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Energy Weapons is a Fallout, Fallout 2, and Fallout Tactics skill.

The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.

Initial Level: Starting Energy Weapons skill is equal to 10% + (1% x Agility). Average characters will have a 15% skill.

Energy Weapons: a practical guide

Energy weapons, depending on the character, are the most versitile and powerful weapons in the Fallout universe. Unfortunately, they're also rare, hard to get and/or expensive. Ammo is rare and pricy so usually an Enclave or supermutant patrol needs to be sacraficed (if you can do it) to feed your hungry gun. However, a character wielding a laser gatling gun, alien blaster or other energy weapons whilst encased in power armour is a walking tank, all but undefeatable. If you can survive the early game until you can get an energy weapon, a PC can be a very happy person as they crisp/melt/vaporize all who stand in their way.

Tactics

Energy weapons almost always must be tagged to be effective. There are no books or other easy ways to raise Energy Weapons in Fallout. So a good combination is Energy Weapons, Small Guns and a non-combat skill. With this configuration, the PC can defend themselves until an energy weapon is found (try the Glow or Sierra Army Depot). Remember, like all weapons, energy guns come useful and useless so find one that suits you and stick to it. Remember, a character doesn't have to aim energy weapons as they are devestating even prior to a critical hit. To really make a fight onesided, take perks such as sharpshooter and more criticals to really start the plasma flying.

The bottom line

Les armes à énergie sont rares, chères et demandent (le plus souvent) que la compétence "arme à energie" ai été choisie. Un joueur doit mettre de coté des points de compétence et des atouts en anticipant l'arrivée de ces armes sous peine de ne pas pouvoir les utiliser, au risque qu'il se fasse tuer si il n'a aucune compétence de combat. Cependant, un fusil à plasma amélioré, une gatling laser, l'arme alien, ou équivalent sont capable de désintégrer la pluspart des enemis (icompris la Confrérie de l'Acier et l'Enclave) en un coup. Donc, dans un combat correctement préparé, il y aura le joueur dans un champ de cendres et d'ennemis frits. Puissance au plasma !

Energy weapons are rare, expensive and require (usually) that energy weapons be a tag skill. A PC must set aside perks and skill points early in anticipation for these superweapons early or else be unable to use them. This runs the risk of premature termination if the player has no other combat skills. However, an upgraded plasma rifle, gratling laser, alien blaster, or similar is usually capable of vaporising most enimies (including BOS & Enclave) in one hit. So, in a fight, properly prepared and armoured, it will be the PC in a field of ash and fried enemies. Power to the plasma!

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