Fallout Tactics. Insane Tough Guy. Chapter 1. Brahmin Wood. Details in description.

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Fallout Tactics, Brahmin Wood on “insane” with “tough guy” on. The hardest challenge of all Fallout games. Your skills are low, single bullet damage low, hit points low, enemy damage high enough to deal one shot one kill damage, etc. Some players use hard difficulty mode in Brahmin Wood and activate insane since the next mission and I'm not an exception. But this time “ITG” only.

First some thoughts on creating a character. My choice is to create an effective fighter for the whole game preferring this option to a character maximum suitable for the first mission on insane. Maybe I have more failed attempts in this mission but it is much easier later in the game. 1. St. enough to use all ranged weapons. 2. Pe. Enough to have a better chance to hit with ranged weapons, can be boosted with a “sharpshooter” perk. 3. The most important thing about En. is maximum HP given each level. More HP – less chance to die even from the start. 4. Ch. Needed for the better barter prices. Use your squad member with the highest barter skill for that. 5. In. skill points given for level up. The necessary minimum is the best choice. 6. Ag. More action points more shots can be fired one by one before action points are spent. Good for mid range duels and close quarters with weapons that require less than 5 AP to shoot. 7. Lk. The necessary minimum like with In. for random encounters mostly. We wont take a sniper perk because we create a shock trooper and only long range rifles are affected by it in FT. Traits: Gifted and Kamikaze. Gifted trait doesn't need introduction I guess. As for Kamikaze, I prefer +25% damage to the “fast shot” trait because it is obvious that it deals more damage while the most important job of a shock trooper is to lean around a corner, shoot once and hide. Better to deal 25% more damage with one shot than 25% less with a shot that costs just one AP less especially later in the game. The armor class parameter is not a damage resistance, it just slightly reduces a chance to avoid a hit which equals to almost zero at close range and later in game when you encounter tougher opponents with higher skills.

Brahmin Wood here we come. Some remarks on the progress trough the mission areas. See the map. 1. Lightly patrolled area, no more, no less. 2. Guardhouse. Raider near the guardhouse is a tough nut to crack. Not only because he deals high damage with his Colt but also because his behavior is unpredictable. He can stay behind the sand bags the moment he spots you or charge, when you charge him he can stay at the same position or start retreating what gives him advantage because of your squad lower skills. My advice is to retreat if he charges until he stops or returns to his position behind the sand bags. After that suppress him with a hunting rifle while sneaking on to him with your character and "shoot and crawl back" him until he is down. I chose longest but the safest way for this walkthrough, just make him spend all ammo from the distance safe for your squad. 3. Gatehouse and Tool Shed. If enemies run away, prepare an ambush when they return, better not to chase them or it'll create more chaos. Sometimes they get stuck near the fence south of the tool shed. Deal with them after dealing with the shed in such case. Tool shed. You will encounter the first strong melee opponent here. If he reaches you and you out of action points – run until you find a place to restore APs for next shot or lure him to your other squad mates, or you done for. If you are crouched or prone the melee damage increases. Be sure your squad mates don't hit you with a friendly fire during your retreat, because the HP may be low by that moment. 4. Guard post. A very dangerous enemy with a shotgun holds this position. He can dispatch two men of your squad in one close shot. If the huge raider stays inside, use shoot and crawl back against him at the same moment he tries to stand up, he thinks longer before next shot after he moves. 5. Bunker. Concentration is required, one mistake can spoil everything. 6. Ruins. Scout first, shoot later. 7. Raider headquarters. Consume vodoo before attacking the sniper left of the building. Don't do it earlier as its effect lasts several minutes. Voodoo gives additional 20% to damage resistance and critical chance. Its important in close quarters fight in the main building. When Stitch takes position in the left south corner of the building Horus may leave his cover and take his position near the closest to himself support column. If so, you can deal with him using smg false burst fire from the right corner opposite to Stitch. Always watch what weapons enemies use. Your tactics depend on it, because some weapons do not deal much damage and some can kill you or your squad mates in one shot and it also depends on distance.

And that's it, the hardest mission is behind.
Next video is Chapter 2 - Freeport. To be continued..







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