Fallout Tactics Divine Favor

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1. Introduction
  1. Cached
  2. Beth
  3. Fallout (series) - Wikipedia
  4. Alice
  5. Fallout Tactics Review
3. Statistics for Non-drug Games

Fallout Tactics has a visual problem for me grallison05 11 Nov 19 @ 6:50pm Any chance we might ever see a fallout tactics 2? Is Divine favor worth 8 Charisma. Divine Favor: 8 14 - Fallout Tactics: Fallout 3 edit edit source Modifies: Speech and Barter skills, NPC Disposition Charisma increases the disposition of all NPCs, which makes Speech checks easier. Disposition is also affected somewhat by Karma (most NPCs like good characters more), quests (doing a quest in a way an NPC likes can.

5. Perk Lists
7. Inventory Item Challenges
9. Rumor Mill
11. Damage Information
An intense simulation of post apocalyptic nuclear war that intertwines many species and subspecies that include humans, ghouls, mutants, robots, dogs and death claws. From the old school Fallout to a new style that Fallout Tactics gives new transition from a slow turn based into a real time combat that brings a flow of adrenaline rush for an intense experience.
Create a Character:
2. Click on ‘create char’, which will bring you to main character creation menu.
3. Click on ‘Name’ and then type in other modifications such as age, skin and head color.
· To use the color changer program, your character’s skin, hair and body color needs to be different other than the default settings (ie all white body.)
4. Fill in Stat Points by reading sections on statistics on drug games and non-drug games.
6. Fill in Traits by studying the Traits list.
7. Once finished with filling in points, click on ‘done’ once, then a new dialogue will appear on left hand side of screen where you can level up your character.
· If this is a standard 10k drug game, level up to level 12 and then select “Lifegiver” perk two times and then level up to level 29-30.
8. After leveling up your character, then read and select the remaining perks.
9. Now you have to set up your inventory; read the Inventory section and Inventory Item Challenge.
10. Once finished, click on ‘done’ and then save your character.
Weapons used for standard 10k drug games:
(Most commonly banned weapons are big guns with exception of flamers, Energy guns such as Pulse and Plasma rifle and grenade launchers.)
Pancor Jackhammer shotgun - This is the most common weapon used for 10k games because it is one of the most powerful weapon in the game not because of just the base damage, but also from the damage bonus from the shells. This weapon is best for good mid-distance battle.
· Other weapons have similar base damage with burst capabilities but no other weapon has bonus damage from shells (Flechette ammo).
H&W Caw shotgun - This weapon is best aiming weapon since you can shoot multiple enemies while being able to aim at both enemies. This gun is also good because you can load this with EMP shells, which makes it a perfect weapon to kill enemies that are almost dead.
Guass Rifle – The gun has extreme stopping power and a perfect weapon to use without harming nearby teammates. This is the best long projectile weapon with the range of 50. This gun is also superb for long range since it has locking abilities, hence, you can shoot enemy even after he runs behind wall.
Gauss Pistol – The sister gun which is a mediocre weapon, but very affordable compared to rifle.
Cattle Prod – The best close range combat weapon for its superior quickness and devastating damage that kills an enemy within 1 or 2 hits. Make sure you have prod set to overkill.
Big or Small Flamer – This is the 2nd best weapon to use for close combat for fast kills since armor does not have good fire resistance; you will be able to penetrate armor by always doing damage.
Playing a Game on GameRanger
2. Once game menu screen, click on ‘switch’ located lower right corner.
3. You will be brought to a character selection screen, click on ‘custom’ button located middle-top of screen. Click here for a picture of this step.
4. You made it, now you are playing with the big boys. Make sure you follow instructions from Character Style page by eating the required drugs and completing the perk list by pressing ‘c’ during the game.
Other tips on playing with other members in the community is blending in with the veteran players. Most Fallout Tactics veterans are very picky with letting new comers join their games so more likely they will boot you if you have a bag head for an icon and a name without a clan tag or just a plain name.
Color Codes:
<Cb> = blue <Cc> = cyan <Cg> = green <Ck> = black <Cm> = magenta <Co> = orange <Cr> = red
<Cw> = white <Cy> = yellow or type a “~” known as a tilde to highlight one letter yellow
Series of steps to make your tag enhanced:
Add Color: <Cr>P<Cm>r<Co>o = Pro
Add fake or start new clan tag: {AGD}<Cr>P<Cm>r<Co>o

Statistics for Drug Games
This is also known as the S.P.E.C.I.A.L system. The following information is only for games that involve drugs (voodoo, mentat and psycho).
Strength (ST) – ST will determine if how much you can carry and increase your HP by a few points. All your characters should have minimum of 7 ST to fulfill the requirement of “bonehead” perk, which will reduce your chances of getting knocked-out. If your character is melee/unarmed, then you will not necessarily need to max ST but instead use a combination of ST drugs (mutie, buffout and trauma).
Perception (PE) – Having a high PE gives a big advantage to any players, which are:
· Detecting the enemy faster (must also have high sneak)
· Shoot farther with long-range projectile weapons
People who have low PE (6 and lower) are vulnerable from blind shots, which reduce PE -5. If you have very low PE, the enemy is able to sneak at very close range and get first detection privileges.
There are exceptions of having a low PE, such as making a specific skill char such as pancor and prodder in which having “divine favor” perk is imperative to make a fully operational character, however, make sure you take Mentat drugs to increase PE +2 per drug. PE has no correlation with damage (check Rumor Mill section).
Endurance (EN) – All characters should have EN of 10. If you have “Lifegiver” perks x2 and 10 EN, then you should have around 420 HP if your character is level 30. A normal mid-range attack from a burst shot with a pancor shotgun averages 370-410. Your char should be able to withstand a mid-range attack of a burst from pancor shotgun with flechette.
Charisma (CH) – Most of your chars should have CH of 1 (2 if you have gifted trait). There are exceptions such as “divine favor” perk that requires 8 CH.
Intelligence (IN) – I recommend only 6 IN if you have three tag skills or 7 IN if you have four tag skills. Having excessive amounts of skill points such as +200% does not give any player a big advantage (check Skill Explanations). Keep your skill points around 200% maximum, but if you decide exceed this limit, you will lose precious skill % with your other tag skills such as sneak % or doctor %.
Tag skills are doctor skill, small guns skill, big guns skill, sneak skill, etc.
Agility (AG) – This statistic increases your action points during the game. Any character only needs AG of 6 to fulfill perk requirements or 7 if you are getting “bonus rate of fire” perk. Voodoo drugs will maximize your AG to 12 if you take 4 or 5 drugs.
Luck (LK) – Any character only needs 6 LK to fulfill perk requirements. Voodoo drugs will maximize your LK to 12 if you take 4 or 5 drugs.
Statistics for Non-Drug Games
This is the S.P.E.C.I.A.L system. The following information is for non-drug games.
Strength (ST) – ST will determine how much damage you inflict with melee/unarmed character; you can carry and increase your HP by a few points. The “bonehead” perk is not necessary for low point non-drug (5k points and lower) related games because the enemy has a low critical chance to break your limb, so meeting minimum requirements ST for weapons is only required. However, for 10k point drug games and higher, the enemy could possibly have “sniper” perk to easily knockout if he aims.
Perception (PE) – Having a high PE gives a big advantage to any players that are:
· Detecting the enemy faster (must also have high sneak)
· Shoot farther with long-range projectile weapons
Perception is not as important in non-drug games because you want to focus most of your statistic points on endurance and agility. I keep minimum of 6 PE if I get “bonus ranged damage” perk.
Favor
Endurance (EN) – All characters should have EN of 9 or 10. Having plenty of HP is crucial to withstand heavy attacks.
Charisma (CH) – This is the worst statistic for non-drug games because it has no use perk-wise or combat-wise.
Intelligence (IN) – I recommend only 6 IN because you want to focus most of your statistic points on endurance and agility. Since most characters are specific skill oriented (sniper, grenadier, etc.), you will only use 3 tags most of the time.
Agility (AG) – This statistic increases your action points during the game and affects your skill % by a little.
Luck (LK) – If you plan on getting “bonus ranged damage”, I suggest you get minimum of 6 luck, otherwise, get minimum of 1 point (2 if you have gifted trait).
Learning how to set your Skill % properly will help players make a character more efficient the battlefield. Most players overload their Skill % such as Small Guns (SG) over 200%, which is useless.
Here is a quote from Chris Avallone’s Fallout Bible, a Black Isle programmer, “Pumping your stats above 100 is intended to help offset distance penalties, lighting penalties and opponents with a really high AC.”
This means that you do not need to have excessive amounts of Skill % on 1 tag. People who have excessive amounts result in nothing.
If a person who has 300% SG Pancor character and a person who has 200% SG Pancor character are equivalent since Pancor shotgun has range of 24 or 30 depending on weapon mode: 300% SG = 200% SG if both use Pancor.
This is how FoT program determines the base % chance to hit someone:
If the enemy has 15 Armor Class, then you have 100% SG on your character, then the result is 100 -15 = 85% to hit enemy, Assuming they are near each other (not including distance penalty.)
Note: The maximum amount of base % to hit someone is 95%.
I only covered common skill tags used for multiplayer and I have integrated Distance penalty and Armor Class penalty. I did not integrate lighting penalty because a majority of the games are playing during daytime.
Small Guns % (SG) – Depending on what weapon you use for your character, your skill % revolves around your weapons.
· Short-range weapons such as Small Flamer characters should have their SG around 110%.
· Mid-rang weapons such as Pancor characters should have their SG around 160%-180%.
· Long-range weapons such as Gauss Rifle/Pistol and Sniper gun characters should have their SG around 180-200%.
Example: If you have a character that has Gauss Rifle and Pancor shotgun, you should base your character on the highest % gun, which will be 180-200%.
Big Guns % (BG) – Depending on what weapon you use for your character, your skill % revolves around your weapons.
· If you only use Big Flamer, your character should have 110% maximum for BG %. This is actually the magic number because since the gun has 5 range, you cannot shoot farther than this.
· Browning M2 and Gauss Mini-gun have very long-range so ideal BG% is around 180-200%.
The reason you do not need a high percentage for Big Flamer is because the distance penalty is very small compared to a long-range weapon like Gauss Rifle.
Melee weapons % - Just like Big Flamer, Skill tag does not need very high because of the minor distance penalties.
Armor
· Since melee is always close range, your ideal % is around 110-120% Melee. This includes characters with Cattle Prod.
Doctor % - This tag heals your broken limbs and heals your HP. I do not know how the program works for doctor skill but from my experience, 100% doctor skill worked great without “failed” attempts. I would also assume that this skill has no external penalties since you are performing doctor skill on yourself.
Sneak % - Sneak is very important for anti-detection. If two players were inside a room such as inside muties building, then sneak % would activate a timer on your character depending on his sneak %.
Example 1: If you have 190% sneak, your length of being in sneak mode in same room as the enemy would be around 3-4 seconds.
Example 2: If you have 100% sneak, your duration time of being in sneak mode in the same room as the enemy would be around 2-3 seconds.

I use my remainder of my skill points toward sneak when I finish other skill tags such as SG and Doctor, which my sneak tag is around 150%-199%. Never exceed 200% because there is a Sneak bug that causes the enemy to be undetectable.

Skill % ONLY affects the base % to hit someone, hence, this does not affect of causing more damage.
Note: The maximum amount of base % to hit someone is 95%.
I have only included the perks that are the most useful for multiplayer on Fallout Tactics.
Bonus Ranged Damage
Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you get an additional 15% damage with ranged weapons.
Ranks › 2
Requirements › Agility 6, Luck 6, Level 6
This perk will change your base damage for any ranged weapons.
Lifegiver
With each level of this Perk, you gain an additional 4 Hit Points every time you advance a level. This is in addition to the hit points you already gain per level based off of your endurance.
Ranks › 2
Requirements › Endurance 4, Level 12
This perk mostly helps with high-level characters that are over level 24. At level 12, take Life-giver perk twice.
Bonehead
You have a very thick skull. The first time you take this perk, it reduces the chances of you getting knockout unconscious by 50% (subsequently by 25%).
Requirements: ST 7
This perk reduces getting knockouts by 50%. The reason it says “subsequently by 25%” is because the critical aim chart changes. If you were to aim at the eyes without the perk, the ratio is 50% blind and 50% knockout. If you have the perk and aim at the eyes, the ratio is 50% blind, 25% knockout and 25% miss.
Stonewall
You are much less likely to be knockout in combat.
Requirements › Strength 6, Level 3
This perk is very important to have because without this perk, you will fall down almost every time since the enemy is always shooting with critical hits. Without this perk, it gives the enemy an extra chance to shoot while you fall down. This perk will not reduce the chances of knockouts, but only from falling down.
HoneyBee and I ran a test with this perk on a character with and without “Stonewall” perk. The results were very noticeable:
My character was 2-3 times more likely to fall down without this perk and the character with the perk was rarely knocked down.
Quick Recovery
You are quick at recovering from being knockout.
Requirements › Agility 5, Level 6
This is a great perk when your character gets knocked-out. This perk will enable your character to get up within a short number of seconds; without this perk, you character could almost never recover from a knock-out or nearly wait a 30+ seconds before getting up.
Silent Running
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6
Bonus Rate of Fire
This Perk allows you to pull the trigger a little faster and remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.
Requirements › Perception 6, Intelligence 6, Agility 7, Level 15
This does not mean you can shoot faster; it only reduces 1 AP for any ranged weapon.
Stunt Man
You have learned to bounce! You receive 25% less damage from falling or being blown over by explosives. You also get a 10% bonus to your piloting skill. There are no Stunt Animals in Fallout Tactics.
Requirements › Strength 6, Endurance 6, Agility 6, Level 6
This is the most underestimated perk in the game that avoids heavy damage. If you were shot which causes you to fall down, then this perk would decrease the damage by 25% (ex. If enemy shoots you for 400 damage, then the perk would reduce the damage to 300). Falling down is still frowned upon since it gives the enemy an extra chance to shoot you.
Living Anatomy
You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +10% to Doctor and you do +5 damage to living creatures.
Requirements › Doctor 60%, Level 12
Good if you want constant damage for damage points. This perk does not affect critical damages; you can hit enemy with non-critical or critical damage and it will add +6 damage every time.
Flexible
Years of exercise have made you incredibly supple. You can change stance in half the time of a normal person.
Requirements › Agility 6, Level 4
Having your character being able to prone or stand up quickly, will give you the chance to avoid reaction bug (check Bug Theories and Exploits).
Specific Skill Perks (sniper, hand-to-hand combat, miner, etc..)
Bonus HtH Attacks
You have learned the secret arts of the East, or you just punch faster. In any case, your hand-to-hand attacks cost 1 AP less to perform.
Requirements › Agility 6, Level 15
This does not mean you can swing faster; it only reduces 1 AP for any melee or unarmed attack.
Bonus HtH Damage
Experience in unarmed combat has given you the edge when it comes to damage. You get an additional 15% damage with hand-to-hand and melee attacks for each level of this Perk.
Ranks › 3
Requirements › Strength 6, Agility 6, Level 3
Make your character has enough perks to get “mutate” perk into “heavy handed” trait because the trait is more effective than “Bonus HtH Damage.”
Demolition Expert
You are an expert when it comes to the fine art of handling explosives. They always go off when they are supposing to, as well as causing extra damage.
Requirements › Traps 75%, Agility 4, Level 9
This is necessary have for any kamikaze or miner characters. Since the mine/explosive will always go off at the exact time, you can have a low trap % skill.
Mutate
The radiation of the wasteland has changed you! One of your Traits has mutated into something else..
Requirements › Level 9
This perk works best when used last; use the perk to change your “gifted” trait into “heavy handed” trait if you’re a melee/unarmed character or “fast shot” trait if you want to reduce AP on your ranged weapon.
Divine Favor
Some higher power has taken a liking to you.
Requirements › Charisma 8, Level 14
This perk gives you the ability to get a perk every 2 levels instead of the normal perk every 3 levels. The secondary effect on the perk is it increases your highest statistic (usually endurance) by 1 point and it decreases your lowest statistic (usually perception) by 1 point. I only use this perk for pancor/prodder char. This is a great perk to get an additional 2-3 perks if you play a standard 10k game, but you usually have to sacrifice perception to 1 point. (Mentat drug help increase perception +2 per drug)
Here and Now
With this Perk, you immediately gain one experience level.
Requirements › Level 3
This benefit is great with a combination of divine favor or a character that is level 29. If you save a perk when you create your character, you can save this until the game starts and use it which will enable you to have a free perk.
Example: When your character is in the game, press ‘c’ on keyboard and then if you leave a perk open, you can chose “here and now” perk and click accept, then click on a perk that you didn’t get yet such as “silent running” perk. (Works with characters that are level 29 or characters that are level 30 with “divine favor” perk)
Hit The Deck
You react very quickly to the word 'Incoming!' Halves the damage from area attacks and splash damage.
Requirements › Agility 6, Level 4
Good perk to reduce damage if explosives are involved which are rockets, mines, c4, grenade launcher.
This perk ONLY involves splash damage from explosives such as listed above; this does not include weapons such as combat shotguns such as Pancor Jackhammer.
Toughness
When you are tough, you take less damage. Each level of this Perk adds +10% to your general damage resistance.
Ranks › 3
Requirements › Endurance 6, Luck 6, Level 3
This is one of the underestimated and best perks for non-drug games. This is most important perk for non-drug games because it will reduce damage dramatically by 10% each time you get the perk. Having this perk with armor makes you almost invincible to people who do not use this perk.
Way Of The Fruit
You understand the ancient way of the fruit. You enjoy strange and wonderful benefits whenever you eat fruit. Animals cannot pick this perk.
Requirements › Charisma 6, Level 6
This is a great perk with no negative side effects. This perk increases your strength +1 per fruit you eat.
Sniper
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll. Animals cannot pick this perk.
Requirements › Small Guns 80%, Perception 8, Agility 8 and Level 24
This perk is great for crippling limbs. Critical chart effects 2 factors: bypassing armor class/resistance and crippling limbs. This perk only effects crippling limbs, therefore, you not do heavy damage. This perk is not for drug games especially when voodoo is involved. If you eat 5, voodoo’s (100% criticals) it is equivalent of “sniper” perk.
Awareness
With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped.
Requirements › Perception 5, Level 3
Mostly good for big team games that involves multiple weapons and +4 squad members. Only 1 member of your squad needs this perk if you decide on getting it.
Silent Running
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6
Bonus Ranged Damage
Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk, you get an additional 15% damage with ranged weapons.
Ranks › 2
Requirements › Agility 6, Luck 6, Level 6

Manhattan usb to serial drivers for mac. Silent Running
With this Perk, you now have the ability to move quickly and remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.
Requirements › Sneak 50%, Agility 6, Level 6

Bonus Rate of Fire
This Perk allows you to pull the trigger a little faster and remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.
Requirements › Perception 6, Intelligence 6, Agility 7, Level 15
This perk also works great with “fast shot” trait for quick firing.
Better Criticals
The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Mutants cannot pick this perk.
Requirements › Perception 6, Agility 4, Luck 6, Level 9
Loner
Your solitary childhood and upbringing mean that you work much better when alone. Get +10% to all rolls when outside the influence of other squad members.
Requirements › Outdoorsman 40%, Charisma under 5, Level 4
Only adds 10% to all of your luck rolls. Why do you need additional skill 10% skill to gambling, science, repair, outdoorsman, barter, etc.…?
Dodger
You are less likely to be hit in combat if you have this Perk. You gain a +5 to your Armor Class, in addition to the AC bonus from any armor worn.
Requirements › Agility 6, Level 9
This is useless for drug games because critical hits bypass armor class.
Sniper
You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll. Animals cannot pick this perk.
Requirements › Small Guns 80%, Perception 8, Agility 8 and Level 24
Never use this perk for drug games; only use it for non-drug games. Reason explained in “non-drug perk list.”
More Criticals
You are more likely to cause critical hits in combat if you have this Perk. Each level of 'More Criticals' gets you additional +5percent chance to cause a critical hit. Super Mutants cannot pick this perk.
Ranks › 3
Requirements › Luck 6, Level 6
All you need is 4-5 voodoo drugs. This is a waste of perk because it only adds 5% more criticals, which is hardly enough.
Sharpshooter
You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining range modifiers. It is easier than ever to kill at long range!
Requirements › Perception 7, Intelligence 6, Level 9
This perk is a waste because it only influences your range for your weapon by +2 PE. This perk does not affect sneak radius or detection purposes. I would rather have +1 Perception perk
Tunnel Rat
You can crawl like a baby! (A very FAST baby). You are able to move at walking speed while prone.
Requirements › Agility 6, Level 8
This perk is one of the worst perks to have on your character for drug or non-drug games. If an enemy were to get into point-blank range combat with you, you would more likely die in 1 or 2 hits because the person standing up gives him priority to bypass your armor class and resistance even for non-drug games. It is more useful to have “silent running” perk because you are less predictable and it is easier to maneuver.
Gifted
you have more innate abilities than most, so you have not spent as much time honing your skills. Your primary statistics are each +1, but you lose -10% on all skills to start and receive 5 less skill points per level.
Great perks on any character to fulfill perk requirements and increase statistic points.
Kamikaze
by not paying attention to any threats, you cause a lot more damage (+25% more damage). This lowers your armor class to just what you are wearing (No Agility bonus to armor class), but you do more damage with every attack.
This trait will add 25% to your base damage, similar to “bonus ranged damage” perk but more powerful. The negative drawback about the trait is that your armor class will be reduce to 0, but since all critical damages bypass armor class, therefore, armor class does not matter.
Heavy Handed
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical (-20% on Critical Chart), but you always do more melee damage (+4 to melee damage).
Any melee/unarmed char are going to need this to increase damage substantially. Only use this trait by using “mutate” perk last to transfer your old “gifted” trait into your new “Heavy Handed” trait so you do not sacrifice any perk requirements.
Fast Shot
You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less Action Point for guns and thrown weapons (-1 Action Point Cost applies to guns and thrown weapons only and cannot call/aim shoot).
1. gauss rifle
2. your playing in a game with low AP regeneration
Having the ability to aim gives you a major advantage. Only use this trait by using “Mutate” perk last to transfer your old “gifted” trait into your new “Fast Shot” trait so you do not sacrifice any perk requirements.
Doctor or Paramedic’s bag works by FIRST healing the crippled limbs and then SECOND, it heals your HP to full points if you have no crippled limbs.
Doctor’s bag vs. Paramedic’s bag
· Costs less character points to purchase.
· Adds 20% more to doctor skill
Paramedic’s bag:
· Costs more actions points to perform (15 AP)
Doctor’s bag is highly superior compared to Paramedic’s bag. If you had a broken limb and were almost dead, it would require 24 AP to fix your limb and get full health; it would take a Paramedic’s bag 30 AP. As long as your character has around 100% doctor skill, there should be no difference in “failed” attempts for either bag, furthermore, Doctor’s bag is cheaper to purchase.
Flechette shells vs. EMP shells
· Causes 60% more damage
· Better for mid-range burst shots
EMP Shells:
· No armors have resistance for EMP damage, consequently, damage is always caused
· Easier to kill enemy’s that are almost dead
Most people tend to use one type of shell over the other, but each type of shell applies for different situations. The best combination is to use both.
Example 1: Having a CAW shotgun loaded with EMP shells set to single shot aimed to eyes and then having a pancor shotgun loaded with flechette shells on burst shot. If your enemy is mid-distance, your character should fire the CAW at single shot of EMP damage (30-100 DMG), then quickly switch to pancor at burst with flechette damage (350-410 DMG) which should finish him.

If you complete this combo correctly, your enemy should not have enough time to shoot back, but if you do not switch weapons fast enough, you will create Reaction bug and kill yourself.

Example 2: If the enemy is almost dead, do not single shot with your pancor shotgun with flechette ammo, but instead switch to caw shotgun and use single shot with EMP shells for easy kill.

Example 3: Anyone who has a pancor shotgun and only uses EMP is at a disadvantage for close-range combat. It will take 2 hits with minimum with burst shot with EMP shells, rather than just 1 shot minimum with the flechette shells.
Metal armor mark 2:
· Has more Energy resistance (+7%).
(Resistance is irrelevant for critical hits; hence, resistance only applies for non-critical hits)
Metal armor mark 1:

All in all, both the armors are almost identical. I only use metal armor mark 2 if I have extra 100 character points to spare; otherwise, I use metal armor mark 1.

Here are a few similarities:
1. Even though metal armor mark 2 has higher general resistance and higher armor class, it will not matter if voodoo drugs are involved. After taking 4-5 voodoo drugs, both armors general resistance would be higher than 100% and critical damage bypasses armor class, hence, making armor class obsolete.
2. Since they are both metal armors, they have same attack speed.
· You can check absorption rate next to resistance (“4/35”; first number being damage absorption, then second number being resistance.)
Big flamer vs. little flamer
· It easily kills the enemy in 1-2 hits with flamer if he has full life.
· Enemy has lesser chance to run and evade the big flamer.
· You have to sacrifice skill % for Big Gun tag skill if your main skill % is small guns.
· It is very expensive to purchase (260 character points.)
· Able to aim the weapon.
· it is able to shoot very fast since it is a pistol.
· Don’t have to sacrifice more skill % if you already have other small guns.
· Takes 3 or more hits to kill an enemy if he has full life.
· Takes more time to kill an enemy which gives chance for enemy to run away.
The big flamer is a more superior weapon compared to little flamer because it does heavy damage which kills the enemy quickly and the enemy less reaction time. Another reason is by the time the enemy’s partner shows up to the scene that only takes few seconds; the flamed enemy is already dead to be rescued.

Choosing a flamer is an affordability issue, if you are able to sacrifice a 100 skill points and have enough character points to purchase a big flamer, then I suggest you get it. If you decide to get a small flamer, it is worth getting because it still packs a big punch for a little package.

Albert Einstein once said, 'I am convinced that He (God) does not play dice.'

Do not use Pancor Jackhammer to play the dice game for close combat, I recommend everyone uses a Flamer/Prodder for any close combat situations. You will always do damage with Flamer/Prodder whether non-critical or critical damage which will dispose of the enemy quickly.

Skeptic’s Corner: I have received a complaint about little flamer is a more effective weapon because it shoots faster than the big flamer does.
Well, that is true, but if you were to play against a good player, he would have enough time to run a few steps and retaliate with a backfire with a burst shotgun. Just because you use the small flamer, does not mean that the enemy will not have a chance to fire back.

If you were to use a big flamer, it is almost impossible to evade the big flamer because it only takes 1-2 hits to kill them. Just because it is a big flamer does not mean it is a slow weapon, the speed of a big flamer (on a human with metal armor) is slightly faster than a burst Pancor.

Even for big flamer vs. small flamer match, whoever shoots their weapon first will win the match the majority of the time.
I do not support exploiters that use bugs to gain advantage of one another. Having knowledge of the current bugs in this game helps you prevent and stop exploiters from unbalancing the game.
Reaction bug – This is the most lethal bug in Fallout Tactics! This bug will enable your enemy’s to do massive damage and cripples when you activate bug. This bug drops your defense class, resistance and ANY defensive factors (this includes getting knocked out easier).
· To resist this bug, patience and practice is imperative under pressure during combat. Any clicks with the mouse or buttons pressed on the keyboard right before being fired upon with ranged or hand-to-hand weapon (Pancor Jackhammer or Cattle Prod) will activate the Reaction Bug.
1. NEVER run away when recovering from a knockout or knockdown if you are getting shot upon never click-click-click to run even if you are almost dead. Wait until enemy fires his shot off and then right after that instant it is OK to run if there is a wall you can hide behind.
2. NEVER switch weapons right before enemy bullets are firing upon you. Wait until enemy is done firing his shot, then its OK to switch weapons. Even when your character is knocked-out, if you switch weapons, you will still activate the Reaction Bug.
· This includes switch weapons from your inventory: double clicking on weapon inventory while being fired upon will cause reaction bug.
4. NEVER run towards an enemy right before enemy bullets are firing upon you. Wait until shot is fired from an enemy and then run. Never excessively click the mouse button more than needed.
5. NEVER change positions while being fired upon. (ex. Changing standing position to prone position.
6. ALWAYS make small running steps if you think enemy is nearby because by pressing ‘backspace’ button, which causes your char to stop, will also cause Reaction Bug because your telling a command to your char. However, if you are caught running and being fired upon from the enemy, it is only OK to press ‘backspace’ AFTER the enemy is done firing.

“Trying is the first step towards failure.” - Homer Simpson

If you are severely wounded/almost dead and caught in the middle of the room then sometimes, you have no alternative other than accepting your fate that you cannot do anything but just sit back, relax and watch your character fight it out.

(Ex: A perfect example of Reaction Bug is when your character is knocked out; notice how hard it is for your enemy to kill you because you have no reaction to his bullets before he shoots you. Only a docile limp body lying restless seems the best defense.)

Double Action bug (formally known as Burst bug) – this bug exploits the same bug as Reaction bug. This bug causes heavy damage that bypasses defenses (resistance) and increases chances of breaking limbs (including knockouts).

This bug works by performing two actions at once. The most common Double Action bug is switching from burst to single with combat shotgun (pancor); you are performing two actions at once, which is formally known as Burst bug. There are other variations with the bug:
2. Spinning your character (pressing ‘-‘ or ‘+’ on keyboard) before shooting.
3. Running right before you shoot with your weapon (this is the hardest way to perform the bug because precise timing is crucial).
Hypothetically, if the old Burst bug theory was possible, this means that single shot (26-41 base damage) could transmit to a burst shot. This would also mean that the range would also dramatically increase the range of burst from the normal 30 range into 40 range. If these changes occurred, then you could burst shot further away than normal. rom running extensive tests, I was never able to burst from 40 range and make a successful hit, therefore, the old theory of Burst bug was false.
Sneak Bug – A bug that is impossible to detect an enemy once he is in sneak mode.
To protect yourself from this bug, you must create a char with a less than 199% sneak skill.
Left Leg bug – This bug causes massive damage to the enemy by aiming at the left leg while being unarmed. This but does NOT work with melee weapons such as Cattle Prod.
· To activate this bug, choose a character that has unarmed skill tag. This also includes characters that use Power Fist, Punch Gun or any other gloves. Then aim your character so he aims at the left leg of the enemy.
Skeptic’s corner: Some people do not believe this bug exists, to prove my point, go aim at the right leg, there will be a difference in damage.
Wall bug – walk through walls like a ghost or hide under debris from enemy protection.
Dead Image Bug – Shows dead corpse in standing position even after being deceased.

Cached

· Right before death approaches on your character and you feel you will die in the next hit, then exactly UN-equip armor into inventory (click and drag armor to inventory) before being shot to death. (Meant for entertainment purposes.)
Repetition bug – All this bug does is repeating the same frame repeatedly. If you get shot and start to fall, you can press ‘u’ very fast and it will cause your character to be in a continuous falling motion. (Meant for entertainment purposes.)
Inventory bug – A bug that causes a character to have negative points so he/she can play in any game set points.
Example: A level 50 character with all weapons that he can carry will be able join a 10k game.
To detect people who use Inventory bug, click on the dead body on the accused exploiter and look inside his inventory, but then wait until next round starts while having his inventory still open which will give you a sneak peak at all of his inventory items. If you still had his inventory up from last round, then in the following round you should notice a ludicrous amount of drugs in his inventory.
Dead Body Spinning Bug – Spinning corpse are spinning in circles. (Meant for entertainment purposes.)
· Once dead, press ‘spacebar’, then press ‘-‘ or ‘+’ on keyboard.
HP Mask bug – This bug hides the health condition on your character so your enemy is unable to determine if you are injured.
An example of this is when you scroll your mouse over an enemy that usually shows the name of character and almost dead/severely wounded/wounded, but instead it shows nothing, hence, it is BLANK!
I did not explain how HP Mask bug, Sneak bug, Inventory bug and Wall bug works because I believe they unbalance the game.
The main reason I explained how other bugs occurs is because they are less noticeable to detect and having knowledge of the bugs gives you privileges to ban or prevent exploiters from the game.
Rumor Mill
1. While in sneak mode, I can burst the enemy for massive damage if I am undetected.
The massive damage you see is not because you did attempt a sneak-burst, but rather because since the enemy did not detect you, so the enemy was clicking the mouse button or hitting the keyboard to perform an action causing a Reaction bug.
Tell your friend stand in the middle of the room without doing anything; your alleged sneak-burst does not work.
2. I am able to knockout, cripple more frequently with [insert gun here], or [insert ammo here].
All weapons and ammo have the same knockout or cripple frequency. An aim attack relies on Rolls, not the type of weapon or ammo you have. Look at “Damage Information” section for examples.

Beth

The same rumors apply to Yellow Nuka cola that has no special effects besides +5 HP after first drink, but after the first drink, the drink does 5 damage and poison.
3. If I balance my perception and small guns %, I can do more damage or hit more frequently.
They are two different variables. There is no such thing as balancing perception and small guns %. The only relation they have with each other is the distance you can shoot with your ranged weapon. Small guns % should only be 180-200% depending on your weapon. You should get the highest amount of perception your character can receive without sacrificing any other priority statistics.
The only way to increase your damage is “bonus ranged damage” perk, “kamikaze” trait, “better criticals” perk, “living anatomy” perk and/or performing a Double Action bug.
Example: If you had 1 PE vs. 6 PE vs.12 PE characters and then you were to shoot point-blank range with a Pancor shotgun filled with Flechette shells, they would all have an average of equal damage and hit frequency.
4. If I have high strength on my character, I am able to get knocked-out and fall less often.
The only factor that you can effect falling down is “stonewall” perk that reduces the amount of falling down. The only factors that you can reduce knockouts are “bonehead” perk and avoiding Reaction bug.
5. My female character is able to shoot faster than my male character.
Males and females have the same attack speed; the only factor that depends on your weapon speed is the armor type you wear.
10k standard games revolve around drugs which when used properly your character is able to perform superhuman abilities.
To determine how many drugs your character can eat before overdosing, you have to look at the overdose points for each drug.
For every 1 EN you character has, he gets 19 overdose points.
An average character has 10 EN = 190 overdose points.
If your character had 10 EN (190), he could only eat 5 voodoo drugs: 190 / 35 = 5.42
If your character had 12 EN (230), he could eat 5 voodoo drugs (175 overdose points) and have 55 points left over to another drug such as a Mentat.
(You can find this information in FoT tools.exe in your Fallout Tactics directory)
Voodoo - 35 overdose points
Trauma Pack - 0 overdose points
Psycho - 80 overdose points
Afterburner - 60 overdose points
Voodoo – cost:180, detail: AG +2, LK +3, Sneak +20%, general resistance +20%, critical chance +20%, Short Duration, 35 overdose points
This is the best drug in fallout tactics because anyone does not use this drug is going to be slaughtered. I suggest any player who plays drug games uses 4 or 5 voodoo drugs.
4 voodoo’s = 92% critical chance (20+20+20+20+12 luck), 5 voodoo’s 100% critical chance.
Never exceed 5 voodoo drugs; getting 6 or more voodoo drugs will have no effect on your character because the “critical chart” has a maximum of 100%. If you have eaten 6 voodoo drugs during the game and press ‘C’ on your keyboard, you will notice you have 132% on your “critical chart,” but the extra 32% will have no affect during the game.
To prove my point, during a game, eat 5 voodoo drugs (100% critical) and look at the damage chart, you will notice that all the hits you inflict on your opponent will always show “has been critically hit” every time.
Mentat – cost 75, detail: PE +2, CH +1, IN +2, Long Duration, 35 overdose points
This is the most underestimated drug in this game. This drug has multiple effects on your character. The most common use for this perk is to increase PE +2; this works great for characters with low PE. You will also more likely never OD for the long duration on this drug.
Trauma Pack – cost: 300, detail: ST +2, EN +2, General resistance +25%, Heal 195 HP, short duration, 0 overdose points.

Fallout (series) - Wikipedia

This drug is a very versatile drug to use on any character for multiple purposes. This drug is able boost their EN +2 and ST +2 without sacrificing any overdose points.
Example: If you eat a trauma pack first then it is possible to take 5 Voodoo drugs and a Mentat drug without overdosing.
I mostly use this drug for healing purposes because compared to ultra stims (165 hit points), trauma pack heals 195 hit points.
Ultra Stims – heals 165 HP and cheap to purchase compared to Trauma Pack

Buffout – cost: 160, detail: ST +2, EN +3, AG +2, Short Duration, 50 overdose points
This drug is useless compared to the other drugs for following reasons:
2. You only get +2 ST but you have to use 50 overdose points
3. If you get Trauma Pack, you will not have to waste your overdose points on ST and EN
Psycho – cost 200, detail: IN -3, AG +3, General resistance +50%, Long Duration, 80 overdose points.
The main purpose I use this drug is to overdose enemies because of the overdose points.
Mutie – cost: 200, detail: ST +4, EN +4, CH -4, IN -4, general resistance +25%, Short Duration, 30 overdose points.
This drug is only good if you cannot afford trauma packs to increase ST. Never use this drug for the sole purpose of increasing hit-points because it will only increase your hit-points by +10, which is a waste of 200 character points. This drug is also good for a character that has low EN, so if you cannot afford trauma packs, this will raise your EN +4 to get higher overdose points. A Mutie drug is almost an equivalent price of an ultra stim.
Afterburner Gum – cost: 250, detail: ST +1, PE +1, Action Points +2, short Duration, 60 overdose points.
1. Maximizes your AP +2 (Action Points)
2. Increasing running speed (1 drug = fast, 2 drug = darn fast, 3 drug = speed demon). This Drug is a waste of overdose points and is very expensive. Eating this drug leaves no room for other important drugs such as Voodoo. Use this drug for entertainment purposes only.
· The running speed of the character depends on the AP you have. The more AP points, the faster you are able to run.
Skeptics Corner: Since the dog and beast have very high AP, you will notice those species run a lot faster
Rad-x and Radaway drugs are useless drugs because radiation is not present in multiplayer. A possible use for this drug is to use Radaway to overdose people since it has 15 overdose points. Using Rad-x to overdose points is a waste because it only uses 5 overdose points.

Alice

Damage Information
How Damage is Given – Learning the fundamental such as dealing damage will enable you as a player to be more aware during combat.
Here is the series of steps on how damage is dealt during battle:
1. Depending on your skill % and PE, you will have a base chance % to hit enemy.
· Remember that you can never have 100% chance to hit enemy, the percentage caps at 95% to hit enemy.

Fallout Tactics Review

2. Depending on your critical % chance, your shot will have a chance to be critical or non-critical.
· You can have 100% criticals by simply eating 5 voodoo drugs. Exceeding more voodoos than 5 will have no adverse affects.
· Press the ‘c’ button during game to look at your critical % chart.
· Criticals affect “damage multipliers,” “critical effect success,” and “secondary effect.”
· Non-criticals affect “damage multipliers,” “secondary effect,” but NOT “critical effect success.”
3. If you successfully hit enemy from step 1, then you will be given a roll # between 1-101 on the luck chart. The number you get will affect the damage and cripple chance you get.
· You do not need a critical hit to make the luck chart, even non-critical hits will get damage modifiers but you will NOT get “critical success effect” such as “bypass armor” which is the main reason that causes damage in 10k drug games.
Here are a few examples how the damage will be dealt during combat during a 10k drug game with a two characters, Char A and B, using Pancor /w Flechette ammo, Metal Armor and 4 voodoo drugs (92% critical chance).
Fire sequence #1:
· Successfully hits Char B, which gives him opportunity for luck roll, furthermore, he also has got a critical hit giving him a chance of “critical success effect” on chart.
· Received a luck roll #50 on torso: since the luck roll was 50, by looking at the chart, the damage will be multiply by 2, but “critical success effect” on chart has no “bypass armor.”
· End Result is 0 damage because enemy has 100% normal resistance from the voodoo drugs and metal armor.

This is what Happens When You Shoot a Human:
(This chart comes from Chris Avallone, Black Isle programmer)
HEAD
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 2 - -
21-45 2 - -
46-70 2.5 - EN Roll or Knocked Down.
71-90 2.5 - EN -2 Roll or Knocked Down.
91-100 3 Knocked Out. -
101+ 3 Instant Death -
LEFT ARM
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Left leg Crippled.
71-90 2 - EN Roll or Left leg Crippled.
91-100 2 Left Foreleg Crippled. -
101+ 2 Left Foreleg Crippled. -
RIGHT ARM
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Right Foreleg Crippled.
71-90 2 - EN Roll or Right Foreleg Crippled.
91-100 2 Right Foreleg Crippled. -
101+ 2 Right Foreleg Crippled. -
TORSO
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - -
71-90 2 Ignores Armor. -
91-100 2 Ignores Armor. -
101+ 3 Instant Death -
RIGHT LEG
Roll, Damage Multiplier, Critical Success Effect, Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Right leg Crippled.
71-90 2 - EN Roll or Right leg Crippled.
91-100 2 Right leg Crippled. -
101+ 2 Right leg Crippled. -
LEFT LEG
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - EN Roll or Left leg Crippled.
71-90 2 - EN Roll or Left leg Crippled.
91-100 2 Left leg Crippled. -
101+ 2 Left leg Crippled. -
EYES
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 2 - -
21-45 2 Ignore 'Armor.' LK Roll or Blinded.
46-70 3 Ignore 'Armor.' LK -3 Roll or Blinded.
71-90 3 Ignore 'Armor' and Blinded -
91-100 4 Ignore 'Armor”, Blinded and Knocked Out. -
101+ 4 Instant Death -
GROIN
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 Ignores 'Armor' -
46-70 1.5 Ignores 'Armor' -
71-90 2 Ignores 'Armor' -
91-100 2 Ignores 'Armor' -
101+ 3 Ignores 'Armor' -
UNCALLED (NON-AIM shot)
Roll, Damage Multiplier, Critical Success, Effect Secondary Effect
0-20 1.5 - -
21-45 1.5 - -
46-70 2 - -
71-90 2 Ignores 'Armor' -
91-100 2 Ignores 'Armor' -
101+ 3 Instant Death -
Resistance Information
Resistance is crucial to avoid damage from incoming fire from the enemy. Resistance deflects a percentage of damage depending on the resistance on the character.
To check your resistance, press ‘I’ during game-play, your inventory will pop-up and you will notice statistics on resistance such as “EMP resist,” which it will show 4/10%:
· The first number, 4, is the damage absorption that will knock off 4 damage for every successful shot from enemy fire.
· Then, there is 10%, which will deflect 10% of the total damage from enemy fire.
There have been many misconceptions how resistance affects total damage and players make general resistance a big deal. Resistance is very simple to understand:
· If the type of ammunition has no bonus penetration (i.e. Flechette shells), then the general resistance of the character maxes at 100%; if the enemy shoots you with a non-critical hit, then you will deflect all of the damage from the enemy.
· The only ammunition in general resistance you need to be conscious about is Gauss ammo because it has 20% bonus penetration. Therefore, ideally you would want your character to have 120% general resist that can be increase through a drug called Voodoo or Trauma Pack.
There are other resistances such as Fire, Energy, EMP, but the ONLY factor that can deflect those is your armor you wear. Click here to go to a list of armors that has been well- written and organized.