Fallout New Vegas Ncr Trooper

Vegas

I dont remember specifically what lvl but i would have to say the grunt perk fits the bill perfectly but you need the dlc's for that, i say dlc's because i dont remember off the top of my head which one gives it. Also for my grunt related builds i prefer the commando perk as far as special goes end is always a plus agil affects guns in some ways and str will do well for the com knife and ability to carry your gear. Early weapons should be something along the lines of service rifle and 9mm or 10mm until you get your obvious upgrades, mark carbine/assault rifle. Eventually i prefer the survivalist rifle from honest hearts. Also i enjoy throwing explosive skill in there for my c4 and grenades.Posts: 3531 Joined: Tue May 22, 2007 2:44 am. I want to make a character that is based around being a grunt.

Casio midi software for pc. Medium Armor, NCR Alignment, 2 weapons. A rifle and a pistol (I'll likely use the 45 auto pistol)Now, what would be a good SPECIAL setup, and what would be a good primary weapon? (I dont want CB Repeaters, Trail Carbines.

I want something that fits a grunt. Like maybe even a service rifle)Isn't This Machine considered a military 'grunt-class' weapon? If so, hard to beat that for classic gruntability. Very efficient killer, to boot.Posts: 3336 Joined: Mon Aug 14, 2006 12:12 am. Isn't This Machine considered a military 'grunt-class' weapon?

If so, hard to beat that for classic gruntability. Very efficient killer, to boot.A 'grunt', that is a conscript, draftee, otherwise regular trooper would not go around using a highly customized version of an already rare rifle with non-standard issue ammunition. Using unique weapons anyhow for a 'grunt' ruins the RP anyway and just makes you another Courier wearing NCR armor.Also, if you want real military feel note that troopers rarely carry more than one weapon. Even a bayonet (combat knife) might be pushing it.

Pistol is rarely carried by troopers as modern assault rifles are superior in every way even in close quarters combat. Carry a small amount of rations with you (caravan lunches are best for this!) Furthermore, do not do 'hero quests' unless it involves you helping the NCR. Taking our squatters in Northern Vegas is not your duty and if you do so, I'd suggest wearing your 'on leave' outfit while doing that. Speaking of leave, have some civilian clothing with you for Vegas visits and the like.Posts: 3398 Joined: Wed Jun 21, 2006 2:40 pm. My Soldier character is lvl 13 atm and he is using the Service Rifle and 9mm with a Combat Knife backup. With the grunt perk, and 9mm AP and Hollowpoints, the 9mm can still be a beastly weapon.

New

And It is the coolest looking pistol in the game imo. I will prolly try and get my hands on the All American (although I forget which 'place' it is.)@ PistoleroIm pretty sure he uses the word grunt a bit loose compared to the way you see it.Im thinking he is just referring to being an NCR soldier in general, not just a 'grunt'.Who ONLY uses a stock rifle.Who wants to use modless weapons and non specialized ammo?Posts: 3386 Joined: Thu Dec 28, 2006 7:40 am. Im pretty sure he uses the word grunt a bit loose compared to the way you see it.Im thinking he is just referring to being an NCR soldier in general, not just a 'grunt'.Who ONLY uses a stock rifle.Who wants to use modless weapons and non specialized ammo?I did not say I'd force him to use a regular Service Rifle. I was pointing out that soldiers rarely carry their own unique weapons (in the above case, a modified M1 Garand) and use ammo not issued by the military. Weapon mods are of course allowed.Thing is, without all the military bureaucracy you will have to put emphasis on equipment in this RP. Just wearing NCR armor hardly makes you a grunt.Posts: 3427 Joined: Sun Dec 03, 2006 11:48 am.

I did not say I'd force him to use a regular Service Rifle. I was pointing out that soldiers rarely carry their own unique weapons (in the above case, a modified M1 Garand) and use ammo not issued by the military. Weapon mods are of course allowed.Thing is, without all the military bureaucracy you will have to put emphasis on equipment in this RP.

Fallout New Vegas Ncr Troopers

Just wearing NCR armor hardly makes you a grunt.I plan to use a service rifle for the majority of the gameplay 1-10. I'll probably end up doing Honest Hearts to get the survivalist rifles. I have weapon mods expanded so I will be able to modify the survivalist rifle aswell.I'll always carry a side-arm. Part of the RP feel.

That, and if for whatever reason my weapon is in low condition, or I'm out of ammo I'll be more than happy to pull out a.45 AP!:thumbsup:I will use NCR armor, but I will probably use a mod version of it because earlier in the game I don't need all their enemies shooting at me on sight.Posts: 3447 Joined: Sat Aug 26, 2006 5:07 pm. Just remeber that troopers and regular soldiers don't use sniper rifles.Survivalist Rifle is a must if you have HH, if not, This Machine is the weapon of choice (with JSP rounds is deadly).Also remember to carry some grenades, they pack quite a puch with the Grunt perk even if your explosives skill is low.As for armor, you can get your hands on a Combat armor regular and reinforced pretty easy at the beginning, I think it's better than using NCR armor, but it's your choice.Posts: 3437 Joined: Sat Nov 18, 2006 2:10 am. Im pretty sure Marine Recon IS special forces.(I could be mistaken but that is what ive heard.) But I do agree with you that 'grunt' can be used loosely. I have a character like this, who is also being played Dead-is-Dead.He's a Heavy Weapons Specialist who wears the standard green Combat Armor+Helmet and carries a LMG+ and Grenade Launcher (LMG is primary) with A Light Shining in Darkness as backup. 'Grunt' can be used pretty loosely.

Ncr

Recon Marines are not special forces, there somewhere in between special forces and grunts. I have a character like this, who is also being played Dead-is-Dead.He's a Heavy Weapons Specialist who wears the standard green Combat Armor+Helmet and carries a LMG+ and Grenade Launcher (LMG is primary) with A Light Shining in Darkness as backup. If you're planning to do a dedicated Grunt character using just the weapons named in the Perk your main weakness is you don't have a high damage heavy hitter for high DT critters and npcs. Best way around that is to get Explosives up early on and get the three ranks of Demolition Expert.

This gives a serious boost to Frag Grenade and Grenade Rifle/Launcher damage.I really like your logic behind the SPECIAL stats, but just for your last point - the Assault Carbine loaded with 5mm AP rounds negates 25 DT on enemies. The only foe you are likely to face with higher are people in Power Armour who have 29-31 DT so it shouldn't be too much of a problem regardless!Even though I've never really understood why it has this inherent piercing effect - in real life the M4 Carbine is infamous for its questionable stopping power due to the combination of a short barrel resulting in low muzzle velocity and the inherent weakness of the 5.56x45 round.Posts: 3407 Joined: Wed Nov 01, 2006 1:06 pm. Love the Grunt type build! I like how you made him a tough Survialist type character with the Rad perks.

A true Grunt on the battle field would want those perks. One perk I would add to that is Solar Powered. Stonewall is a little suprising - do you run heavy melee as well? Even though, personally I have stopped taking Jury Rigging. It makes money too easy to come. Feels like a cheat when I fully repair a almost broke sawed off shotgun with a Gun Runners 9mm pistol.The Grunt weapons rock.

9MM SMG, 45 SMG, LMG, Service Rifle, Vance's 9mm SMG, Grenade Rifle, and Frag Grenades! Too much fun. The LMG with AP and HP is unstoppable. 40MM Grenades are nasty. Whoever said earlier that the Gunt Perks do not give you a good Deathclaw killing weapon is smokin' crack. LMG + AP will massacre Deathclaws. The LMG will massacre anything.

Vance 9mm will massacre anything with no DT.I love seeing Legion Assains coming over the ridge - Drop a couple of Grenades on them for easy kills.Stonewall is there for a few reasons:1) Splash Damage vastly increases the radii of explosions2) Deathclaws (chance for KB on their swipe attacks)3) He's being played Dead-is-Dead, so anything that helps him keep fighting is essential4) NPCs using weapons that do knockback5) He keeps a Combat Knife on hand for RP reasons, and tends to use it on minor opponents.I skipped Solar Powered because he often ends up fighting at night when it doesn't work. Had I decided to do the day/night separation routine I probably would have taken it, though. He doesn't sell for caps, so Jury-Rigging's money-making ability never comes into play. If anything it's working against him at this point, as he no longer needs anything other than crafting supplies which makes it a pain to sell off the high-ticket items.Posts: 3503 Joined: Sun Oct 15, 2006 11:47 pm. Im not quite sure that the Assault Carbine is based on the M4. I think the gun that is most like the M4 would be a marksman carbine.I'd be tempted to agree with you seeing as they both use 5.56mm, but it's hard to argue with the cosmetic similarities:Assault Carbine w/ extended mags:Carbine:with telescopic stock and everything. And correct me if I'm wrong but isn't the M4 generally used for CQC in full auto mode in real life?

Also:-Assault and Marksman are pretty cool weapons though.Posts: 3339 Joined: Tue Jun 13, 2006 3:26 amDisplay posts from previous: Sort.