Friday, May 27, 2016

Specs Rifleman/Sniper build Fallout 4 Part One

Specs Rifleman/Sniper build Fallout 4 Part One

Level 1 – Your starting special stats will look like this if you follow my basic build advice

  • Strength - 3
  • Perception – 6 (Use Special book and grab perception bobblehead from Concord to make this 8)
  • Endurance - 1
  • Charisma - 6
  • Intelligence - 6
  • Agility - 4
  • Luck – 2


Level
Perk purchase
2
+1 Perception
3
+1 Perception
4
Rifleman
5
Concentrated fire
6
penetrator
7
sniper
8
Night person
9
sneak
10
Sneak 2

You could also lower the charisma to put those points into Perception and use the book for something else. Likewise, you could reduce charisma to 1 (if you do not want to link settlements) and put Perception to 9 (would be 10 in Concord) and endurance to 3 to give you more health. I planned to use the Power Armor as often as I can so that Endurance is not so important to me.

The first three perks are to help me with my rifles right out the gate. The sniper perk does help at later stages, and I like the second and third rank of this perk. The first is not so great you could take it later on if you wanted to wait and take something more useful early.

Concentrated fire helps with ensuring you hit a target in vats. Concentrate your shots on a single part and you can guarantee you get the most use out of your limited ammo. Penetrator is just fun, and you can shoot through obstacles and hit the body part you are aiming to hit. Penetrator is also helpful for some creatures with shells that you cannot reach their head from behind.

I find myself traveling a lot at night, so I want the extra boost that night person gives. If you prefer to make sure that you are going during the day, then you can ignore this perk and take something else in its place.

Sneak 2, just helps you move around while scouting and not tripping traps. You will still trip landmines, so be careful.



Level
Perk purchase
11
Rifleman 2
12
Scrounger
13
Gun Nut
14
Gun Nut 2
15
Local leader
16
Sneak 3
17
Sniper 2
18
Science 1
19
Rifleman 3
20
Scrounger 2

Most notable is the scrounger perk, and this will help you find more ammo and by this time you should be needing it. Pick up ammo and sell the ammo you are not going to use for the ammo you want to use.

Gun Nut is to help make your rifles do more damage as the enemies are starting to get tougher and have more health. Along with taking the rifleman perks to boost damage.

The local leader helps link your settlements that you have now, you should have 3 or 4 by now.
I take science one this level to start my Water purifier empire. If you set your settlements up to produce vegetable starch, you can get lots of adhesives allowing you to ignore the adhesives you find in your travels if you want. Purified water sells for a nice sum and is easy to produce. I can make 3K+ caps by filling up myself and my companion before selling to vendors. This comes later on too as we get better shops to place in our settlements over the next 10 levels.

Sneak 3 will allow you to walk over mines now without fear of dying, very handy perk and you can collect all those mines adding them to your arsenal for free 


I will do the next 20 levels after the weekend, have a great one and any questions feel free to post them.

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