Fallout

Tips From a New Vegas Veteran on Fighting Difficult Enemies

I will list a number of characters, a suggestion or six, with potential for leaving comment with each list item. My primary focus will be on stronger characters, with some consideration for groups you may bump into. I thought I'd write this post since seeing someone asked readers about their first encounter with a Deathclaw.

Regarding order of list items, I'm writing each entry based on when they appear over at Fallout.Fandom. I have many thousands of hours with F:NV, and because I enjoy sharing knowledge and strategy, I will be including a number of unrelated items after talking about characters and carnage.

Note: The information contained in this post may seem obvious, but a reminder may help you keep from using V.A.T.S. as often as you might. Knowledge of death provides lessons in self-sufficiency, and with this knowledge, you may become much more proficient with improvement.

While I write this, I may come across previously known information listed at the link I provided earlier. I am mostly writing this based on what I already understand, however, knowing that you're getting information that is partially in circulation already saves you a trip to another website.

With much of what I will end up writing, a focus on limb damage and weapons that take to characters best will be emphasized, the reason being that this is about arming yourself with some of the best knowledge on killing, in the name of survival. There may come a time when you can't survive a fight, whether it be because of damaged items, a bad attempt at something, or something else entirely. If that time ever comes, you may remember this post. With most every tough fight, you can survive if you make the kill secondary to torture. After reading this post, you may be inclined to agree.


-"Characters and Carnage"-


-The Cazador-

Strengths: EXTREMELY HIGH Movement Speed, High Perception, High Damage, Headshot Damage Bonus Negation, Group Travel Preference (GTP), Poison Damage Chance

Weaknesses: Wingspan Contingency, Vulnerable Antennae, Affected by the Entomologist, Bug Stomper, and Tribal Wisdom Perks

Suggestion(s): When it comes to weapons, you can't really risk melee unless you know what you're doing, considering their GTP almost guarantees several more of them on either side of you. At any point in your game, you are ready to fight the closest group to you, given the right tools.

For weapons, automatic fire and explosives are your best bet, with shotguns being a secondary option if you've run out of bullets for your automatic weapons. Explosives are plentiful in NV, which is nice, and with automatic fire, you don't want to just hold the trigger.

Crippling the antennae is your best option during your earliest convenience, with a focus on the wings being second. The reason for this is the GTP. The more Cazador you have to deal with, the more the antennae becomes a focus, due to the Cazador(s) you've just frenzied being capable of killing any number of their group. Regarding making the wings your secondary focus, if you're shooting at the antennae mainly, you're likely damaging the wings, too. Crippling the wings also cripples the risk posed by a Cazador.

Going back to not holding the trigger, you want to pepper, not perforate, at least not while they're a distance away. Accuracy increases when you're closer to targets, especially in Fallout, considering how historically bad accuracy has been in a number of the games. Pepper targets from farther away by tapping your trigger while trained on the target. As they approach, if you're landing shots, quicken the pace based on how close they are to your face.

With explosives, you're damaging several parts of the affected party simultaneously. This could damage weaker characters enough that they die quickly to their frenzied neighbor(s). The same could be said of a Shotgun with a good spread. If you can land enough concentrated shots to the antennae and wings, you shouldn't have much of a problem with them, considering how if they're not able to fly, they can't chase you, and if one or more of them are frenzied, you can likely get away while they're distracted. If they're frenzied and fighting with each other, apply healing and return to the scene. Don't leave unless you know that you can't kill them.

There is no shame in running, but there is glory in remaining.


The Ant

Strengths: Firebreathing, Resistance to Fire (Fire Ants), Explosive Death (Specifically the Giant Ants, located at the Nellis Array), Good At Killing Unskilled Players

Weaknesses: Vulnerable Antennae, Low Movement Speed, Being an Ant in general, Affected by the Entomologist, Bug Stomper, and Tribal Wisdom Perks

Suggestion(s): Damage the antennae of a Giant Ant for a good show (if the GA is with a group). Ants are great target practice, and they can be found in plenty of places. Using anything other than a gun you're bad with is a waste of time unless you want to kill them quickly, in which case, a few explosives should do the trick. At higher difficulties, a few explosives may become a few handful of explosives.

Instead of using explosives on a higher difficulty against Ants, refer to my previous suggestion about target practice. Because ants move slow, it allows for you to train your shots on a shifting trail that tests your accuracy lightly. A semi-auto gun like a rifle or a pistol is ideal, even from far away.


The Radscorpion

Strengths: Armored At Birth, Lingering Damage and Poison Damage Chance (this isn't true for all Radscorpions), Medium Group Travel Preference, Fairly High Movement Speed, Poison Immunity (this isn't true for all Radscorpions), Reduced Damage to the Legs, Random Behavior

Weaknesses: Lower Claw Armor, Crippled Claw Syndrome, Leg Armor Reliant, Large Body Snags on Terrain, Lower Turning Speed, Telegraphs Stinger Attacks by Making Two Specific Noises While the Stinger Pulls Back for the Attack, Affected by the Entomologist, Bug Stomper, and Tribal Wisdom Perks

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Suggestion(s): While Radscorpions can be tough, because they can be stunned by crippling the claws, they provide more opportunities for attack, especially when you pair that with their low turning speed. Not being able to turn as quickly as the player can circle around you makes for a bad time. Running circles around a Radscorpion allows for the player to repeatedly attack with a melee weapon. If you do cripple the claws, the Radscorpion stun that follows allows for damaging the legs and/or assess the situation (number of enemies around, the terrain, etc.) In place of attacking the Radscorpion while it's stunned, if there are enemies approaching, back away from the area while setting up a field of landmines or chucking sticks of dynamite. Focusing on the kill is not as important as minding your step.

Melee weapons are of incredible use against Radscorpions, with explosives helping damage several limbs on one or more characters. Armor Piercing Bullets are great against Radscorpions, but that's only if you're worried about dying. Large Radscorpions are crippled by the speed at which they can turn to fight you head-on, so fighting one or two at a time with just a stick is legitimately feasible, especially if bullets and explosives are low. Typically, a melee weapon with a higher DPS is what you'll want, considering you're pushing to deal damage to the claws and legs as quickly as you can manage.


The Feral Ghoul (Specifically the Reaver, Glowing One, and Vault 34 Ferals)

Strengths: Fairly High Movement Speed, Radiation Damage Chance, Radiation Resistance, Health Returns from Radiation, Notifies Others when the Player is Seen, Indoor Prowess Outclasses Indoor Voice, Minor Group Travel Preference, Can Heal Other Ferals, An Actual Challenge (IF YOU AREN'T CAREFUL)

Weaknesses: Will Kill Other Ferals to Restore Health, Runs With Scissors While Ignoring Landmines, Melee Attack Exclusivity Deal, Armor as a Cosmetic is Worthless

Suggestion(s): Hollow Point bullets will do them REAL damage, blocking with your fists/melee weapon can be used to stagger them with next to no chance of failure, limb damage seems easy to score on them, and they ignore landmines, which isn't exactly worth mention, considering many enemies will just ignore them, even though you're setting and activating the landmines right in front of them.


The Marked Man

Strengths: Level(s) Adjusted to Give the Player a Challenge, Weapon and Armor Usage Improves as the Player Levels Up, Fairly High Health, Occasional Stealth Boy Use, Radiation Resistance, Health Return from Radiation, Medium Group Travel Preference, Will Use Weapons Found on Dead Bodies, Medium to MAXIMUM Perception Levels, Regarded by Many as Top-Tier Trouble

Weaknesses: Incorrect Items on Spawn Leads to Confusion in the Ranks, Special Ammo can be Found on the Marked Men and Used Against Them, Often Easy to Spot (they like to hang out by various light sources)

Suggestion(s): I wasn't going to write about Marked Men because you can only find them if you have the correct DLC installed. It feels awkward to write about them here, but I needed to. The Marked Men can be incredibly difficult to deal with, but honestly, you've dealt with enough Fallout by this point that it'd only just feel like a proper level adjustment by the game. They have larger health totals than most characters outside of The Divide, that is true, but I have a tendency of stomping through them, without using Power Armor or V.A.T.S. for headshots.

To make your time easier, if you're going to use V.A.T.S., target their weapon or the grenades they throw, and target the weapon if they have either a gun or a grenade in hand. If they have a melee weapon, target the legs. I mentioned earlier that they will attack you with weapons they find. This is true, which means that it's important to chase down and pick up weapons you've blown out of their hands. If you have an abundance of throwables, The Divide is the perfect place to use up your grenades, spears, knives, etc. Silent kills may help you here by quite a lot, and if you use The Divide as a place to practice throwing items, not only could you get good with grenades (which is REALLY handy), you could also deal damage to Marked Men before ever seeing them. They camp out in a great number of places in The Divide, which is nice to know, considering how throwing a grenade in practically any direction almost guarantees damage.

Even better, based on your decisions, you could face anywhere from 1-6 of the different Marked Men Boss Characters. With the following Marked Boss rundown, I won't be giving tips of any kind, but a touch of intel and sources for the information linked below. Here are links to each of the six, with a paste of information from the links provided:


Marked Boss 1 is Blister, who uses a Flamer and Incendiary Grenades.

=Level 45=

SPECIAL:

6 ST, 5 PE, 4 EN, 4 CH, 4 IN, 6 AG, 4 LK

Modified SPECIAL:

6 ST, 6 PE, 4 EN, 4 CH, 4 IN, 6 AG, 4 LK

-Derived Stats-

Hit Points: 200

Damage Threshold: 15

Karma: Neutral

-Tag Skills-

Energy Weapons: 89 (95)

Explosives: 89 (91)

Guns: 100

Melee Weapons: 100

Sneak: 100

-Perk(s)-

Toughness: +10% DR


Marked Boss 2 is Beast, who uses a Shoulder-Mounted Machine Gun.

=Level 40=

SPECIAL: 7 ST, 6 PE, 6 EN, 5 CH, 5 IN, 6 AG, 5 LK

Modified SPECIAL: 8 ST, 6 PE, 6 EN, 5 CH, 5 IN, 6 AG, 5 LK

-Derived Stats-

Hit Points: 385

Critical Chance: 5% (7%)

Unarmed Damage: 5.5

Poison Resistance: 25%

Radiation Resistance: 10%

Carry Weight: 220 (230)

Damage Threshold: 13

Karma: Neutral

-Tag Skills-

Guns: 100

Melee Weapons: 100 (107)

Unarmed: 100

-Perk(s)-

Toughness: +10% DR

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Marked Boss 3 is Bonesaw), who uses a Chainsaw.

=Level 45=

SPECIAL: 8 ST, 5 PE, 7 EN, 5 CH, 3 IN, 6 AG, 5 LK

Modified SPECIAL: 9 ST, 5 PE, 7 EN, 5 CH, 3 IN, 6 AG, 5 LK

-Derived Stats-

Hit Points: 465

Damage Threshold: 14

-Tag Skills-

Explosives: 100

Melee Weapons: 100 (107)

Unarmed: 100 (103)

-Perk(s)-

Toughness: +10% Damage Reduction

Ruthless: +25 Melee Damage


Marked Boss 4 is Blade, who uses a Blade of the West.

=Level 45=

SPECIAL: 5 ST, 6 PE, 6 EN, 5 CH, 5 IN, 7 AG, 6 LK

-Derived Stats-

Hit Points: 320

Damage Threshold: 15

Karma: Neutral

-Tag Skills-

Energy Weapons: 100

Melee Weapons: 100

Guns: 100

-Perk(s)-

Toughness: +10% Damage Reduction

Ruthless: +25 Melee Damage

The following two Marked Boss characters can only be fought if you've sent nukes in their direction. The explosion and radiation from the nukes turned both of these characters into the creatures you may soon have to deal with.


Gaius Magnus, who uses a Minigun and a Machete, can be found and fought after nuking Caesar's Legion.

=Level 50=

SPECIAL: 10 ST, 10 PE, 10 EN, 10 CH, 10 IN, 10 AG, 10 LK

Modified SPECIAL: 10 ST, 10 PE, 10 EN, 11 CH, 10 IN, 10 AG, 10 LK

-Derived Stats-

Hit Points: 545

Damage Threshold: 27

Karma: Neutral

-Tag Skills-

Guns: 100

Melee Weapons: 100

Unarmed: 100

-Perk(s)-

Toughness: +10% Damage Reduction

Radiation Healing: 15 HP per second


Royez, who uses a Plasma Caster and a Combat Knife, can be found and fought after nuking the NCR.

=Level 50=

SPECIAL: 10 ST, 10 PE, 10 EN, 10 CH, 10 IN, 10 AG, 10 LK

Modified SPECIAL: 11 ST, 10 PE, 10 EN, 11 CH, 10 IN, 10 AG, 10 LK

-Derived Stats-

Hit Points: 790

Damage Threshold: 24

Fatigue: 1200

Karma: Neutral

-Tag Skills-

Energy Weapons: 100

Explosives: 100

Guns: 100

Melee Weapons: 100

-Perk(s)-

Toughness: +10% Damage Reduction

Radiation Healing: 15 HP per second

Radiation Resistance: +85%


The Super Mutant

Strengths: Super Mutants Come in Two Different Varieties, with Differences Listed Below.

Super Mutant (SM)(Greenish) Strengths: COMPLETE Radiation Resistance, About 15 Damage Threshold, Mid-High Health Totals, Fairly High Movement Speed, Medium Group Travel Preference, Uses Most Weapons They Find Lying Around, Semi-Frequent Grenade Use, Strong Weapons Almost Exclusively

Nightkin (NK)(Bluish) Strengths: Most NK Have 30% Damage Resistance, Mid-High Health Totals, Fairly High Movement Speed, Use Stealth Boys and Much of the Same Weaponry and Tactics as Their Green Variants (not including the use of Stealth Boys)

~Weaknesses: Low-Medium Perception, Large Body Snags on Terrain, Low-Medium Turning Speed, Fun to Bully, Both Super Mutants and Nightkin are Affected by the Mutant Massacrer, Purifier, and Abominable Perks

~(Note: SMs and NKs have a near identical set of problems, so I'm lumping them together when regarding weaknesses.)

Suggestion(s): They seem easier to stagger than other enemies, so shots to most of the upper body may help gain the advantage, though I've had the most success with just using melee attacks. The stagger is remarkably real. As with others, focus on getting rid of their gun, picking it up ASAP, doing the same with any other guns they pull, then focusing IMMEDIATELY on the legs once they're purposely wielding a stick. Once the SMs/NK are unable to walk normally, they can't run at you with a weapon, though, at close proximity, they can manage a minor running attack. As with earlier, I emphasize a focus on targeting weapons and crippling the legs because you may not win every fight, however, being able to run from a dangerous situation is INCREDIBLY important. They feel comparable to the Marked Men, which is why I want to stress the idea of using SMs/NK as training for when you go to The Divide. The experience and loot that comes with killing SMs/NK is worth it pretty much all the time. You can slice them up or batter them with a stick and keep them almost certainly locked in a stun loop. SMs/NK are quite possibly the easiest of the large things to kill in New Vegas, which should instill some confidence in you the more you engage larger targets.


The Night Stalker

Strengths: Medium-High Movement Speed, Invisibility, Medium-High Group Travel Preference, Poison Damage Chance that Taxes Endurance by a Few Points

Weaknesses: Low Health Totals, Makes Noise When it's Time to Eat (which can ruin stealth attempts), Can be Spotted by V.A.T.S. the Same as Any Other Invisible Character, Scared off by a Single Shot using the Flare Gun, Affected by the Purifier and Abominable perks

Suggestion(s): Shotguns for close range, landmines for building that bridge to the morgue, and various bullet fire modes will come in handy based on the situation:

1-3 NS Pack Size: Semi-Auto is Ideal

2-4 NS Pack Size: Burst-Fire is Ideal

4+ NS Pack Size: Full-Auto is Ideal

2+ NS Pack Size: Explosives are Ideal, SPECIFICALLY a Grenade Launcher, Dynamite or Landmines.

Dynamite doesn't travel far by default, it has a short fuse, and you find plenty of it pretty much wherever you go. The quick speed of Night Stalkers make for a near requirement of your explosives, that they detonate sooner than later. If you are low on resources, and only have a stick, don't worry. As with Radscorpions, Night Stalkers telegraph their attacks. While they may have a lunge attack, their main attack causes them to stand in place, which lets you back up and move forward again after they miss their attack. When you move forward, hit them as quickly as you can with your stick. They may become staggered, which helps. Fairly easy to contend with, as I'm sure you know.


The Deathclaw

Strengths: It's Called a Deathclaw for a Reason, and There are Many like it. While the Baby and Young Variants have about 5 Damage Threshold, All Others Seem to Have 15 Damage Threshold, a Rating Equivalent to Combat Armor. High Health Totals, Incredibly High Damage, Medium-High Movement Speed, Medium-High Group Travel Preference, Incredibly Difficult to Kill One While Under Level 10, Above Average Perception at the Lowest for Some DCs, While Close/Completely MAXED OUT for the Others

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Weaknesses: Large Figure Gets Stuck on Terrain Often While Reliance on Movement Speed for Much of Their Killing Power Hints TOO MUCH at What I'm About to Write Next (I mention further down that Deathclaws are scared of Flare Guns. Thought I would include that here as well.)

Suggestion(s): The suggestions I'm going to give regard getting in their face a bit and baiting them from afar. While their large figure helps them stick out enough that draw distance doesn't hinder much, you can easily plot your approach.

Lay landmines according to paths that work best for you when attacking a group. Make sure, however, that when you lay traps like this that you understand just how far apart your traps need to be, for if you aren't careful, you could create a fuse for the Deathclaw to set off, which could damage you and throw off your aim, allowing the Deathclaw an easier time with you. Because DCs can get stuck on terrain, there are simple ways to manage your hazard pay with little to no issue. You may also find it helpful to have a Flare Gun, as DCs are scared of the flare. I know that a Sheep Dog was cut from the game. You might be just perfect for herding Deathclaws using just a Flare Gun. Once you have your prey backed up against a wall, start moving backwards and dropping mines as you go. You may cripple or kill a number of the herd as a result.

Circling around rock formations so the Deathclaw(s) have to constantly maneuver (to avoid getting stuck on parts of the terrain) will allow for you to lay mines in front of you as you run around, though make sure to pace your explosive use and speed. You may run into the back of a DC as you play games with it, which may result in death. Climbing on top of parts of the environment allows for you to gun them down as well. From a sitting position, above any number of DCs, you can finally use up some of your explosives. Using explosives or a full-auto weapon from this position is helpful, as I've mentioned before that explosives hit multiple limbs simultaneously.

Shooting at the legs or detonating the ground underneath a Deathclaw should be the top priority when you're too close for comfort, considering, again, movement speed is the only thing that makes DCs as dangerous as they are. Granted, yes, they hit hard regardless of how many legs they have, however, a DCs lunge attack is often what kills players the quickest. If you damage them enough so they're limping, they can only lunge at you when you're only a few feet from them. You'd literally have to want to die or not understand the lunge in order for you to die after crippling the legs.

Shotguns, Explosives and Full-Auto Machine Guns are best for dealing with a Deathclaw, and yes, while I understand that melee builds are a thing, I'm not focused on a build, but a plan, for if I were to write these things so that builds are favored, the advice wouldn't be as valuable.


The Alien

Strengths: Advanced Weaponry, Capable of Defending Themselves

Weaknesses: Strange Cowardice, No Melee Weapons, No Damage Resistance/Threshold, Lack of Teamwork, Poor AI Scripting, Scared of Flare Guns, Killing the Captain Turns the Non-Captain Aliens Neutral to You

Suggestion(s): Killing the Captain seems to erase two thirds of their aggression, but only if the Captain hasn't spotted you. The Captain will usually flee while the remaining two fight you, with the Captain returning to fight if you killed his two underlings. You can also just either shoot the weapons out of their hands or nuke them from afar.

Lastly, if you don't have the Wild Wasteland trait, the Aliens will never set foot on the planet for you to deal with.

As I've been writing this for many, many hours today, I will leave this off with a simple request, that if you have anything worth mention, leave a comment below, and I will try my best to carve out a place at the end, somewhere underneath this last paragraph. I REALLY hope there's no character limit, for real.

Source: reddit.com

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