![]() If you don’t get a weapon mod when you pull apart a weapon, you’ll instead end up with maybe five weapon parts, each of which he’ll buy for around $15. The quartermaster will trade “weapon makings” (read: broken weapon parts, acquired by chance on stripping down armaments with Weaponsmithing) and these are a very, very easy way to make money. Most of the shopkeepers at the Citadel will happily trade certain items for huge stacks of cash. It’s not a bad idea to have a couple of people with a point in Surgeon, too if your only person with points in that skill drops to zero HP, you need someone else who can bring them back to consciousness. Demolitions and Perception are also incredibly helpful, being that one will let you spot locks/alarms/traps/mines, and the other will let you disarm traps and mines.Īnd, obviously, you want someone to act as a medic, because that’s really the only way of healing up in the field. Lockpicking, safecracking, and toaster repair (yes, really) all let you open different types of locked container that you’ll find in the wastes toasters are the rarest of the lot but generally have unique loot, so it’s not a bad idea to chuck these skills onto somebody. ![]() Leadership is useful both for giving general aiming bonuses to nearby allies, and for preventing your non-created allies from doing whatever they want instead of following your orders, so having someone with a point in that isn’t a bad idea. At the very least, you’re going to want a starting team with a mix of skills.
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