The All Powerful super sledge in Fallout one

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Glowing One
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The All Powerful super sledge in Fallout one

Post by Glowing One »

I was playing fallout (for at least the hundreth time, hah) so I decided to go Melee weapons this time. I took fast shot and Heavy handed, I began by using the knife and then spear and by the time I got to the hub i had enough to buy a Super sledge. I took the extra hand to hand attacks perk, and extra hand to hand damage a couple of times too. I then and leveled up by killing death claws untill I was 18th level and I got the slayer perk!! So the end result was a character that could swing his sledge 12 times (one action point a swing!!) and was dealing between 25-50 per hit .. this is the most powerful thing that i have encountered so far! so if you are looking for a one hit night kin killin' machine go this route!
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Post by Blargh »

Gabadagadabagabadagadabagabadagadabagabada niminy piminy no. :drunk:
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S4ur0n27
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Post by S4ur0n27 »

I don't think I'd have time to get to level 18 in a single night though.
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Post by Glowing One »

Yeah getting to Lv 18 in a single sitting might be kind of difficult. My ass would be sore after that one
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Post by Rad_Man »

The only thing is the one action point super sledge attack doesn't work in FO2. In FO2 fast shot doesn't affect melee. Still 12 attacks is pretty impressive for fallout.
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Post by Stainless »

Yeah, bloody oath. I might have to give this a try. Making lvl 18 though.....
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Post by Glowing One »

Death Claws! Without the need for Amo you can kill Death Claws untill the cows come home! Hahah, you can get to Lv18 pretty easy so long as you dont kill the mommy! at 1000 exp a head, its good huntin'
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Post by Kashluk »

Death Claw hunting has to be the worst loophole (?) in Fallout 1, seriously. It's way too easy considering the amount of xp you net from it.
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Post by ExtremeDrinker »

Balance has no place when fighting giant lizard men dog things.
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Post by Franz Schubert »

I think the bug-men give too much experience as well.
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Post by J-Roc »

Deathclaws are nowhere near to as big a loop hole as Navarro in FO2.
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Post by Twigman »

You want to talk about loopholes? In FO1, leave the mutants alive in the Necropolis, but blow up Mariposa. Talk to the supermutants at Necropolis, and have them take you to the Liutenant. You end up back in Mariposa, and you can blow it up again for the experience. Lather, rinse, repeat.
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Post by fallout ranger »

I leave you with two words...












SLIDING RATS
does this work
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Post by Blargh »

A cunting prat wrote:I leave you
A veritable pity that is a lie. :drunk:
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Post by fallout ranger »

Yes, again, childish bitchery from our friend Blargh.
does this work
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Post by Blargh »

Why do you lie to us ? :drunk:
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Post by The Slaughter »

WOW !! SUPER FAST SHOT !! FUCKING GOOD !!
Time to kick ass !!
Eu sou brasileiro, se vc me chingar, foda-se, seu americano retardado comedor de capim !!
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Post by TheTWO »

upgraded mega fist
its faster and more powerfull
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Post by rabidpeanut »

Yes but it uses ammo sledge is therefor cheaper and you get to knock so far off the map that you cannot loot the bastards. Once i knocked someone so far off the map that the game stalled.
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Post by Strap »

You probably waste more action points walking over to your fallen enemies than you do swinging your sledgehammer, after they slide 20 hexes away.

I always liked the power fist and bloody mess trait, I liked seeing my character literally blow a hole through someone's chest with one punch.
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