Are you struggling to find the best weapons in Fallout? Look no further! Our comprehensive guide covers everything you need to know about damage calculations, ammo weight and value efficiency. Plus, learn how to customize your targets’ DT/DR, bonus damage from perks, and critical modifier by making a copy of our spreadsheet for yourself. Get ready to dominate the wasteland with our helpful hints!
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Gameplay Hints
Don’t rely entirely on quicksaving (F6). Make multiple different manual saves periodically.
Stealing from your companions is the correct way to manage their inventory.
Character Creation:
Fast Shot VS Finesse:
- Finesse will effectively make your character Aimed Shots only. Fast Shot disables Aimed Shots entirely.
- I personally hate Finesse because if you find a really powerful burst gun you can’t get any value from it until you have the sniper perk at level 24 (impractical to get in Fallout 1 due to lack of total experience in the game)
- Fast Shot does the same thing but in reverse, you get very little value from finding a powerful single shot weapon. However, Big Guns users can only gain from it since there is no aimed shot Big Guns.
- Fast Shot was nerfed in Fallout 2, it no longer effects melee/unarmed (unless you mod it to).
- Getting Sniper at level 24 vastly improves burst attacks but has almost no impact on aimed shots damage output. This means Fast Shots/Burst characters have more end game damage potential.
For Fallout 1 I think it’s better to have 10 INT and 9 AGI instead of the other way around. (*extra 2 skill points per level up. Essentially a 4% skill increase since tagged skills increase at double the rate.*)
For Fallout 2 you gotta go 10 INT / 10 AGI. There is no way to improve AGI in the game at all. It is possible to get your int from 9 to 10 but it’s so late game that it doesn’t matter.
If you’re playing Vanilla Fallout 1 (or with FixT mod) then Barter is really good. If you’re playing Fallout 1in2 or 2 then Barter is trash.
Equipping Fallout1 companions:
- Ian .223 Pistol > 14mm Pistol > .44 magnum
- Tycho LE BB gun > Sniper Rifle > Hunting Rifle > Shotgun
- Katja .223 Pistol > 14mm Pistol > Ripper.
My personal Fallout 1 weapon skill ranking: Energy > Small Guns > Unarmed > Big Guns > Melee > Throwing
Best Fallout 1 perks per level up:
- 3 = First playthrough should be Awareness so you can easily see your companions health values and learn how much health enemies have. However, Pockets is definitely the best option as once your backpack is open you can use as many healing items/drugs as you need.
- 6 = If Unarmed/Melee build then Bonus Hand to Hand Attacks is an absolute must. Otherwise, More Criticals.
- 9 = Bonus Rate of Fire is the best perk here. Unfortunately it shares an opportunity cost with Better Criticals.doing 2 aimed shots per round is more important than criting harder.
- 12+ = Action Boy is the only option that’s any good. If you aren’t a ranged crit build then you can take this at levels 12 and 15 but if you are then you’ll likely ignore it for both the good level 9 perks.
There isn’t enough experience in the game to go above level 15 without grinding. Even getting level 14 requires doing nearly every quest in the game.
About Radiation: The Glow is the only location in Fallout 1 where this is rads. Upon arrival you can consume 2 Rad-X to get 100% immunity that will last for your entire stay at The Glow. Then you use 1 Radaway to remove the rads you acquired when you arrived.
That’s it, 2 Rad-X and 1 Radaway are the only time in the entire game you will use these drugs which are worth a lot of caps. Once you’re done with The Glow, sell off your excess (Almost everyone I’ve watched play this game online finishes the game with 20k caps worth of radiation medicine in their inventory)
My personal Fallout 2 weapon skill ranking: Small Guns > Big Guns > Energy > Unarmed > Melee > Throwing
Best Fallout 2 perks per level up:
3 = First playthrough should be Awareness so you can easily see your companions health values and learn how much health enemies have. However, Pockets is definitely the best option as once your backpack is open you can use as many healing items/drugs as you need. Pockets is even stronger this time around. Strong Back is good for Big Guns builds because ammo is heavy.
6 = Empathy is okay for lazy people like myself who like having the speech options color coded. More Criticals will ultimately be made redundant by level 24 perks but that’s a long way from level 6 so it still has some value. Bonus Ranged Damage is good for Burst Builds.
9 = Better Criticals. If you’re a burst build you can delay this perk all the way till level 21 and take ranged damage instead.
12 = The TAG! perk is extremely broken if you know how to game it correctly. It doubles any % increase in a skill since you started the game. For example, if you had increase your small guns skill by 50% with skill books/points then tagged Small Guns it would instantly increase the skill by an additional 50% as well as reducing the cost of increasing the skill further. The strategy is to deliberately leave your desired weapon skill untagged at the start of the game, level it into the 100’s, then tag it at level 12 to instantly have a character with around 300% weapon skill (thus bypassing the increasing skill point cost). If you don’t like this cheese strat, then action boy is best.
15 = The AP cost reducing perks have been pushed back to level 15. Still some of the best perks in the game.
18 & 21 = Finish getting Action Boy maxed out. A second rank of Ranged Damage for Burst builds. Living Anatomy, More Criticals, and Silent Death are trash.
24 = Sniper/Slayer
Suggested Fallout2 Stat Build: 5/7/5/2/10/10/8 Gifted
Fallout 2 Companions: With Gifted, the charisma surgery upgrade, 2 mentats, and the mirrored shades it’s possible to hit 6 charisma which allows for 3 companions.
Companions gain increase AP and CRIT chance just from leveling up. This time around there is a little bit of AI to prevent them from burst firing you in the back. They still will do that, just less frequently.
I Suggest:
- Sulik: Find him a H&K P90c and watch him become a god. 12 AP and 32% crit
- Cassidy: He’ll really surprise you with a FN FAL HPFA. 10 AP and 36% crit
- Vic: The XL70E3 is kinda hard to find but Vic has the AP to burst it twice per turn. 12 AP and 22% crit
This way, each of your companions use a different ammo type that is readily available for sale at SanFran while saving all that delicious 2mm EC and 4.7mm for your own personal use.
And that wraps up our share on Fallout: Weapons Spreadsheet / Hints. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by D E V I N, who deserves all the credit. Happy gaming!