One hander trait in character creation

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killjoy72
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One hander trait in character creation

Post by killjoy72 »

Hello everyone, I am pretty new to this game, But I am loving it!

I have a question about the one-hander trait. It says that I will do better with one handed weps and worse with two handed ones. Whenever I am using a pistol, I dont seem to do any better than if I am using a rifle or submachinegun. I have done many comparisons between pistols, obviously a on hander gun, and rifles, obviously 2 handed with similar ranges and Perception. But I have the same chance to hit with both weapons.

I would love to play a character who favors pistols in this game, but I would like to know what the one hander trait in fact "does"

Thanks in advance for any advice on this matter.


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Post by Ripper »

this is one of the many bugs in FOT.

the one hander perks actually enhances your small arm skills but gravely affects big guns skills.


And since Rifles, ARs, SMGs, Pistols, Shotguns and Revolvers are considered as small arms, this trait improves them all.


as a tip, i would not suggest you to learn Big guns since the penalities dealt by One Handers are really bad, so train energy weapons after ya done with small guns.
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Post by elmoo »

Speaking of traits.

If APs dun really factor that much in CTB, then the Bruiser Trait must be a real Godsend. +2 STR for a measley loss of 2 APs. Which after the first round of combat in CTB won't really matter anymore.

Unless the recharge rate of APs are affected by the total no. of APs. Otherwise, I really see no reason to create a character with high APs.

I'd like to believe that someone with 12 APs will regen APs twice as fast as someone with 6, meaning that the former can pull 2 punches to every one from the slow poke.

Can one of the FOT Gurus please comment on this.
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Post by requiem_for_a_starfury »

elmoo wrote:Speaking of traits.

If APs dun really factor that much in CTB, then the Bruiser Trait must be a real Godsend. +2 STR for a measley loss of 2 APs. Which after the first round of combat in CTB won't really matter anymore.

Unless the recharge rate of APs are affected by the total no. of APs. Otherwise, I really see no reason to create a character with high APs.

I'd like to believe that someone with 12 APs will regen APs twice as fast as someone with 6, meaning that the former can pull 2 punches to every one from the slow poke.

Can one of the FOT Gurus please comment on this.
Page 30 of the manual
In CTB mode, Action Points regenerate. Characters with more APs regenerate faster than characters with less APs.
I don't know what the exact diference in the regeneration rate is between someone with 7APs and someone with 9APs, you'll need to wait until one of the Gurus replys, but the more APs the better in either TB or CTB. For example a character with 7 APs using burst fire will need to wait until they've regenerated 3APs before they can fire again. A character with 9 APs will only need to wait for 1 AP to regenerate.
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Post by ArchVile »

Ya, I don't know how big of a difference a large amount of APs makes. But hey, how can you go wrong with 12 APs? I know all of my good single player characters are like that.
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Post by Ripper »

there is no different AP regeneration rate.

all regenerate at 1 sec per AP.

However chars with more APs can shoot and recover faster since they have more AP at their disposal.

12 APs with a Bonus ROF perk however can make a huge diff with Laser Pistols and Plasma pistols. Both weapon take only 2 AP with the perk.

You can easily have a near constant rate of fire. Eg by time i fire the 3rd shot, the 1st 2 APs would have been ready again.
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Post by requiem_for_a_starfury »

Ripper wrote:there is no different AP regeneration rate.

all regenerate at 1 sec per AP.
Probably, I'm only going by what the manual says and it wouldn't surprise me if it wasn't implemented. If it was then the difference is probably only in 10ths of seconds, but I'm not about to sit down with a stop watch to find out. : )
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Post by elmoo »

Yes, I have noticed that the regeneration rate doesn't really take into account the total number of APs.

I did a comparaison between 2 of my chars and had them throw punches at another mutie squaddie.

Results - The first guy with 10APs threw in a flurry of punches but once the APs were all used up, he was punching at the same rate as the guy with only 6 APs

My conclusion: Bonus Rate HTT is FAAAAR better than having chunks and chunks of APs.

Taking Beth as an example, I will leave her with Bruiser. and won't bother with raising her AG or Action Boy. As such, I stress my earlier contention that the Bruiser trait is a God send for Melee players in CTB.

Furthermore, since unarmed attacks cost 1 less AP then melee, I'd just as soon sacrifice the range of melee weapons for more hits.
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Post by requiem_for_a_starfury »

Personally I believe you can never have enough APs, I'd take a slightly weaker more agile character over a bruiser anyday. But that's the great thing about the Fallout games, so many possibilities, so many points of view. :)
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Post by Kashluk »

But that's the shittiest part of FOT multiplayer, only one kinds of character survive :/
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Post by requiem_for_a_starfury »

Kashluk wrote:But that's the shittiest part of FOT multiplayer, only one kinds of character survive :/
That's the best part of only owning a 56k modem, MP, I'm not even tempted. : )
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Post by Stainless »

elmoo wrote:Taking Beth as an example, I will leave her with Bruiser. and won't bother with raising her AG or Action Boy. As such, I stress my earlier contention that the Bruiser trait is a God send for Melee players in CTB.
Agility also affects how fast your chacter moves. So if you have a low AG melee character, it takes longer for him to close the distance between him and the target, leaving more time for him to shoot him. Also raiders, etc with guns run back when you get close with a melee guy, and they'll probibly have more AG then your guy, so again your getting shot up again.
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True Bad Things About FOT Multiplayer

Post by Duc »

The true bad thing is that every person has a pack full of drugs, which to start off the battle they quickly make themselves 100% in every possible attribute, then they sneak, or something, and the person who shoots first wins.

That is what is bad about the multiplayer I think. Drugs should have had a limit, or cost more points...something to stop the madness.
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Post by ArchVile »

You could make a non-drug character who has amazing sneak, then wait for everybody's drugs to wear off, then go around killing them with psyco so that they OD, or punch em to death :twisted:
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Post by Ripper »

ArchVile wrote:You could make a non-drug character who has amazing sneak, then wait for everybody's drugs to wear off, then go around killing them with psyco so that they OD, or punch em to death :twisted:
i would not puch someone with a Gauss Minigun.
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Post by Jawz II »

last time i played all my squaddies had 12 aps besides that pitch black guy whatshisface..? he had 10 aps

i used him as a sneaky assasin type o deal,didnt work too well though,the only maps were he would be usefull r the first few ones before the muties hit the fan
but then i boosted his energy weapons up to 100 sumthin and he became pretty usefull,also hes good with a power glove so i kept him around for killin passed out enemys

i had robin as a sniper/medic,malice: gunner and thrower,brian and kevin as gunners

see, my philosophy is if the enemy is weak enough to be beaten in ctb,a few ap here or there wont matter much,but if they r hard then u will need as many aps as possible
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Post by Nutter »

i should point out that if you are a deathclaw, the one-hander trait is excellent

mega throwing and melee benefits, deathclaw will never use heavy weapons so never suffers the penalties
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