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Is this the best SPECIAL loadout? Theoretically?

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heister
Posts: 35
Joined: Fri Aug 01, 2014 8:44 pm

Is this the best SPECIAL loadout? Theoretically?

Post by heister » Mon Dec 15, 2014 10:14 am

Guys, please leave the Almost Perfect perk out of this discussion.


S: 6 + Ant Might + Implant + OWB DLC = 10


P: 5 + Implant = 6 , enough for Better Critical.


E: 9 + Implant = 10


C: 1 , I can't find a use for this.


I: 4, enough for Comprehesion.


A: 7 + Small Frame + Implant + LR DLC = 10


L: 8 + Implant + Lucky 8 Ball = 10


Any idea is welcome.


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

heister wrote:

Post by TJ » Mon Dec 15, 2014 4:09 pm

[quote=heister]


Theoretically


[/quote]


Wouldn't almost perfect be the answer to your question? In all honesty, and barring almost perfect, melee is OP to begin with, so the best you could possibly do is max strength, endurance, and agility. Use Intense Training and those things you mentioned. When those are maxed work on maxing Luck and Perception.


My project Dash is on Kickstarter!



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Vhaluus wrote:

Post by TJ » Mon Dec 15, 2014 4:16 pm

[quote=Vhaluus]


For example for TJ melee is OP, but I know that with my combination of realistic weapon damage, CCO and Project Nevada melee is basically suicide vs anyone with a ranged attack.

[/quote]


Melee is OP in vanilla. Nobody said anything about mods until you did.


My project Dash is on Kickstarter!



heister
Posts: 35
Joined: Fri Aug 01, 2014 8:44 pm

running with PN here.

Post by heister » Mon Dec 15, 2014 5:53 pm

running with PN here.


Been digging info for TTW since it is fairly new to me.


Going melee still sound very tempting with TTW optional Bobblehead mod + PN, because of the Attack Speed in Bullet Time.


Look at this combo


* Bobblehead Melee, Agility , TTW optional esp.


* Perk - Melee Hacker X 2


* Perk - Slayer


* Perk - Grim Reaper Sprint


* Perk - Action Boy/Girl X 2


* Perk - Math Wrath


* Perk - Nerve Of Steel


* PN Implant - Wired Synapses


* PN Implant - Adrenaline Booster


* PN Implant - Kinetic Accelerator X 2


 


 


 


 


 



heister
Posts: 35
Joined: Fri Aug 01, 2014 8:44 pm

V-Agent wrote:

Post by heister » Tue Dec 16, 2014 6:33 am

[quote=V-Agent]


The main problem is mutants with flame weapons and missiles.


[/quote]


Yes, with PN's increased explosion radius, situations can get real nasty with explosives. I have to keep a long range rifle as backup plan.



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