Post by admiralzombie on Mar 20, 2017 23:12:28 GMT
This is a build I've been fleshing out recently, and I feel like I've finally polished it to the point that I'm satisfied. Any build can be massively improved upon with implants, but it can take along time for newer players to assemble the wealth, so the goal with this series of builds is inexpensive builds that can contribute to a team. While it does not rely on implants, skill books are invaluable here still.
The goal is a dedicated rocket launcher user that can participate in limited PvP, without having to shell out the money for any implants.
Playing the Rocketeer
The build will always run with nuka cola, buffout, and cigs.
Psycho, and beer are to be used conditionally, only when the enemy has already broken the line and you're preparing to be bursted by the enemy. Otherwise, avoid these as keeping the high perception is critical for the rocketeer.
Jet is also for conditional use, depending as the user sees fit.
The most important skill for a rocketeer is positioning and picking your targets carefully. Setting yourself in just the right spot. The build works on the advantage of long range, and know that you are not meant for close range battle. I would suggest choosing between a XL70E3 or LSW for when the enemy comes too close though. For players who are still learning to avoid bursting their own allies, consider a Pancor Jackhammer (viability still being tested)
Justifying the choices
Stonewall and Man of steel are chosen primarily because with the range of the rocket launcher, the primary opponent will usually be other rocket launcher users or snipers. Avoiding the knockdowns and knockouts is the point here. If so desired, either of these could be swapped out for the basic toughness, and be more ready for burst builds.
Perception is critical here, but 10 can be reached with cigarettes. I've considered sharpshooter to allow the side fronts to extend to the maximum range of the rocket launcher, however this is not worth it at the cost of even tougher I feel. Avoiding psycho and beer until the last second to maintain the high view distance.
A more glass cannon version can be assembled by swapping the stonewall and man of steel with both action boys, and using jet. This with quick pockets means a volley of 2 rockets before running out of AP. I would advise against this, but it is worth considering. If this is chosen, reduce strength as needed in favor of greater perception and luck (luck will help mitigate some critical hits) as the purpose of the high strength is to reach 10 for stonewall.
Quick pockets is useful for AP management, as rockets can get AP expensive to use. However this could be swapped out for toughness instead if desired. I would not advise this personally.
Shoot for level 30 at the very least, although know that level ~48 is the ideal to max out first aid. Doctor should be at least 100 for the sake of guaranteed healing crippled limbs, but do increase it further once first aid is 200. Similiarly, get outdoorsman to 100 at least to avoid most encounters, and increase it further as allowed for increased movespeed.