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deck16: After talking to Cassidy, he said he's good with shotguns, rifles, pistols and knuckle dusters, so I've kitted him out with some decent gear. So far, he's doing a great job with the H&K CAWS, although, he's getting through ammo a little to quickly for my liking. I'll have to look at the combat options, maybe there's a way to stop him firing in burst mode all the time!
No such option, but there's a mod to forbid companions to burst.
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deck16: I'll definitely be picking that one up when I find It! I like a bit of flamethrower action, I must admit, but I seriously need to work on my Big Guns skills before I'll be able to do any damage with it.

I just bought the Wanamingo Mine, so I'll keep an eye out for the Flamer as I work my way through. I expect it'd be a great weapon to use in that location, as I'm having to hammer the hell out of the Wanamingos with small guns. I keep thinking I'm going to run out of ammo at some point, which would be annoying as hell, as I'm hell bent on removing those squatters out of my place!
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Stevedog13: The biggest downside to big guns has always been ammo. It's hard enough trying to find enough ammo to make the weapon worth the weight, then you burn through all you ammo too quickly. This kinda goes back to your original question about the Fast Shot trait. If you are going to make the most of your chosen weapons then you need the right build. Single shot weapons become more powerful with targeted shots while burst weapons become more useful with Fast Shot. That's not to say that you can't have both, it just takes a bit more work.

Personally I like to have one fast weapon and one slow weapon equipped to help maximize my action points. My favorite is the .44 magnum and the bozar. They use 4 and 6 AP respectively without getting Fast Shot. The magnum is a small gun while the bozar uses the big gun skill, so you really need both skills but the payoff is worth it. If you have not found the bozar yet, imagine a sniper rifle that's fully automatic. The bozar only fires 15 round bursts of .223 ammo. Wanamingos just crumble before this thing.
Funny you should mention the Bozar, I just managed to steal one from a guard at the gun tent at NCR Bazaar. I made a game save before the steal, cause I knew I'd get caught, which I did, and was then given a demonstration of this brutal weapon in action. The guards were getting some crazy 300HP shots on me, and it's made me want get my big guns skills up quickly, so I can wield that thing with some authority. I might even go back to that tent and sort those guys out at some point cause they are more than asking for it!

The other weapon I've gotten hold of is the HK P90c, which is pretty much lethal against humans in burst mode! I'm also liking the .223 Pistol, which can do 20-30 damage. During my battles with the gun tent guards, I managed to get a 59HP head shot with this pistol, it didn't kill the guy, but it's still one hell of a shot for a pistol!
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deck16: I'll definitely be picking that one up when I find It! I like a bit of flamethrower action, I must admit, but I seriously need to work on my Big Guns skills before I'll be able to do any damage with it.

I just bought the Wanamingo Mine, so I'll keep an eye out for the Flamer as I work my way through. I expect it'd be a great weapon to use in that location, as I'm having to hammer the hell out of the Wanamingos with small guns. I keep thinking I'm going to run out of ammo at some point, which would be annoying as hell, as I'm hell bent on removing those squatters out of my place!
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squid830: Go for eye shots (or whatever they are) on wanamingos - if the shot doesn't kill them, it blinds them and they run away from you! It's also sometimes worth it to shoot them in their legs, as this slows them down (plus they also run away - or try to anyway!).

Definitely one of the toughest foes with small guns, unless you snipe, since they're skin is highly resistant. If using the RP (or an ammo mod) make sure to use AP ammo so you can pierce them easier.

Also if you're high enough level, take the jobs from the sherriff in Redding (since you're there already). The final mission he gives you puts you up against some tough enemies, but from memory they have some really good (small guns) weaponry.
I've managed to clear out the mine now. Cassidy and I tag-teamed em with shotguns, and they went down fairly easily. I was surprised cause they seemed really tough when I was clearing the first floor of the mine. Maybe it's cause I've leveled up a few times, and my small guns skills have gone up. Anyway, one thing is for sure, they do not like being on the end of a shotgun, not one bit!

One thing I was wondering about is the excavator chips. I have two of em, both are worth 1000 each to the mine owners, but I sold the mine to Ascorti. He didn't ask for the chips when I sold it to him, so I was wondering what to do with em. I would've thought he'd need these chips for the machines. It seems from talking to people that selling them to the other mine owners would be a bad thing for Redding.
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deck16: After talking to Cassidy, he said he's good with shotguns, rifles, pistols and knuckle dusters, so I've kitted him out with some decent gear. So far, he's doing a great job with the H&K CAWS, although, he's getting through ammo a little to quickly for my liking. I'll have to look at the combat options, maybe there's a way to stop him firing in burst mode all the time!
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burn: No such option, but there's a mod to forbid companions to burst.
Thanks for this. I wish I'd found this before I started playing, as Cassidy has hammered me a few times with friendly fire, and always in burst mode, of course!
Post edited September 13, 2017 by deck16
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deck16: One thing I was wondering about is the excavator chips. I have two of em, both are worth 1000 each to the mine owners, but I sold the mine to Ascorti. He didn't ask for the chips when I sold it to him, so I was wondering what to do with em. I would've thought he'd need these chips for the machines. It seems from talking to people that selling them to the other mine owners would be a bad thing for Redding.
Selling the mine to Ascorti is separate to the chip, although it's kind of related in that whoever ends up with "winning" the mining wars (so to speak) will actually buy it from him later to expand. As far as I remember, the Wanamingo mine doesn't affect who ultimately controls Redding.

The chip on the other hand - pick whichever one you favour, and their side will triumph - unless of course you do something else in Redding that changes the balance of power (and therefore makes the chip deal completely irrelevant). It's better not to say anything more as this caught me off guard the first time, so it's worth experiencing.

Note that due to some reason I can't quite figure out, even though there are two identical chips in the mine, yet you can only sell one of them. One would think that unless one was actually busted, that you could sell the other one to the other mine, or something, but nope...

Actually that whole wanamingo mine bit bugged me - not due to difficulty or issues, but just because it makes no sense Ascorti selling the mine to you then buying it back for double on condition of removing the "pests", when he could just as easily pay you to clear them out (which is effectively what he's doing anyway). What's even stupider is that you don't need to buy the mine to enter it, so it's actually possible to clear it before talking to him (in this case he sells it to you, then when you talk to him again he buys it back straight away - so at least it doesn't mess with the ability to make money or get the quest).

I was also hoping that I could just sell the mine directly to whomever I sold the chip to or something - then buying it yourself would make more sense - but no.
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deck16: Thanks for this. I wish I'd found this before I started playing, as Cassidy has hammered me a few times with friendly fire, and always in burst mode, of course!
I actually like this mechanic - in that you can't forbid most companions from bursting (though you can at least get them to do it when it's less likely to hit you).

Well except when they actually kill me doing it - that's just annoying. I just make sure that I'm out of their way.
Post edited September 13, 2017 by squid830
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deck16: Thanks for this. I wish I'd found this before I started playing, as Cassidy has hammered me a few times with friendly fire, and always in burst mode, of course!
You can install that component mid-game. (But do make backups, of course).
Next version will include a hotkey to give that order right in combat, but it's not released yet.
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deck16: One thing I was wondering about is the excavator chips. I have two of em, both are worth 1000 each to the mine owners, but I sold the mine to Ascorti. He didn't ask for the chips when I sold it to him, so I was wondering what to do with em. I would've thought he'd need these chips for the machines. It seems from talking to people that selling them to the other mine owners would be a bad thing for Redding.
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squid830: Selling the mine to Ascorti is separate to the chip, although it's kind of related in that whoever ends up with "winning" the mining wars (so to speak) will actually buy it from him later to expand. As far as I remember, the Wanamingo mine doesn't affect who ultimately controls Redding.

The chip on the other hand - pick whichever one you favour, and their side will triumph - unless of course you do something else in Redding that changes the balance of power (and therefore makes the chip deal completely irrelevant). It's better not to say anything more as this caught me off guard the first time, so it's worth experiencing.

Note that due to some reason I can't quite figure out, even though there are two identical chips in the mine, yet you can only sell one of them. One would think that unless one was actually busted, that you could sell the other one to the other mine, or something, but nope...

Actually that whole wanamingo mine bit bugged me - not due to difficulty or issues, but just because it makes no sense Ascorti selling the mine to you then buying it back for double on condition of removing the "pests", when he could just as easily pay you to clear them out (which is effectively what he's doing anyway). What's even stupider is that you don't need to buy the mine to enter it, so it's actually possible to clear it before talking to him (in this case he sells it to you, then when you talk to him again he buys it back straight away - so at least it doesn't mess with the ability to make money or get the quest).

I was also hoping that I could just sell the mine directly to whomever I sold the chip to or something - then buying it yourself would make more sense - but no.
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deck16: Thanks for this. I wish I'd found this before I started playing, as Cassidy has hammered me a few times with friendly fire, and always in burst mode, of course!
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squid830: I actually like this mechanic - in that you can't forbid most companions from bursting (though you can at least get them to do it when it's less likely to hit you).

Well except when they actually kill me doing it - that's just annoying. I just make sure that I'm out of their way.
Thanks for the tips. At first I thought Ascorti was a third choice, maybe the best of a bad bunch, but no, only two choices as you mentioned. And yes, It would've been great if I could have bought the mine and then got someone to run it for me. I can't believe that the devs didn't think to put something like that in, as it would've been the perfect solution and a way to earn a whole stack of cash! I ended up giving the chip to Marge, as she's associated with NCR, who I've done some work for. And what work it was, too - massacring a bunch of bad guys at vault 15, now that is my kind of work!

As for Cassidy, he's been behaving himself lately. I think it must be cause he knows I'm a proper tough guy now I have the power armor! One thing that has been annoying me about the power armor, is that you can't take it from the soldiers you kill at the Navarro base. You can pick up their weapons and ammo but not the armor they're wearing. It would've been great to kit Sulik and Cassidy out with some power armor for both of em. Now that really would be one bad ass team!
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deck16: Thanks for this. I wish I'd found this before I started playing, as Cassidy has hammered me a few times with friendly fire, and always in burst mode, of course!
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burn: You can install that component mid-game. (But do make backups, of course).
Next version will include a hotkey to give that order right in combat, but it's not released yet.
Thanks. It seems that the Restoration Project needs to be installed to use this mod, but I don't have that. I've looked into it, but I can't find anywhere were it says that the Restoration Project can be installed after starting playing. Is this the case? I hope so cause I'm definitely liking the sound of some of the things you can do with this mod. Unlimited carry weight and no charisma check for new party members - sounds good to me!
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burn: You can install that component mid-game. (But do make backups, of course).
Next version will include a hotkey to give that order right in combat, but it's not released yet.
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deck16: Thanks. It seems that the Restoration Project needs to be installed to use this mod, but I don't have that. I've looked into it, but I can't find anywhere were it says that the Restoration Project can be installed after starting playing. Is this the case? I hope so cause I'm definitely liking the sound of some of the things you can do with this mod. Unlimited carry weight and no charisma check for new party members - sounds good to me!
It's generally recommended to not install mods while you're in the middle of a game as it will likely screw things up. So I wouldn't do it - save it for next playthrough, it's definitely worth it.
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deck16: Thanks. It seems that the Restoration Project needs to be installed to use this mod, but I don't have that. I've looked into it, but I can't find anywhere were it says that the Restoration Project can be installed after starting playing. Is this the case? I hope so cause I'm definitely liking the sound of some of the things you can do with this mod. Unlimited carry weight and no charisma check for new party members - sounds good to me!
It (currently) needs either RP or unofficial patch by Killap. Both of those can't be installed mid-game, yes.
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squid830: Selling the mine to Ascorti is separate to the chip, although it's kind of related in that whoever ends up with "winning" the mining wars (so to speak) will actually buy it from him later to expand. As far as I remember, the Wanamingo mine doesn't affect who ultimately controls Redding.

The chip on the other hand - pick whichever one you favour, and their side will triumph - unless of course you do something else in Redding that changes the balance of power (and therefore makes the chip deal completely irrelevant). It's better not to say anything more as this caught me off guard the first time, so it's worth experiencing.

Note that due to some reason I can't quite figure out, even though there are two identical chips in the mine, yet you can only sell one of them. One would think that unless one was actually busted, that you could sell the other one to the other mine, or something, but nope...

Actually that whole wanamingo mine bit bugged me - not due to difficulty or issues, but just because it makes no sense Ascorti selling the mine to you then buying it back for double on condition of removing the "pests", when he could just as easily pay you to clear them out (which is effectively what he's doing anyway). What's even stupider is that you don't need to buy the mine to enter it, so it's actually possible to clear it before talking to him (in this case he sells it to you, then when you talk to him again he buys it back straight away - so at least it doesn't mess with the ability to make money or get the quest).

I was also hoping that I could just sell the mine directly to whomever I sold the chip to or something - then buying it yourself would make more sense - but no.

I actually like this mechanic - in that you can't forbid most companions from bursting (though you can at least get them to do it when it's less likely to hit you).

Well except when they actually kill me doing it - that's just annoying. I just make sure that I'm out of their way.
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deck16: One thing that has been annoying me about the power armor, is that you can't take it from the soldiers you kill at the Navarro base. You can pick up their weapons and ammo but not the armor they're wearing. It would've been great to kit Sulik and Cassidy out with some power armor for both of em. Now that really would be one bad ass team!
I don't actually mind that - it limits how OP you can become (a little bit anyway). Plus I always figured that power armor would need to be adjusted for the user, and I figured that when you buy it or receive it that you get one that fits you perfectly, or something.

You should be able to buy power armor in San Francisco - though it's the standard BOS version and not the new sleek black version that you no doubt have from Navarro, so it won't be quite as good - but still better than anything except the new versions. You can turn it into hardened power armor (similar to the first game) via one of the people in SF iirc.
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deck16: Thanks. It seems that the Restoration Project needs to be installed to use this mod, but I don't have that. I've looked into it, but I can't find anywhere were it says that the Restoration Project can be installed after starting playing. Is this the case? I hope so cause I'm definitely liking the sound of some of the things you can do with this mod. Unlimited carry weight and no charisma check for new party members - sounds good to me!
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squid830: It's generally recommended to not install mods while you're in the middle of a game as it will likely screw things up. So I wouldn't do it - save it for next playthrough, it's definitely worth it.
Thanks. If I do have another playthrough with mods installed, I like the idea of starting my own army. On the FO2tweaks page there's a list of sixteen characters that can be recruited with the mod installed. Even just half of those guys is a small army. The only downside I can see is friendly fire and keeping track of all their ammo and stimpaks etc...
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deck16: Thanks. It seems that the Restoration Project needs to be installed to use this mod, but I don't have that. I've looked into it, but I can't find anywhere were it says that the Restoration Project can be installed after starting playing. Is this the case? I hope so cause I'm definitely liking the sound of some of the things you can do with this mod. Unlimited carry weight and no charisma check for new party members - sounds good to me!
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burn: It (currently) needs either RP or unofficial patch by Killap. Both of those can't be installed mid-game, yes.
Thanks for the info. I sort of wish I'd installed these mods in the beginning, but I've heard some people recommend playing the standard version of the game first before any of that. The game is still great without any mods, so I'm going to carry on with my war against bad guys and save the mods for another time!
Post edited September 19, 2017 by deck16
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deck16: One thing that has been annoying me about the power armor, is that you can't take it from the soldiers you kill at the Navarro base. You can pick up their weapons and ammo but not the armor they're wearing. It would've been great to kit Sulik and Cassidy out with some power armor for both of em. Now that really would be one bad ass team!
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squid830: I don't actually mind that - it limits how OP you can become (a little bit anyway). Plus I always figured that power armor would need to be adjusted for the user, and I figured that when you buy it or receive it that you get one that fits you perfectly, or something.

You should be able to buy power armor in San Francisco - though it's the standard BOS version and not the new sleek black version that you no doubt have from Navarro, so it won't be quite as good - but still better than anything except the new versions. You can turn it into hardened power armor (similar to the first game) via one of the people in SF iirc.
I couldn't believe how easy it was to get the power armor at Navarro Base. I just basically walked on to the base unchallenged, went down to the armory on the first level and there it was in an unlocked locker. Unbelievable really, especially considering that I had to do a quest to get it in the first game.

Good to know that I'll be able to buy power armor in San Francisco. I haven't got there yet, I'm still investigating New Reno. In the meantime, I'll try making some serious money, cause I have a feeling that power armour is gonna be one expensive purchase!