

Guns can get destroyed, and energy weapons, Flamers, Rocket Launchers and grenades can even explode in your face. So don't even try using a ranged weapon if your chance to hit is below 15%. This applies no matter the reason your chance to hit is low (bad light, long range, aimed shot, obstructing targets etc.). The smaller your chance of hitting someone, the greater the chance of a critical failure. (This may seem obvious, but is easy to forget.) Reload your weapon after every fight so you have a fresh clip at the start of the next. Jet is mostly annoying because of the addiction rate and low duration, so I wouldn't bother with it. Buffout's marginal, raising stats just isn't that good (and boosting EN doesn't even raise your Hit Points).

I tend never to use any drugs myself, but if you think it'll make a difference, why not. Psycho is probably the best chem for combat since it actually protects you from damage while also possibly giving you an extra AP or two.

This is good to remember not least when you desperately need healing but don't have quite enough AP to view inventory.

You can use Stimpaks or other chems on your party members or yourself from inventory using the backpack icon for a cost of 2 AP each time (so keeping such items in an active item slot is pointless). If you want to examine an obscured critter with the Awareness perk, turn on the "combat looks" option.Įvery time you access your inventory during a fight to gobble Stimpaks, use as many as you think you're going to need, and also reload any readied ranged weapons by dragging ammo onto your active item slot. When scouting an area before a fight you can use the A key to enter combat mode and see if there are any critters hidden behind walls or scenery. Of course, most often you also have the option to leave and return with bigger guns and more friends. You can alter combat difficulty for a single battle if you're having problems.
