Also, as given away by the opening sentence, you'll be able to craft those lovely stimpacks, which are undeniably useful for surviving. This is perhaps one of the most important perks available for survival difficulty. Strong back increases carrying capacity by up to 50 and allows you to run while over-encumbered. While the fast travel while over-encumbered aspect is naturally disabled, that extra carry weight is massively important.
Think about it -- because ammunition weighs so much and fast travel is disabled, you'll be carrying everything potentially for miles and for hours, so having as much carry weight as possible means more resources for upgrading, restoratives for healing and ammo brought back to your settlements to prepare for future adventures.
Let's face it, the artificial intelligence in Fallout 4 is particularly good at getting themselves knocked down; the AI is also talented at giving away your position and aggressively engaging adversaries when you'd rather they didn't. That's why it's best to go it alone, especially since their demise is almost as immediate as yours in open conflict. All of this combined makes your stealthy approach more efficient, allows you more carrying capacity, makes you tougher and allows more lethality; these attributes are absolutely crucial for your survival out there.
So there you have it, those are the top 5 perks to survive survival mode in Fallout 4. Am I right? Cannibalizing an enemy will give you the Dark Craving debuff, which allows you to only eat human flesh no standard food to recover health and hunger. Moreover, it seems the rate at which your hunger rises is greatly increased, forcing you to seek out more cannibal victims until the debuff is removed by sleeping a long time, 24 hours seems to do the trick.
Depending on how you play, this might not be worth it. The immunities are especially noteworthy. Illnesses are more likely to happen to those in poor health. If those ill effects are stacked with withdrawal effects, you might be severely hampered.
The last point also makes them work faster, which will counteract at least a bit of the "slower healing" from them. Healing more can also help conserve Stimpaks, which are needed more overall. As previously mentioned, they or sleeping are needed to heal limbs. Followers that are downed also need Stimpaks to recover, else they will go back home. Lone Wanderer decreases your damage taken, and increases your damage dealt and carry capacity, when without a companion.
Inspirational does all the same for your companion, increasing their survivability. Attack Dog can have Dogmeat hold down enemies, preventing them from attacking you. Nerd Rage! The damage resistance may save you in a pinch. Fatigue affects your AP bar the same way radiation does to your health bar. These help ensure you have some AP to use when you really need it. What does it do? I have the mod Nuclear Perks, so I can't remember what some of the vanilla perks do Edit: Checked the wiki.
Says it's a good early game perk, but at level 32 the points would have been better off in Endurance. Zuletzt bearbeitet von Beautiful Ham Sandwich ; Juli um Useless: Lead Belly, many of the useless ones anyway. Your best bet is to make sneaky character for survival. Take sneak perks which are extremely helpful, then probably scrapper, rifleman, and lockpick.
Also Lone Wanderer helps a ton, I suggest just stick with dogmeat and use this perk Unfortunately I lost my dog meat Strong Back is helpfull too, So is Armorer so you can make Deep Pocketed modifications, carrying helps a lot.
Chemist and Chem resistant is the ultimate combo, you're gonna rely on drugs to win engagements.
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