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#41 sirmethos

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Posted 02 July 2012 - 05:17 PM

So, any suggestions for weapons for a Sniper?

So far I've looked at the Bozar, and the Gauss Rifle. But I really have no idea.

Also need some kind of 'standard' use weapon, like an assault rifle or something like that.


Another question, are we only allowed to pick/use weapons found in the Fallout games, or would something from real life, or from another game be allowed as well?

#42 AVP vs The Terminator

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Posted 02 July 2012 - 05:34 PM

A good option for a sniper is the Anti-Materiel Rifle, Methos. It's basically a Sniper Rifle, only insanely powerful.

The Marksman Rifle would be what I'd suggest as a non-sniping weapon.

#43 force_echo

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Posted 02 July 2012 - 06:03 PM

Only from the Fallout Universe.

For Snipers:
Like AvP said- Anti-Materiel

The Bozar is good too. It's powerful, fully automatic, killer scope.

#44 sirmethos

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Posted 02 July 2012 - 06:47 PM

Ok, almost done with weapons and such, just one more question.

For modifications, I can't find anything about which modifications can be used on various weapons, so... Can we mix and match stuff, or are there specific modification that can only be used on certain weapons?

For example, with the 'mix and match', would it be allowed to use the photo-electric cells from the Solar Scorcher, on something like the Magneto-Laser Pistols? For more 'standard' modifications, can Rechargers be put on smaller energy weapons(like the magneto-laser pistol) ?


If the 'mix and match' is allowed, I would kinda suggest that everyone have at least one energy weapon with photo-electric cells, and if possible, rechargers. It would kinda fit for a special unit as ours seem to be, to be outfitted with side-arms that doesn't run out of ammo(at least during the day :P ).

#45 force_echo

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Posted 02 July 2012 - 06:50 PM

Sure. I mean, obviously it has to make sense. You can't put a recharger on a projectile weapon, you can't use an upgraded "bolt" on a gun that doesn't have a bolt, etc. etc.

#46 force_echo

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Posted 02 July 2012 - 07:56 PM

Just to be clear, by turn based I mean the system where four people each post and an update comes from the GM. Non-combat will be turn based. Combat will not be. As in, if you post an attack, you don't have to wait for 3 other people to post to get a response, the enemy will react immediately.

#47 AVP vs The Terminator

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Posted 03 July 2012 - 11:26 AM

So, before I respond, is Lance being stabbed with the remainder of the sword, or a combat knife?

#48 force_echo

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Posted 03 July 2012 - 11:34 AM

He had two swords, so he's stabbing you with a full Chinese Officer's Sword.

#49 force_echo

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Posted 03 July 2012 - 12:49 PM

I'm waiting on AvP to comment before I update the situation with the Chinese sword-wielder, so it's not that I don't see you.

#50 AVP vs The Terminator

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Posted 03 July 2012 - 01:15 PM

DONE

#51 force_echo

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Posted 05 July 2012 - 08:47 AM

Skills:
Barter (Charisma)- 21
Energy Weapons (Perception)- 21
Explosives (Perception)- 21
Guns (Agility)- 26
Lockpick (Perception)- 21
Medicine (Intelligence)- 51
Melee Weapons (Strength)- 6
Repair (Intelligence)- 51
Science (Intelligence)- 51
Sneak (Agility)- 26
Speech (Charisma)- 31 (added 10)
Survival (Endurance)- 26
Unarmed (Endurance)- 36 (added 10)

Also, I don't know if a lot of people realize this, but the Explosives skill applies to explosive weapons (like rocket launchers and missile launchers) too.

#52 sirmethos

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Posted 05 July 2012 - 10:17 AM

Uh... Whose skills did you just post, and if it was the skills of any of the PCs, what did you change from the original skill list?

#53 sirmethos

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Posted 05 July 2012 - 10:35 AM

Ok, one more question.

Can we get a list of the equipment we have, aside from our weapons and power armors?

For example, the Stealth Boy that I apparently have. Do we all have V.A.T.S. and is there any other useful little pieces of equipment that we have, either all of us, or individually(i.e. am I the only one with a stealth boy, or do we all have it. Same for any other piece of equipment)?

#54 force_echo

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Posted 05 July 2012 - 11:19 AM

Those are my stats, I just leveled up, like everyone else. I added 10 to my Speech, and 10 to my Unarmed. I said to post stats after you leveled up in my post in the actual RP. You get 2 extra points for taking the Swift Learner Perk.

Well, everyone basically has their pick of chems. You and Rose have Stealth Boys, because you're a sniper and she's a stealth specialist, and you both should have Stealth Boys. (Beware, extended use causes neurological damage, including many mental disorders, like schizophrenia). As of right now, only I have a Pip-Boy, so only I have access to VATS. I think that's all. There's really not much more useful equipment beyond that.

#55 AVP vs The Terminator

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Posted 05 July 2012 - 11:48 AM


Skills:
Barter (Charisma)- 6
Energy Weapons (Perception)- 11
Explosives (Perception)- 11
Guns (Agility)- 31
Lockpick (Perception)- 11
Medicine (Intelligence)- 21
Melee Weapons (Strength)- 58 (+7)
Repair (Intelligence)- 21
Science (Intelligence)- 21
Sneak (Agility)- 31
Speech (Charisma)- 6
Survival (Endurance)- 38 (+7)
Unarmed (Endurance)- 31

#56 sirmethos

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Posted 05 July 2012 - 12:42 PM

Stats:
Strength- 4
Perception- 5
Endurance- 7
Charisma- 1
Intelligence- 4
Agility- 8
Luck- 1

Skills:
Barter (Charisma)- 5
Energy Weapons (Perception)- 25(+10)
Explosives (Perception)- 25
Guns (Agility)- 40(+4)
Lockpick (Perception)- 25
Medicine (Intelligence)- 20
Melee Weapons (Strength)- 20
Repair (Intelligence)- 20
Science (Intelligence)- 20
Sneak (Agility)- 45
Speech (Charisma)- 5
Survival (Endurance)- 35
Unarmed (Endurance)- 40

#57 He who fights monsters

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Posted 05 July 2012 - 01:39 PM

Skills:
Barter (Charisma)- 10
Energy Weapons (Perception)- 55
Explosives (Perception)- 55 + 5 = 60
Guns (Agility)- 25
Lockpick (Perception)- 55
Medicine (Intelligence)- 25
Melee Weapons (Strength)- 20 + 5 = 25
Repair (Intelligence)- 25
Science (Intelligence)- 25
Sneak (Agility)- 25
Speech (Charisma)- 10
Survival (Endurance)- 20 + 3 = 23
Unarmed (Endurance)- 20 + 3 = 23

As of July 5th.

#58 Ruinus

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Posted 05 July 2012 - 03:45 PM

Skills
Barter 20
Energy Weapons 60
Explosives 45
Guns 15
Lockpick 45
Medicine 25
Melee Weapons 25
Repair 25
Science 25
Sneak 15
Speech 20
Survival 30
Unarmed 30

Added 15 points to Energy Weapons


#59 hamtaroblazex

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Posted 06 July 2012 - 07:23 PM

Skills:
Barter (Charisma)- 5
Energy Weapons (Perception)- 10
Explosives (Perception)- 10
Guns (Agility)- 40(+10)(1st lvup:+7)
Lockpick (Perception)- 10(+20)
Medicine (Intelligence)- 20
Melee Weapons (Strength)- 5
Repair (Intelligence)- 20(+10)
Science (Intelligence)-20
Sneak (Agility)- 40(+30)(1st lvup:+7)
Speech (Charisma)- 5(+20)
Survival (Endurance)- 20(+20)
Unarmed (Endurance)- 20(+30)

#60 KevinDWolf93

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Posted 06 July 2012 - 08:54 PM

Stats:
Strength- 4
Perception- 3
Endurance- 7+1
Charisma- 3
Intelligence- 4
Agility- 6
Luck- 3
(maximum rank is 10, start out with 30 points.)

Skills:
Barter (Charisma)- 18
Energy Weapons (Perception)- 18
Explosives (Perception)- 18
Guns (Agility)- 33
Lockpick (Perception)- 18
Medicine (Intelligence)- 23
Melee Weapons (Strength)- 27
Repair (Intelligence)- 23
Science (Intelligence)- 23
Sneak (Agility)- 36
Speech (Charisma)- 18
Survival (Endurance)- 43
Unarmed (Endurance)- 50




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