Unfortunately, the first 3 stars in Strong Back are pretty pointless. You have to put 4 perk points(and 6 STR points) into this perk to see any useful ability. Unless you choose unarmed/melee for roleplay purposes, there is no reason to put that many points in STR. To build an effecient character, STR points should be limited to 3/4stars(Armorer). Anything beyond that is pretty much a waste.
@@Zayphar You make a good argument, but let me throw up a counter argument. Getting the ability to fast travel while encumbered is going to cost 7 points above your "optimum" build. Early game you might want to sink some points into stuff that gives you immediate returns to boost your combat ability. 2 points into gun nut, 1 point into scrounger. After that... the game isn't difficult if you have any experience and you aim for some easy to obtain weapons to give you a massive head start. Why do you need to make an optimum build? Can't you afford to delay your combat build to pick up something that raises quality of life? My current playthrough I'm level 40 before I sunk any points into raising damage and quite frankly, I started raising rifleman because I like using cheap ammo. If I felt like it I could move to more powerful weapons that use expensive ammo and avoid getting perks that boost damage.
@@azideiaman Your 1% of the player base. I honestly wash out at around level 50 but each their own. Unless your into settlement there not a lot to do in fallout 4 to get to higher levels naturally.
@albertoXerezano I mean it's a nice perk but it's literally the exact opposite of mandatory. If you don't do any settlement building and build yourself for specific weapons you won't have weight added by junk or extra weapons. I've never taken strong back and I've also never ended up over encumbered and wishing I could fast travel. If you don't craft at all it's a wasted perk point. Again, awesome for scrappers, just negligible for other builds.
also seeing a walking tank covered in blood and guts holding a rapidly spinning minigun that looks like a inside-out blender would probably be absolutely terrifying.
Fun Fact: You can kill the Overboss using Pain Train instead of the Thirst Zapper. If you knock Coulter down with Pain Train, you can then pickpocket an explosive onto him, which will kill him upon detonation. This seemed WAY more Fallout than using a squirt gun.
If you're a high enough stealth you can also hide from him until he returns to his original spot, where he's basically blind to being pickpocketed. You can also do a little bit of damage with any Crit, but that will take a long, long time.
A minmaxed sneak attack/blitz/crit, enhanced by a ridiculous amount of chems, mostly aimed at getting your strength to 20+ and multiplucative melee dmg, outdamages any other build. Grognak's makes for the most all round viable build. Vats gives insane defenses on it's own, but the several ways to reduce dmg while you stand still work amazingly well in blitz. There definitely are higher dmg weapons out there, but I never ended up benching Grognak's altogether. If you never tried it, it highly recommend it, it was tons of fun. Went completely all in on the dumb barbarian stereotype with 2 int and idiot savant for good measure. I always start with 10 into, role-playing the opposite of what I'm used to was very refreshing.
Michael and Scott, i want to say how much i appreciate your chanel! So much of my enjoyment from my favorite games came from Fudgemuppet. Please don't give up on this project, TESVI won't be nearly as fun without you two!
I'm a little surprised you didn't mention that Strong Back 4 on Survival mode isn't fast travel but instead prevents Over-encumbered damage and limb damage from it too.
Side Note/Protip about Heavy Weapons and Ammo. There is a weapon called Tesla Cannon that came with the update. This the best viable weapon for a heavy weapon build. Unlike other weapons that use semi/rare expensive ammo, the Tesla Cannon just uses Fusion Cells. That's right, for once we get a heavy weapon with common ammo type. A quick trip to Arc-Jet with Danse and bit of gaming/SPECIAL Luck and Scrounger you can net a lot of fusion cells that can carry you for a nice long while. During my recent playthrough I netted a little over 730 fusion cells. Another upside to this bad boy is the two damage types. The default damage type makes the weapon a Pulse Grenade Launcher. Keep in mind the same rules apply as regular grenades so don't stand too close to enemies when firing and don't fire when boxed in unless your defense is nice and high. The second damage type, which can be modded without any crafting perks, makes the weapon do Chain Lightning attacks. Got three or four fast feral ghoul bearing down on you. One shot from a chain lightening will hurt them all. This is great for crowd control when enemies are too close while in narrow and tight areas. These two damage types can be switched at any time at a weapons workbench as long as you have the mods in your inventory. With the right mods the base weapon damage is 108+. So when Heavy Gunner is maxed the damage will be 216+. Now the downsides to the weapon. The base accuracy isn't the greatest even with average/good Perception. However because of the explosive affect and chain lightening this may not be the worst thing to worry about. All upgrades require Science Perk. . .except for the best damage upgrade which requires Science and second rank in Gun Nut. . .and ask me how I feel about secondary crafting perk requirements without asking me about secondary crafting perk requirements. Now for the worst parts is that being how to get one of these. There are two quests - one called Best of Three and other Shadows of the Past. Both quests require fighting Enclave soldiers and they are not fun unless you have good energy defense 'cause the Enclave do love their energy/plasma weapons. Best of Three is the 'safer' option because the 'mini-boss' in Shadows of the Past is wearing maxed armor Hellfire Power Armor plus uses the Tesla Cannon in question so unless you got the Penetrator Perk expect a long fight against him. . .the 'mini-boss' in the other quest is very much the safer option. Before I forget, both quests take place in the Glowing Sea so there's also constant radiation to contend with. At higher levels power armor wearing Enclave soldiers will also being using Tesla Cannons.
I say Rooted is somewhat underrated, at least from the perspective of a Survival Mode player. You're standing still during combat more than one may tend to think unless you're literally running and gunning at all times. But just crouched behind cover, looking around a wall, lining up a sniper shot and melee in V.A.T.S are all times its covering you, and with how punishing Fo4 Survival Mode is, that much extra protection is very welcome. I feel the same and stronger about Moving Target, but obviously, that isnt a STR perk.
The 10 INT 10 STR build is so amazing. All the synergies are fantastic. Nuclear Physicist + Pain Train, Heavy Gunner + Science, and Strong Back + all the crafting perks work so well together. Also Nerd Rage
In general, the level 3 and 4 perks can be helpful for many builds, more so level 3 than 4 since that's where things start to specialize more into melee, but overall Strength isn't an especially needed stat. Most of the time you can go without it and still get the job done while having lots of fun.
That's why I could carry so much more outside power armor then inside every piece of armor was plus 1 strength plus deep pockets so 15 strength plus 50 pounds was a god tear never seen a carry weight of 525 since then
For those who don't know how scavenger stations work. For them to work you need to have less than 100 junk items in your workshop which I recommend you to empty it completely. What scavenger stations actually do is double the amount of resources your settlers would scavenge if they were unassigned. The time it takes for your settlers to scavenge materials is affected by your settlement happiness, so high happiness means your settlers will generate more junk items.
A lot of the new weapons introduced with the Next Gen update are heavy weapons. Quite a few of them using cheap ammo. Tesla cannon uses regular old fusion cells so its cheap and painless to aquire ammo. The Chinese Grenade Launcher uses 40mm Frag ammo which costs the same as 10mm ammo. The main problem with 40mm Frag ammo is its only available from "Weapons" traders and in very limited amounts. A few more new weapons too. All of this makes the Heavy Gunner perk a lot more viable as an early game perk. On a side note, the Chinese Grenade Launcher is just plain busted. The VATS cost is absurdly low.
I recently started a new play through and the plan is to get up 6 STR and get Big Leagues, both crafting perks, and Strong Back. I just like pulling out a melee weapon when stuff is in my grill, even though I’m not a dedicated melee build (it’s actually a CHA/INT build in power armor). And I know Blacksmith is the most lackluster crafting perk, but one of my goals is to be able to craft anything (including melee weapons for automotron robots).
Blacksmith might be the best of the crafting perks. These later melee weapons can reach such insane dmg numbers that investing into big leagues is optional.
i think i'd rearrange the perks in order of how dependant they are on having a high strength. Crafting perks at 1 and 2, followed by Strong Back and Steady Aim, followed by Pain Train, Basher, Rooted, and then the Damage Dealers.
Just a note you can get way more strength outside power armor by using unyielding armor pieces and food items furthermore you can’t use unarmed weapons inside of power armor
I'd say EVERY playthru I've at least used the Armorer perk. Big Leagues and Iron Fist ONLY if I'm TRYING for a melee character. Iron fist I usually have mods -- gravity fist, energy gauntlet, etc. VERY occasionaly if I'm SPECIFICALLY doing a melee character I might have STR high enough to get Rooted. Usually I might have a few things inbetween. Pain train only once or twice. Heavy Gunner on ocasion, but I rarely touch Strong Back and most of the others. Depends on the build I've got in mind -- which I usually have in mind when I start.
I personally love steady aim. Even on my energy pistol science nerd character, I love it. With the first 2 ranks and all the short barrel mods that improve hip fire, you can reliably hip-fire head shot enemies. Great for a low agility pistolero. ALSO on a Str 7 Per 8 Rifleman with 2 ranks of Steady Aim, all the short hip fire barrels, a scope, and 2 ranks of Sniper, your rifle becomes a true toolbox. Get a rapid fire semi auto rifle with a scope and you can use Sniper in scope mode to proc knockdown quickly, and do no-scope hip fire head shots. Get Str 8+, Basher 4, Chemist 1+, Better Criticals 3 and stay hopped on overdrive and get lucky on your rifle (overseers guardian) and you'll add in disgustingly good crit bashes to the toolbox.
Melee vats has been one of my favorite ways to play since even 3. I really do recommend using vats in 4 simply because enemy blocking is really stupid without a mod. Super mutants and humans will repeatedly block and stagger you in normal melee. It can be very annoying.
Strong back is good if your lugging and scrapping alot tbh. Like in my current playthrough i have a robot with 550 carry weight and i still needed strong back its crazy
Starting 3 for early armorer and getting Bobblehead around midgamw for blacksmith. Blacksmith is definetly the biggest bang for your buck lvl wise - rank 2 is what, lvl 12? And you already can attach Rocket to your baseball bat and rock anything.
@@tomaszpawlik5091 that is correct, it's simply a personal preference on how I like to play not necessarily optimal play. Though I usually get my strength to 12 (when I do a full melee build).
In my latest fully modded playthrough (XB X, so completely broken now), I made the mistake of getting 10 STR for the Paintrain (for funsies), only to realize my looting for building and constantly kitting out settlers with all Strongback levels wasn’t enough still for all I carry. The weapons for personal use, plus for settlers & armor for them mean that I am perpetually stupidly encumbered with 2 full capacity carrying companions. So, I can run short distances & fast travel, but will never really sprint enough to Paintrain anyone. 😆 I also unintentionally screwed up getting Ballistic weave & was way too long past to revert saves by the time I noticed. If I have to start over, I can at least rectify those blunders. Looking forward to seeing the series on the other Special perk lists. Nice to hear ya, again Michael, & enjoying Scott’s vids/playthroughs in the meantime.
I like Oblivion but Oblivion was so "obviously everyone will always get this so we dont need to explain it?" Arugh. The only game where Leveling is not recommended.
I have never used unarmed, or melee weapons, except as a backup in dire emergencies where I have no more pewpew ammo left. I still always end up with 10 strength because I am a major hoarder and I like to carry ten different guns and lots of useless junk and I don't like to use companion inventories because of the hassle of moving stuff back and forth.
I did the survival mode glitch with the special book, got to lvl 75 using unarmed and decided to take a break from fallout. I miss my new Vegas unarmed
Blacksmith, Armorer & Strong Back (Lv 2 or 3) main perks I've had use for hardly stuck with a melee or unarmed build, Basher & Steady Aim being so high up is wasted SPECIAL stats early game & seeing as there's apparently no level cap or you'll eventually level up enough to unlock them in the long term, they then are pointless as by level 30-35, even with no investment into weapon damage boosting perks like Gunslinger, Rifleman, Big Leagues etc, you're pretty much a bullet sponge, heavy damage dealing powerhouse even on hardest difficulty.
Right off the bat I duplicated your special then maxed out all to 10. Then did survival mode and slept 6 days raised special even further before getting bobbleheads.
I usually play a melee build, so strength perks are definitely worth it. Start with 10 str, use daytripper to lower str and then use You Are Special book, get bobblehead, buy a bunch of stuff so you have no caps and then pick up the scav magazine in the employee area of Dry Rock Gulch to get +3 str and end 10 + 1 + 1 + 3 = 15 without accounting for armor bonuses.
Maxing out Strong Back is great if you got more points than you know what to do with. So i guess it's mostly end game stuff but its great to fast travel to a location and offload everything in a settlement your building in
Strong Back could've been a lot better if you kept getting a carry weight increase beyond the 2nd rank, even if they reduced the amount you get to balance out the other bonus included. I thought putting all my points into Strength would be another way to get around that, but you only get a pitifully small increase that way. I'm just not good at inventory management lol, and I frequently load my companions to capacity even WITH full rank Inspiring Leader. I like bringing back a giant haul after a mission and then some.
It is sad the minigun doesn't benifit from automatic fire perk; if you have an explosive minigun though, it does count for the explosives expert perk lol. And that is insanely nasty.
I wish ADS spooled up the minigun without firing. That way you could use it as a sudo-chainsaw without needing to dump ammo. It would be great for an explosive legendary minigun, shoot at range, chainsaw in melee. Sadly Bethesda didn't think it was necessary for some reason.
I don't understand people who play this game and don't pick up absolutely every junk and every worthwhile item to sell. Strong Back is the best. All ranks. So worth it. I took every rank as soon as I could and I regret nothing. I love settlement building and even picking up everything, I still run out of stuff.
The problem is: 50% of vanila perks are weak. I made a mod that adresses the issue, I think its pretty cool. Do you want to see how a good Vans, Rad Resistant or Cannibal can be? Check out: Make Perks Great Again
My favourite build in fo4 is a power armour no weapons skullcracking unarmed build theres something just so satisfying about hopping into a mech just to punt preston in the face... raiders. I meant raiders. . I also use mods to make more melee attackers spawn and way less ammo to spawn in crates which makes melee builds (and disarm chance) somewhat more viable since ammo is rarer for both me and the AI.
by the way, you only really need to level up armorer for power armor upgrades or the marine armor, as most of the other armor sets share the same mods between light, medium amd heavy pieces
For me its like this Strength perks early are nice, mid amazing, later useless. Strength as a stat is good, for perks? its ok Perception as a stat is nice. Perks? Meh. Endurance as a stat is good, perks? Useless crap Charisma as a stat is good, perks? Awful Int as a stat is whatever. Perks are S tier amazing. Agility as a perk is nice. The perks are really good for specific builds. Luck as a stat is useless, it does so little in this game. The perks? Best in the game
You say 'you are paying a lot in opportunity cost if you only take Strength 6 for strong back' but you don't say what the opportunity cost consists of.
I am a survival player and I never go past 3. Strong back is nice but you can get extra carry capacity with charisma perk, it's just better as it has damage reduction as well. You just need INT so much in survival that you can't afford these pretty useless strength points just for single perk early on. And melee sucks in survival. PER is just as useless but couple points inlockpick is nice early game as well
The changes to powerarmor are probably my 2nd most hated change from earlier titles, just below the percivef "emptiness" that comes from the lack of larger cities and yes the settlement building is nice at first, but it feels kinda mandatory at the same time if you want a less empty world. Fitting, but it feels like a chore.
Settlement building does not need to be a work of art to me. First thing I build is a water pump near the workshop. I plant 6 of each crop type which needs 4 farmers for 24 food. Build 20 beds under cheap/easy cover. Add 2 water purifiers/powered pumps for total water 23. Turrets for 100 defense. 1 Recruitment Beacon. Job done.
Using a nifty little exploit that ESO demonstrated in a video, I got almost all of my SPECIAL stats to 10 at level 2. Now instead of wasting time and level-ups getting those stats maxed, I can devote them to leveling up the skills I want, like Strong Back and Black Widow. Leave a like or a comment, and I'll tell you how I did this - that, or I can send you a link to the video.
I don't use glitches and only 3 mods. Badder 10mm pistol, Jetpack for my every day armor, and glowing dead bodies so I can find my loot after the fight.
Unless I'm going melee I never go above 2 strength. It's just not worth the investment. Especially since Strong Back, Basher, and the Hip Fire one are absolutely terrible.
Just use as much strength as you can get and a yao guai roast and you can melee 1 shot just about anything with even the most pathetic melee or unarmed weapon. You can even get more damage if you really need it with fortifying gear and chems like buffout and especially fury.
After about 20 playthroughs I can’t do melee builds on fo4. I’ve tried it more than once and without vats the amount of blocks is atrocious. Then theirs the stay in the same spot and take 2 min to swing glitches. Or the click 5 hits of say a combat knife only to instantly get vats canceled. The shit is just annoying. Even the few playthroughs I tried to go all in on melee builds I ended up just picking up rifleman or commando and playing like usual. Let’s not also forget the aoe melee that while sounds cool ends up auto failing quests by killing npc’s or agro’n towns or killing settlers
The only Strength perk that I wish i had when I don't pick it is, Strong Back so I can fast travel while over-encumbered
When you absolutely positively need to loot everything, accept no substitutions: Strong Back level 4.
Yup. Keep what you kill, scrap it, craft weapons and armor.
Unfortunately, the first 3 stars in Strong Back are pretty pointless. You have to put 4 perk points(and 6 STR points) into this perk to see any useful ability. Unless you choose unarmed/melee for roleplay purposes, there is no reason to put that many points in STR. To build an effecient character, STR points should be limited to 3/4stars(Armorer). Anything beyond that is pretty much a waste.
Yeah. . .about the update and what used to be a great skill. . .
@@Zayphar You make a good argument, but let me throw up a counter argument. Getting the ability to fast travel while encumbered is going to cost 7 points above your "optimum" build. Early game you might want to sink some points into stuff that gives you immediate returns to boost your combat ability. 2 points into gun nut, 1 point into scrounger. After that... the game isn't difficult if you have any experience and you aim for some easy to obtain weapons to give you a massive head start.
Why do you need to make an optimum build? Can't you afford to delay your combat build to pick up something that raises quality of life? My current playthrough I'm level 40 before I sunk any points into raising damage and quite frankly, I started raising rifleman because I like using cheap ammo. If I felt like it I could move to more powerful weapons that use expensive ammo and avoid getting perks that boost damage.
Pro tip. Do not pick up any stat bobbleheads until that stat is maxed. It will take your stat past ten. It's the only way to get base eleven stats.
If you also temporarily lower one of your stats that are at ten you can use the special book to get one of your stats to twelve
@@owenfiset4275 i duped that and used every possible thing that could lower my stats and now all my specials are 20 or more
Honestly a terrible tip. Consider at point where this could apply is at end where you’re done with the game.
@@kenpachiramasama1139 im level 78 and only got 3 bobbleheads
@@azideiaman Your 1% of the player base. I honestly wash out at around level 50 but each their own. Unless your into settlement there not a lot to do in fallout 4 to get to higher levels naturally.
strong back is absolutely worth it in a game where taking anything that isn't nailed down is basically a requirement
100%. It's mandatory if you want to make the most out of the game
@@albertoXerezanonah aint that mandatory
@@alex____5602 no it aint
@albertoXerezano I mean it's a nice perk but it's literally the exact opposite of mandatory. If you don't do any settlement building and build yourself for specific weapons you won't have weight added by junk or extra weapons. I've never taken strong back and I've also never ended up over encumbered and wishing I could fast travel. If you don't craft at all it's a wasted perk point.
Again, awesome for scrappers, just negligible for other builds.
@@joe52987 If you do a lot of building/crafting then yes it is.
" you will get a disarm chance" arm falling off a ghoul and little winking face
If I’m doing build built on power armor then strength almost immediately has to be 10 for 1 reason: Pain Train
Agreed
What bothers me is that power armor maxes out your strength, so it almost feels like a waste early to even mid game game
**Que Here Comes The Pain Train by Jay Harper**
also seeing a walking tank covered in blood and guts holding a rapidly spinning minigun that looks like a inside-out blender would probably be absolutely terrifying.
I never pick up a Bobble head until I reach 10 in said Special stat. Gotta push that 11 maxed out for all my stats.
Why just why
Same
Yup, it’s a good challenge. Don’t forget to use the SPECIAL book to give yourself a base 11 Intelligence before the bobblehead.
@@Yardiffew everyone knows 12 endurance is where its at
I love how the video is teasing the Shredder minigun style, i swear that is so stupid but fun.
"They didn't add the New Vegas chainsaw to Fallout 4... fine I'll do it myself." -Thanos
Fun Fact: You can kill the Overboss using Pain Train instead of the Thirst Zapper. If you knock Coulter down with Pain Train, you can then pickpocket an explosive onto him, which will kill him upon detonation. This seemed WAY more Fallout than using a squirt gun.
Ok nee challange for me since i haven't done nuka world on my current playthrough
If you're a high enough stealth you can also hide from him until he returns to his original spot, where he's basically blind to being pickpocketed. You can also do a little bit of damage with any Crit, but that will take a long, long time.
In the 3600ish hrs of my fallout 4 experience i dont think i have ever gone past 6 str unless im doin some kinda grognak or assassin build
A minmaxed sneak attack/blitz/crit, enhanced by a ridiculous amount of chems, mostly aimed at getting your strength to 20+ and multiplucative melee dmg, outdamages any other build. Grognak's makes for the most all round viable build. Vats gives insane defenses on it's own, but the several ways to reduce dmg while you stand still work amazingly well in blitz. There definitely are higher dmg weapons out there, but I never ended up benching Grognak's altogether.
If you never tried it, it highly recommend it, it was tons of fun. Went completely all in on the dumb barbarian stereotype with 2 int and idiot savant for good measure. I always start with 10 into, role-playing the opposite of what I'm used to was very refreshing.
@HendrikHagelslag what is your overall special stats and perks for that build
Michael and Scott, i want to say how much i appreciate your chanel! So much of my enjoyment from my favorite games came from Fudgemuppet. Please don't give up on this project, TESVI won't be nearly as fun without you two!
I'm a little surprised you didn't mention that Strong Back 4 on Survival mode isn't fast travel but instead prevents Over-encumbered damage and limb damage from it too.
Side Note/Protip about Heavy Weapons and Ammo. There is a weapon called Tesla Cannon that came with the update. This the best viable weapon for a heavy weapon build. Unlike other weapons that use semi/rare expensive ammo, the Tesla Cannon just uses Fusion Cells. That's right, for once we get a heavy weapon with common ammo type. A quick trip to Arc-Jet with Danse and bit of gaming/SPECIAL Luck and Scrounger you can net a lot of fusion cells that can carry you for a nice long while. During my recent playthrough I netted a little over 730 fusion cells. Another upside to this bad boy is the two damage types. The default damage type makes the weapon a Pulse Grenade Launcher. Keep in mind the same rules apply as regular grenades so don't stand too close to enemies when firing and don't fire when boxed in unless your defense is nice and high. The second damage type, which can be modded without any crafting perks, makes the weapon do Chain Lightning attacks. Got three or four fast feral ghoul bearing down on you. One shot from a chain lightening will hurt them all. This is great for crowd control when enemies are too close while in narrow and tight areas. These two damage types can be switched at any time at a weapons workbench as long as you have the mods in your inventory. With the right mods the base weapon damage is 108+. So when Heavy Gunner is maxed the damage will be 216+.
Now the downsides to the weapon. The base accuracy isn't the greatest even with average/good Perception. However because of the explosive affect and chain lightening this may not be the worst thing to worry about. All upgrades require Science Perk. . .except for the best damage upgrade which requires Science and second rank in Gun Nut. . .and ask me how I feel about secondary crafting perk requirements without asking me about secondary crafting perk requirements. Now for the worst parts is that being how to get one of these. There are two quests - one called Best of Three and other Shadows of the Past. Both quests require fighting Enclave soldiers and they are not fun unless you have good energy defense 'cause the Enclave do love their energy/plasma weapons. Best of Three is the 'safer' option because the 'mini-boss' in Shadows of the Past is wearing maxed armor Hellfire Power Armor plus uses the Tesla Cannon in question so unless you got the Penetrator Perk expect a long fight against him. . .the 'mini-boss' in the other quest is very much the safer option. Before I forget, both quests take place in the Glowing Sea so there's also constant radiation to contend with. At higher levels power armor wearing Enclave soldiers will also being using Tesla Cannons.
You guys definitely should do a remaster of the sharpshooter/sniper build. After all, it is the most viewed fallout 4 build on the channel.
Pain train + power armor jet pack and a chainsword is my favorite way to play.
I think you've undersold how powerful bash is with the shredder. It's arguably OP till the late game.
As someone who always uses the special book exploit at the start I always forget that people actually use skill points to increase those
I say Rooted is somewhat underrated, at least from the perspective of a Survival Mode player. You're standing still during combat more than one may tend to think unless you're literally running and gunning at all times. But just crouched behind cover, looking around a wall, lining up a sniper shot and melee in V.A.T.S are all times its covering you, and with how punishing Fo4 Survival Mode is, that much extra protection is very welcome.
I feel the same and stronger about Moving Target, but obviously, that isnt a STR perk.
The 10 INT 10 STR build is so amazing. All the synergies are fantastic. Nuclear Physicist + Pain Train, Heavy Gunner + Science, and Strong Back + all the crafting perks work so well together. Also Nerd Rage
I appreciate listing off which perks are worth getting initially but not worth getting the final ranks
We’re so back, baaayyyybeeee
So glad to hear you're doing this series, really looking forward to the rest of the "PECIAL"!
In general, the level 3 and 4 perks can be helpful for many builds, more so level 3 than 4 since that's where things start to specialize more into melee, but overall Strength isn't an especially needed stat. Most of the time you can go without it and still get the job done while having lots of fun.
That's why I could carry so much more outside power armor then inside every piece of armor was plus 1 strength plus deep pockets so 15 strength plus 50 pounds was a god tear never seen a carry weight of 525 since then
*Great video, mate! lots of good info and tips! just getting stuck into fullout again!* 💪👍
For those who don't know how scavenger stations work. For them to work you need to have less than 100 junk items in your workshop which I recommend you to empty it completely. What scavenger stations actually do is double the amount of resources your settlers would scavenge if they were unassigned. The time it takes for your settlers to scavenge materials is affected by your settlement happiness, so high happiness means your settlers will generate more junk items.
Build Scavenger stations in all Settlements to give a Settler a job and thus help raise Happiness.
I am very excited for the 6 more episodes in this series!
A lot of the new weapons introduced with the Next Gen update are heavy weapons. Quite a few of them using cheap ammo. Tesla cannon uses regular old fusion cells so its cheap and painless to aquire ammo. The Chinese Grenade Launcher uses 40mm Frag ammo which costs the same as 10mm ammo. The main problem with 40mm Frag ammo is its only available from "Weapons" traders and in very limited amounts. A few more new weapons too. All of this makes the Heavy Gunner perk a lot more viable as an early game perk.
On a side note, the Chinese Grenade Launcher is just plain busted. The VATS cost is absurdly low.
I recently started a new play through and the plan is to get up 6 STR and get Big Leagues, both crafting perks, and Strong Back. I just like pulling out a melee weapon when stuff is in my grill, even though I’m not a dedicated melee build (it’s actually a CHA/INT build in power armor). And I know Blacksmith is the most lackluster crafting perk, but one of my goals is to be able to craft anything (including melee weapons for automotron robots).
Blacksmith might be the best of the crafting perks. These later melee weapons can reach such insane dmg numbers that investing into big leagues is optional.
loved it! cant wait for the rest of this series on the stats!
Pain train is where it's at. I love that perk.
i think i'd rearrange the perks in order of how dependant they are on having a high strength. Crafting perks at 1 and 2, followed by Strong Back and Steady Aim, followed by Pain Train, Basher, Rooted, and then the Damage Dealers.
Just a note you can get way more strength outside power armor by using unyielding armor pieces and food items furthermore you can’t use unarmed weapons inside of power armor
in survival strong back is a must have perk
I'd say EVERY playthru I've at least used the Armorer perk. Big Leagues and Iron Fist ONLY if I'm TRYING for a melee character. Iron fist I usually have mods -- gravity fist, energy gauntlet, etc. VERY occasionaly if I'm SPECIFICALLY doing a melee character I might have STR high enough to get Rooted. Usually I might have a few things inbetween. Pain train only once or twice. Heavy Gunner on ocasion, but I rarely touch Strong Back and most of the others. Depends on the build I've got in mind -- which I usually have in mind when I start.
I personally love steady aim. Even on my energy pistol science nerd character, I love it. With the first 2 ranks and all the short barrel mods that improve hip fire, you can reliably hip-fire head shot enemies. Great for a low agility pistolero. ALSO on a Str 7 Per 8 Rifleman with 2 ranks of Steady Aim, all the short hip fire barrels, a scope, and 2 ranks of Sniper, your rifle becomes a true toolbox. Get a rapid fire semi auto rifle with a scope and you can use Sniper in scope mode to proc knockdown quickly, and do no-scope hip fire head shots. Get Str 8+, Basher 4, Chemist 1+, Better Criticals 3 and stay hopped on overdrive and get lucky on your rifle (overseers guardian) and you'll add in disgustingly good crit bashes to the toolbox.
Please do the survival based perk video soon!! :)
I dont know how people enjoy playing that broken game mode
Great video. Can't wait for the rest in the series. 😊
Melee vats has been one of my favorite ways to play since even 3. I really do recommend using vats in 4 simply because enemy blocking is really stupid without a mod. Super mutants and humans will repeatedly block and stagger you in normal melee. It can be very annoying.
Melee and VATS is a powerful combination, especially with the Blitz and Rooted perks. Frankly, melee in Fallout 4 is just the best playstyle.
Blitz Agility Perk + Iron Fist Strength Perk =
You: Omae Wa Mou Shindeiru😈
Enemy: Nani🤯
Strong back is good if your lugging and scrapping alot tbh. Like in my current playthrough i have a robot with 550 carry weight and i still needed strong back its crazy
All you need is strong back max rank, lone wanderer, and inspiring leader and you and dogmeat can scrap the whole waste.
I either go enough strength for armorer or full in on strength, there is no middle ground
Starting 3 for early armorer and getting Bobblehead around midgamw for blacksmith. Blacksmith is definetly the biggest bang for your buck lvl wise - rank 2 is what, lvl 12? And you already can attach Rocket to your baseball bat and rock anything.
@@tomaszpawlik5091 that only matters if you are using melee weapons and if I am I tend to dump a lot more points into strength
@@90kalos1 power armor sets you to 11, and the only perk above 4 with significant impact is rooted... Which isn't really that good
@@tomaszpawlik5091 that is correct, it's simply a personal preference on how I like to play not necessarily optimal play. Though I usually get my strength to 12 (when I do a full melee build).
@@90kalos1 Melee weapons is just loot for me, I don't use them.
Yes, it's worth it. All of it is worth it. Because eventually, you can spec in everything, anyway.
In my latest fully modded playthrough (XB X, so completely broken now), I made the mistake of getting 10 STR for the Paintrain (for funsies), only to realize my looting for building and constantly kitting out settlers with all Strongback levels wasn’t enough still for all I carry. The weapons for personal use, plus for settlers & armor for them mean that I am perpetually stupidly encumbered with 2 full capacity carrying companions. So, I can run short distances & fast travel, but will never really sprint enough to Paintrain anyone. 😆 I also unintentionally screwed up getting Ballistic weave & was way too long past to revert saves by the time I noticed. If I have to start over, I can at least rectify those blunders. Looking forward to seeing the series on the other Special perk lists. Nice to hear ya, again Michael, & enjoying Scott’s vids/playthroughs in the meantime.
I'd be interested to see you guys tackle the attributes in Fallout 3, Fallout New Vegas and Oblivion as well.
I like Oblivion but Oblivion was so "obviously everyone will always get this so we dont need to explain it?" Arugh.
The only game where Leveling is not recommended.
Welcome back.
I have never used unarmed, or melee weapons, except as a backup in dire emergencies where I have no more pewpew ammo left. I still always end up with 10 strength because I am a major hoarder and I like to carry ten different guns and lots of useless junk and I don't like to use companion inventories because of the hassle of moving stuff back and forth.
I did the survival mode glitch with the special book, got to lvl 75 using unarmed and decided to take a break from fallout. I miss my new Vegas unarmed
Blacksmith, Armorer & Strong Back (Lv 2 or 3) main perks I've had use for hardly stuck with a melee or unarmed build, Basher & Steady Aim being so high up is wasted SPECIAL stats early game & seeing as there's apparently no level cap or you'll eventually level up enough to unlock them in the long term, they then are pointless as by level 30-35, even with no investment into weapon damage boosting perks like Gunslinger, Rifleman, Big Leagues etc, you're pretty much a bullet sponge, heavy damage dealing powerhouse even on hardest difficulty.
CARRY WEIGHT IS KING!!!
honestly the vast majority of melee weapons in the game got screwed in the modification department. there could have been so much more, but nope
rooted and using the blender minigun is great fun
You guys are so fucking witty 😄 you crack me up every time I watch
Junkies sledgehammer is my favorite weapon currently. I'm doing nearly a 1000 damage per swing
Right off the bat I duplicated your special then maxed out all to 10. Then did survival mode and slept 6 days raised special even further before getting bobbleheads.
Considering i run around at lvl 95 in survival just punching everything dead with just my bare power armor fists i would say yes!
The bladed knucles are the most op unarmed weapon it has a bleed effect and it staks.
1:10 gyatt dayum, never knew Nate packed an enitre bakery!
I usually play a melee build, so strength perks are definitely worth it.
Start with 10 str, use daytripper to lower str and then use You Are Special book, get bobblehead, buy a bunch of stuff so you have no caps and then pick up the scav magazine in the employee area of Dry Rock Gulch to get +3 str and end
10 + 1 + 1 + 3 = 15 without accounting for armor bonuses.
Maxing out Strong Back is great if you got more points than you know what to do with.
So i guess it's mostly end game stuff but its great to fast travel to a location and offload everything in a settlement your building in
Strong Back could've been a lot better if you kept getting a carry weight increase beyond the 2nd rank, even if they reduced the amount you get to balance out the other bonus included. I thought putting all my points into Strength would be another way to get around that, but you only get a pitifully small increase that way.
I'm just not good at inventory management lol, and I frequently load my companions to capacity even WITH full rank Inspiring Leader. I like bringing back a giant haul after a mission and then some.
Yay Michael's back, i was worried about if he had gone
Depends on what build your after.
Scout sniper, no.
Walking tank with main armament, yes.
faintrain have one more perk you forgot to mention all the fun ragdoll mecanics you will encounter from the enemys you smash into ;)
"Which means something completely different here in Australia." I am dead.
It is sad the minigun doesn't benifit from automatic fire perk; if you have an explosive minigun though, it does count for the explosives expert perk lol. And that is insanely nasty.
I wish ADS spooled up the minigun without firing. That way you could use it as a sudo-chainsaw without needing to dump ammo. It would be great for an explosive legendary minigun, shoot at range, chainsaw in melee.
Sadly Bethesda didn't think it was necessary for some reason.
Please bring the Podcast with Drew
I don't understand people who play this game and don't pick up absolutely every junk and every worthwhile item to sell. Strong Back is the best. All ranks. So worth it. I took every rank as soon as I could and I regret nothing. I love settlement building and even picking up everything, I still run out of stuff.
The problem is: 50% of vanila perks are weak.
I made a mod that adresses the issue, I think its pretty cool.
Do you want to see how a good Vans, Rad Resistant or Cannibal can be?
Check out: Make Perks Great Again
I love Luck in Fallout 4 but i hate how perp, agility and luck all need to be high or that build succ
My favourite build in fo4 is a power armour no weapons skullcracking unarmed build theres something just so satisfying about hopping into a mech just to punt preston in the face... raiders. I meant raiders.
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I also use mods to make more melee attackers spawn and way less ammo to spawn in crates which makes melee builds (and disarm chance) somewhat more viable since ammo is rarer for both me and the AI.
I seldom go beyond STR lvl 3. But interesting video anyway. Thanks for sharing. Looking forward for same on other attributes.
by the way, you only really need to level up armorer for power armor upgrades or the marine armor, as most of the other armor sets share the same mods between light, medium amd heavy pieces
For me its like this
Strength perks early are nice, mid amazing, later useless. Strength as a stat is good, for perks? its ok
Perception as a stat is nice. Perks? Meh.
Endurance as a stat is good, perks? Useless crap
Charisma as a stat is good, perks? Awful
Int as a stat is whatever. Perks are S tier amazing.
Agility as a perk is nice. The perks are really good for specific builds.
Luck as a stat is useless, it does so little in this game. The perks? Best in the game
Rank 4 of the strong back perk in survival mode negates the damage you take from being encumbered
I appreciate the fashion choices, on point as always 👌
I prefer function over fashion 8 days a week.
You say 'you are paying a lot in opportunity cost if you only take Strength 6 for strong back' but you don't say what the opportunity cost consists of.
I am running x02 with 305 ibs if I lose leg it goes down
That's why focusing on strength then strong back
at the moment we all may as well not play Fallout 4, my god the amount of bugs put in with the "next gen" update, Bugthesda living up to their name
1:01 well, that's just adding insult to injury...and totally on brand for how a muscle head would flex.
Maybe if melee in Bethesda games wasn't jank and unsatisfying. But to be fair it's very hard to make a 1st person melee system that isn't horrible.
I am a survival player and I never go past 3. Strong back is nice but you can get extra carry capacity with charisma perk, it's just better as it has damage reduction as well. You just need INT so much in survival that you can't afford these pretty useless strength points just for single perk early on. And melee sucks in survival. PER is just as useless but couple points inlockpick is nice early game as well
Rank 4 in survival negates the damage you take from being encumbered
I never worry about strength only 1-2 points in it
3 is standard for me in the entire playthru.
Love to see a alchemy focused Skyrim build plzz 🙏🙏🙏
The changes to powerarmor are probably my 2nd most hated change from earlier titles, just below the percivef "emptiness" that comes from the lack of larger cities and yes the settlement building is nice at first, but it feels kinda mandatory at the same time if you want a less empty world. Fitting, but it feels like a chore.
Settlement building does not need to be a work of art to me. First thing I build is a water pump near the workshop. I plant 6 of each crop type which needs 4 farmers for 24 food. Build 20 beds under cheap/easy cover. Add 2 water purifiers/powered pumps for total water 23. Turrets for 100 defense. 1 Recruitment Beacon. Job done.
Using a nifty little exploit that ESO demonstrated in a video, I got almost all of my SPECIAL stats to 10 at level 2. Now instead of wasting time and level-ups getting those stats maxed, I can devote them to leveling up the skills I want, like Strong Back and Black Widow.
Leave a like or a comment, and I'll tell you how I did this - that, or I can send you a link to the video.
I don't use glitches and only 3 mods. Badder 10mm pistol, Jetpack for my every day armor, and glowing dead bodies so I can find my loot after the fight.
I always keep it 4-5 strength and dump everything in Intelligence with perception and agility maxxed.
I always get lone wanderer and strongback I'm a hoarder lol .
yeah saying something that Strong Back 3 did just became baseline feature in 76.
Unless I'm going melee I never go above 2 strength. It's just not worth the investment. Especially since Strong Back, Basher, and the Hip Fire one are absolutely terrible.
Watching perklist for a game I dont even own :p
Just use as much strength as you can get and a yao guai roast and you can melee 1 shot just about anything with even the most pathetic melee or unarmed weapon. You can even get more damage if you really need it with fortifying gear and chems like buffout and especially fury.
After about 20 playthroughs I can’t do melee builds on fo4. I’ve tried it more than once and without vats the amount of blocks is atrocious. Then theirs the stay in the same spot and take 2 min to swing glitches. Or the click 5 hits of say a combat knife only to instantly get vats canceled. The shit is just annoying. Even the few playthroughs I tried to go all in on melee builds I ended up just picking up rifleman or commando and playing like usual. Let’s not also forget the aoe melee that while sounds cool ends up auto failing quests by killing npc’s or agro’n towns or killing settlers
me, planning a support/bigdaddy build: "yes, these all sound completely worth it"
Strong back is perfect for us scrappers
Hello there
General Kenobi
If you don't want Strong Back, you can always fast travel survival-style with a Vertibird. Ad Victoriam!
Im surprised fudgemuppet didnt cover Ithelia yet
3 strength is almost always my max, i never use melee some reason