Best Skills To Tag

DwayneGAnd

Look, Ma! Two Heads!
Usually, I tag one combat skill together with lockpick and speech. The nearly ultimate fallout guides online recommend that these two are always tagged and that the best combat skill to tag is small guns. That's what I do with all my gun users. If I switch later to energy weapons or big guns, I just pump those skills later on, even if they only raise by one point (in fallout 1) or increasing amounts (in fallout 2) perk skill point invested.

For big gun or energy weapon builds, these two are used primarily as secondary combat skills with small guns used primarily because they are more common or to conserve ammo.

Melee builds choose either unarmed or melee weapons together with lockpick and speech. At least once again that's what the ultimate fallout guides recommend. Of course, the last time I played through the games with a melee only character, I had some difficulty due to most of my opposition using guns and the fact that I had to get into melee range.

The guides also advise against tagging skills that can be raised by reading magazines such as first aid, repair, science, and outdoorsman. Even though small guns skill can be raised with magazines, the guides still recommend tagging it for most characters as it is considered the best combat skill.

I've been reading online about certain character builds that recommend tagging two combat skills. What I would appreciate is advice from other players on what they do when tagging their skills, which are good choices and which should not be tagged.
 
Entirely depends on which game, and your character plan.

For a normal, completist playthrough for example the best weapons are:
F1: rocket launcher
F2: laser rifle/Y2K Pulse Rifle, aka. tag energy weapons
F:T nothing beats Browning M2, period. It is a heavy machinegun.

But eg. in F2 you CAN reach lvl 99 without much grinding,and that'll end you like all skill 250+. Doesn't really matter what you tag.
F1 is a specialist game, so you are supposed to play the way you tagged your character.
F:T entirely depends on your needs, metaknowledge, recruits in use... Oh, and melee weapons in F:T are worthless.
 
I haven't tried Fallout Tactics.

I had small guns, speech, and lockpick tagged in my playthrough for both fallout 1 and 2. I could decimate any opposition, but had to resort to hacking the turrets to take down Frank Horrigan as none of my weapons could inflict major damage against him.
 
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