWS, which works damn good against robots when the ammo is right, and Jo carried the bazooka).

    Morden, what exactly is the science skill for? I couldn't really notice it affecting anything.
     
  14. Morden279

    Morden279 New Member

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    Exactly what I did, boss. All my teams had Sunbeams, including my two snipers. My two heavies also had Browning M2s, and I made sure that they both had the "Mule" skill each, "Bracing", and Power Armour to help carry all that .50 cal ammunition!
    Both my small arms chaps had CAWS with Solid Slug and EMP ammo as well, with Sunbeams for backup. Good choice!

    You need the Science skill to access robot computer terminals later on in the game. This is a secondary objective in the mission where you have to desttroy the power nodes, and essential if you want to access the main gate of the power station in another mission.

    Regards,
    Morden
     
  15. Solaris

    Solaris New Member

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    Thanks. Well I seem to find so many science manuals that I won't have to invest any character points into it. So you're saying steal is worth upping then?
     
  16. Morden279

    Morden279 New Member

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    Oh yes.

    Concentrate on stealing from the Medics and Mechanics, that's where the good stuff is. Then just sell it on to the Supply Depot.

    Oh yeah, save as much as possible when stealing.

    Regards,
    Morden
     
  17. Solaris

    Solaris New Member

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    Thanks. Another question. Those M16s are supposed to have a range of 42 I think, yet when you try shooting single shots, they seem to have lesser range than a hunting rifle (which is supposed to have the range of 40). Is it a bug or is it something about the assault rifles vs. rifles in general?
     
  18. Morden279

    Morden279 New Member

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    I think that's a major error in the game. When you look at the stats for assault rifles like the M16 when it comes to burst and single, I think the developers got them mixed up.

    For example, the damage stat for a burst, are LESS than for a single shot. This is obviously wrong from a ballistics POV as well as to anyone who's played the game. In addition, the stats state that a single shot has a shoter range than a burst, which can also be taken as wrong.

    Therefore, to get the right stats, just swop them around. Use the Burst stats for Single, and vice-versa. :)

    When it comes down to comparing an m16 to a hunting rifle, I think the hunting rifle, because being meant to be used at longer range, increases your perception. (Eyesight.) Coupled with firing the more powerful 7.62mm round, I think this gives the hunting rifle a longer range than the M16.

    Regards,
    Morden
     
  19. Solaris

    Solaris New Member

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    I didn't notice any weapons for which a burst range would be longer than a single shot range. And as for damage, I thought they meant damage per bullet, which would make more sense than having only a minor difference in damage between a single shot and a 5 bullets burst.

    You're probably right, though it is not exactly realistic. M16 is known to have a very impressive firing range. But oh well.[/quote]
     
  20. Jinxed

    Jinxed Active Member

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    Where did you get this info from? As far as I know, SPECIAL rolls separately for each bullet in a burst. That's why burst weapons with SNIPER perk are devastating. Each one of those bullets has their critical rolled.
     
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