Syrex
New member
@madmole loving the perks and perk placement so far. There's some perks that i've maxed that i dont normally do (like the mining ones). Leveling is definitely slowing down, currently lvl 79 (d59, 5156 kills, gs 164, still only 2 deaths, 120min days). My perks thus far without equipment:
Per (3/10) - 3/5 Lucky Looter
Str (6/10) - 3/4 Sex Tyr - 1/5 M. Chef - 5/5 Miner & Motherlode
Fort (8/10) - 4/5 M. Gunner - 2/3 Living off land - 2/5 Healing factor
Agi (7/10) - 4/5 Archery - 2/4 Parkour
Int (7/10) - 4/5 Better Barter - 4/4 Daring Adventurer - 4/5 Adv Engine - 2/5 Grease Monkey
Am finding that questing is requiring more into my bow/sneak since I love to stealth play/kill my way thru a POI. And the radiated aren't too keen on dying to headshots the way i'm specc'd right now (t5 compound bow - polymer string, cripple 'em, and rad remover mods - 46 range dmg before mods). Tryin to stay away from t5 quests unless I've got absolutely nothin to do/accomplish which is few and far between since I'm the main miner for my group. The others don't mind mining and will do if they have to it's just that I like to do it more than they do and we barter. Another Alpha first for our group is the start of player economy, I set up vending machines for my services they give me the "brass" I need for my bullets haha. With the need/desire for a lot of the perks scattered across all 5 trees, assessing which perks will take priority is definitely apparent, creating early game specialization. I could see this as an issue in single player games more than MP. Maybe allowing the trader quests to reward skill point(s) could be a thing.
Per (3/10) - 3/5 Lucky Looter
Str (6/10) - 3/4 Sex Tyr - 1/5 M. Chef - 5/5 Miner & Motherlode
Fort (8/10) - 4/5 M. Gunner - 2/3 Living off land - 2/5 Healing factor
Agi (7/10) - 4/5 Archery - 2/4 Parkour
Int (7/10) - 4/5 Better Barter - 4/4 Daring Adventurer - 4/5 Adv Engine - 2/5 Grease Monkey
Am finding that questing is requiring more into my bow/sneak since I love to stealth play/kill my way thru a POI. And the radiated aren't too keen on dying to headshots the way i'm specc'd right now (t5 compound bow - polymer string, cripple 'em, and rad remover mods - 46 range dmg before mods). Tryin to stay away from t5 quests unless I've got absolutely nothin to do/accomplish which is few and far between since I'm the main miner for my group. The others don't mind mining and will do if they have to it's just that I like to do it more than they do and we barter. Another Alpha first for our group is the start of player economy, I set up vending machines for my services they give me the "brass" I need for my bullets haha. With the need/desire for a lot of the perks scattered across all 5 trees, assessing which perks will take priority is definitely apparent, creating early game specialization. I could see this as an issue in single player games more than MP. Maybe allowing the trader quests to reward skill point(s) could be a thing.