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Hi guys, I have just finished fallout, and loved it.
I had a bit of trouble because I went with Albert (pre made character). I chose him because I wanted to play a more dialogue heavy character. Also coming from 3 and new Vegas, 1 was different enough for me to go easy with it.

Anyways, for fallout 2 I'm planning on going as a spy character, as in infiltrating, disguising, manipulation and relying less on armor and combat.
Is that possible? I don't expect to not shoot anything, but I want to definitely avoid a rocket launcher and power armor.
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ramanoar: Hi guys, I have just finished fallout, and loved it.
I had a bit of trouble because I went with Albert (pre made character). I chose him because I wanted to play a more dialogue heavy character. Also coming from 3 and new Vegas, 1 was different enough for me to go easy with it.

Anyways, for fallout 2 I'm planning on going as a spy character, as in infiltrating, disguising, manipulation and relying less on armor and combat.
Is that possible? I don't expect to not shoot anything, but I want to definitely avoid a rocket launcher and power armor.
It is possible, except the disguising part, which you can do only in the end. Concentrate on Sneak, Lockpick, Speech skills. Maybe some Science for hacking terminals and such. Boost Agility, Perception, Charisma. I would also leave Intelligence at least as it is. We don't want a simple minded Infiltrator. :) There are also a number of perks that will open up with these stats tailored for just such a character.

Late game could be a bit problematic without Power Armor. There are a few locations where you are attacked on sight without one. I suppose you could equip one only in such circumstances. Enemies carry heavy weapons which can shred you in combat armor. There is a place you can upgrade your combat armor. Also one of the doctors can give you some damage reduction implants. Beware, these wreck your Charisma stat.

As for weapons, you can do just fine with Small Guns and Energy Weapons. I never take Big Guns myself, usually preferring to play academic character with good Science, Repair and Medicine. Hope this helped.
You don't even need energy weapons. Small guns will get you through the game.

Late game could be a bit problematic without Power Armor. There are a few locations where you are attacked on sight without one. I suppose you could equip one only in such circumstances. Enemies carry heavy weapons which can shred you in combat armor. There is a place you can upgrade your combat armor. Also one of the doctors can give you some damage reduction implants. Beware, these wreck your Charisma stat.

As for weapons, you can do just fine with Small Guns and Energy Weapons. I never take Big Guns myself, usually preferring to play academic character with good Science, Repair and Medicine. Hope this helped.
That is very good to know.
I'm ok with using a power armor to have access where I would be consider an enemy for not using it. That's completely acceptable infiltrating on my books.

I've played Fallout 1 going full small weapons and didn't have any problems, so I might try energy at some point, depending on much I can level up the character playing like this.

Quick question, does Sneak work the same way as in Fallout 1?

All I need now is an agenda for the character. Define his traits and see which faction best align to his interests.
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ramanoar: I've played Fallout 1 going full small weapons and didn't have any problems, so I might try energy at some point, depending on much I can level up the character playing like this.

Quick question, does Sneak work the same way as in Fallout 1?

All I need now is an agenda for the character. Define his traits and see which faction best align to his interests.
I've never played sneaky character in Fallout 2 but according to Fallout wiki, it works exactly like in the first game.

In my playthroughs I could usually raise both Small Guns and Energy Weapons above 100% without much problems. Granted, I do play intelligent characters, so there are plenty of skill points to spend. Like kmonster said, you can do just fine with Small Guns if you're having problems raising another skill. There are plenty of good weapons relying on that skill.

I'm considering playing strong but dumb melee character. Never done that and people say there are some interesting things to do and see with such character build.
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ramanoar: I'm ok with using a power armor to have access where I would be consider an enemy for not using it. That's completely acceptable infiltrating on my books.
You can get through most of the game without using Power Armor. I've often left mine in my pack and used the combat armor instead just because I like the animations better. There are places toward the end where PA is used as a disguise, and in certain places it becomes very difficult to survive without PA.

Just FYI, you'll want Science over 200 by the end of the game if you want to rely on hacking computers.
I've played Fallout 1 going full small weapons and didn't have any problems, so I might try energy at some point, depending on much I can level up the character playing like this.
Small Arms and Energy Weapons are both viable. It will take you longer to find a decent energy weapon at the start of the game though.
...Sneak...
I think many people don't realize just how powerful Sneak can become at high levels in Fallout. If you play a sniper you can shoot enemies in the eye from all the way across the screen, and they won't even detect where the shot is coming from if your Sneak is high enough (assuming they survive).

Have fun. Fallout 1 and 2 are superb games. All-time greats, in fact.
Post edited December 14, 2014 by UniversalWolf
No one puts on the power gloves to slug out a wounded enemy after being sniped?

You allow them to run up to you, toe-to-toe within your hex range and... knock 'em out cold.

It's especially fun when it's done to a Death Claw.
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ramanoar: Hi guys, I have just finished fallout, and loved it.
I had a bit of trouble because I went with Albert (pre made character). I chose him because I wanted to play a more dialogue heavy character. Also coming from 3 and new Vegas, 1 was different enough for me to go easy with it.

Anyways, for fallout 2 I'm planning on going as a spy character, as in infiltrating, disguising, manipulation and relying less on armor and combat.
Is that possible? I don't expect to not shoot anything, but I want to definitely avoid a rocket launcher and power armor.
In Fallout 2, everything is possible. This is one of the reasons why Fallout 2 is one of the best games ever made. Go for it, man. But there will be many times in the game, you will have to run for your life. Like in real life, sometimes you simply can't talk your way out of a fight.
Post edited February 05, 2015 by monkeydelarge
If you wanted to play a spy, you could always focus on martial arts for combat, too. Plan ahead a bit to get the Slayer perk, and you'll be fine.
Unarmed without focusing on it too much, and later energy weapons, is a nice working combination.
Straight from no-tech to hi-tech.

Only thing is to have at least decent agility so one doesn't get swarmed.

--
And that when one has a suave spy in his mind going into play..
the way the game opens up as a tribal sort of wrecks the image a bit.
Post edited February 07, 2015 by Jarmo
I think a spy should be like this.

Strength - 5 - He won't be carrying around tons of weapons because he is a spy and not a person who focuses on combat.

Perception - 5 - I don't see the need for high perception if he tries to avoid combat when possible and for most of the game, relies on his unarmed skill to defeat opponents.

Endurance - 5 - A lot of hit points isn't really needed because he tries to avoid combat when possible.

Charisma - 9 - So he can manipulate people.

Intelligence - 8 - More points for skills and more.

Agility - 9 - So he can run away and be able to kick at least punch three times in unarmed combat.

Luck - 6 - When you watch spies like James Bond in a movie, it seems they always have luck on their side.

Optional Traits
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Gifted - When I think of spies, I think of people who are gifted. I highly doubt, the average Joe has what it takes to be a spy.
Sex Appeal - Being attractive can help make a spy's job easier.

Skills
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Energy Weapons - This will let the spy use weapons that deal high amounts of damage later in the game.
Unarmed - Lets you save money and provides your character with a lot of interesting opportunities.
Speech - This is definitely needed if you are a spy because without this skill you can't manipulate people very well.

What do you guys think?
Post edited February 08, 2015 by monkeydelarge
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monkeydelarge: I think a spy should be like this.

Strength - 5 - He won't be carrying around tons of weapons because he is a spy and not a person who focuses on combat.

Perception - 5 - I don't see the need for high perception if he tries to avoid combat when possible and for most of the game, relies on his unarmed skill to defeat opponents.

Endurance - 5 - A lot of hit points isn't really needed because he tries to avoid combat when possible.

Charisma - 9 - So he can manipulate people.

Intelligence - 8 - More points for skills and more.

Agility - 9 - So he can run away and be able to kick at least punch three times in unarmed combat.

Luck - 6 - When you watch spies like James Bond in a movie, it seems they always have luck on their side.

Optional Traits
--------------------
Gifted - When I think of spies, I think of people who are gifted. I highly doubt, the average Joe has what it takes to be a spy.
Sex Appeal - Being attractive can help make a spy's job easier.

Skills
--------------------
Energy Weapons - This will let the spy use weapons that deal high amounts of damage later in the game.
Unarmed - Lets you save money and provides your character with a lot of interesting opportunities.
Speech - This is definitely needed if you are a spy because without this skill you can't manipulate people very well.

What do you guys think?
I would add lockpicking, sneaking and a bit of science to the mix. I realize the latter might look like being out of character but it is primarily for getting into computers and such. As for the former two, what kind of spy can't commit b&e without being seen? Lousy one is the answer. :)

Jarmo is totally right about being a tribal gimping immersion severely when playing character like this. In the first game you came from a high tech vault and had an excuse to be all sorts of things. Being a tribal doesn't offer that much versatility. You could say that the protagonist of the first game passed on his/her knowledge, but still...
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monkeydelarge: I think a spy should be like this.

Strength - 5 - He won't be carrying around tons of weapons because he is a spy and not a person who focuses on combat.

Perception - 5 - I don't see the need for high perception if he tries to avoid combat when possible and for most of the game, relies on his unarmed skill to defeat opponents.

Endurance - 5 - A lot of hit points isn't really needed because he tries to avoid combat when possible.

Charisma - 9 - So he can manipulate people.

Intelligence - 8 - More points for skills and more.

Agility - 9 - So he can run away and be able to kick at least punch three times in unarmed combat.

Luck - 6 - When you watch spies like James Bond in a movie, it seems they always have luck on their side.

Optional Traits
--------------------
Gifted - When I think of spies, I think of people who are gifted. I highly doubt, the average Joe has what it takes to be a spy.
Sex Appeal - Being attractive can help make a spy's job easier.

Skills
--------------------
Energy Weapons - This will let the spy use weapons that deal high amounts of damage later in the game.
Unarmed - Lets you save money and provides your character with a lot of interesting opportunities.
Speech - This is definitely needed if you are a spy because without this skill you can't manipulate people very well.

What do you guys think?
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revanbh: I would add lockpicking, sneaking and a bit of science to the mix. I realize the latter might look like being out of character but it is primarily for getting into computers and such. As for the former two, what kind of spy can't commit b&e without being seen? Lousy one is the answer. :)

Jarmo is totally right about being a tribal gimping immersion severely when playing character like this. In the first game you came from a high tech vault and had an excuse to be all sorts of things. Being a tribal doesn't offer that much versatility. You could say that the protagonist of the first game passed on his/her knowledge, but still...
I think it was a bad move by the devs to make the main character, a tribal. They should of just made the main character, the son or grand son of the main character from Fallout 1. This way, your character can be realistic if he is some hacker genius with computers. And the temple of trials is pure torture if you created a character that doesn't have decent unarmed or melee...
Post edited February 08, 2015 by monkeydelarge
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monkeydelarge: I think it was a bad move by the devs to make the main character, a tribal.
Yeah, and you lose the game if you attack the people in Arroyo, which stinks. Personally I hate Arroyo and all the people in it, and I don't see why I should bother saving them at all.

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monkeydelarge: And the temple of trials is pure torture if you created a character that doesn't have decent unarmed or melee...
You can skip 90% of the ToT if you just run through it without fighting. You might have to reload a few times to beat Cameron at the end, but it's not that hard. If you're using the RP there's an option to talk him out of fighting, too.

FWIW, I never tag Lockpicking. I only tag skills I know I'll eventually want to raise a lot higher than 100%, and you can get through the whole game quite easily with no more than 80% Lockpicking. Raising it above 100% is just wasteful.

Later in the game Science > 200% or Sneak > 200% are both a lot better than Lockpicking > 200%.
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monkeydelarge: I think it was a bad move by the devs to make the main character, a tribal.
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UniversalWolf: Yeah, and you lose the game if you attack the people in Arroyo, which stinks. Personally I hate Arroyo and all the people in it, and I don't see why I should bother saving them at all.

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monkeydelarge: And the temple of trials is pure torture if you created a character that doesn't have decent unarmed or melee...
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UniversalWolf: You can skip 90% of the ToT if you just run through it without fighting. You might have to reload a few times to beat Cameron at the end, but it's not that hard. If you're using the RP there's an option to talk him out of fighting, too.

FWIW, I never tag Lockpicking. I only tag skills I know I'll eventually want to raise a lot higher than 100%, and you can get through the whole game quite easily with no more than 80% Lockpicking. Raising it above 100% is just wasteful.

Later in the game Science > 200% or Sneak > 200% are both a lot better than Lockpicking > 200%.
I feel the same way about Arroyo. And the people there would actually be better off without the GECK because without the GECK they would all be forced to move to Klamath... Klamath is at least a thousand years ahead of Arroyo.