Fallout Tactics Exit Vehicle



Shaav drove car for Milo and Babs. Car had nu-clear explosive (That means really big bomb.). Babs fixed the truck when broken, while Shaav kept driving. We were going to blow up doors. Milo said vaults clean and metal and not have much meat and smell like washing. Shaav not like vaults. Found big shelter to run to when bomb goes. The nuke carrier is a drivable vehicle in Fallout Tactics. What are you tactics for Fallout Tactics??? 30 posts Chaedog 'woof woof'. You can exit from vehicles by selecting a character holding down Control and clicking outside of the vehicle. Fallout Tactics Redux Jan 9 2019 Released 2012 Turn Based Tactics Fallout Tactics Redux is a wide-ranging revision of the single player campaign for the game Fallout Tactics. My mod pervasively changes the game in numerous.

ОТВЕТ НА ВОПРОС №5 - 4

2.3 Getting the tools you need

'Remember, the Brotherhood, being a congregation of honorable battlebrothers on a ideological crusade to cleanse the wasteland of evil for the betterment ofmankind, will clothe, equip, board and feed you for free, but weapons, ammo andhealing comes out of your own pocket. Wait a second...'

I'm going out on a limb here but I'm going to have to say again that FT has anabsurd character arming system and one that I refuse to acknowledge. I don't believe Ishould be paying for weapons from my own army. I can understand being restricted in mychoice of weapons according to rank and experience but having to bring back gear to sellat a huge loss to get new weapons to allow me to fulfill my own orders is absurd. I wentthrough the game refusing to buy anything honestly from the Quartermaster or MedicalOfficer after the first few missions (The straw that broke the camel's back was when Idiscovered you could gamble for equipment from your own equipment officers), instead Ifired up a trainer and used it to get all the equipment I needed from thecorrupt/swindling scum that tried to make a profit on my blood and sweat.

If you want to play honestly, then ALL (:-)) you have to do is scavengeeverything valuable that you can carry, remembering that:

  1. Medical supplies generally weigh nothing (this may change in a future patch) and you can sell drugs to keep up your weapon habits,
  2. weapons are more valuable than rocks and wrenches, the more damage they do, the more valuable they are,
  3. barter and gamble skills are important (why buy when you can roll the dice and clear out the quartermaster using quick-load and quick-save [the results stay generally the same upon reload...]?)

Please don't bother writing to me about how this system makes sense in apost-apocalypse world where everyone is desperately scrabbling for supplies. It makessense in Jagged Alliance where you're a mercenary, it doesn't when you're a draftee in abig organized military on a desperate mission to save the world. I can understand tradingwith individual Brothers but not with the organization as a whole. (And as another IMHOrant I also don't like the Waffen SS slant (crucifixions, concentration camps, andexecution for incompetence) that has been giving to the Brotherhood which in the previousgame shone with its own light and was ruthless but honorable.)

2.4 Turn or continuous turn based

'Things happen very fast in combat. Events, as well as baby deathclaws,will often rush you. And there's no pause button to let you take stock of thesituation.'

If you're up against a difficult enemy that can quickly kill you, use squadturn based to keep everything under control. However remember that pressing enter givesthe enemy two turns in a row! Continuous turn based is good when you can hit the enemy butthey can't fire back or can't do any real damage back. This allows you to avoid some ofthe tedium involved in taking out outclassed enemies. Sentry modes are useful forautomatically tripping attacks when the characters aren't moving, I basically have mytroops on aggressive (33% trigger threshold) at all times. Remember, they won't startshooting if they're moving even if the enemy is right next to them so be prepared to pressW (to stop them and allow them to do their own stuff in continuous mode) or Enter (topause the game and to trip into turn based mode) very quickly. As should be obvious fromthis section I didn't used individual turn based mode at all so if you have any comments,feel free to send them in.

Sentry mode...its nice if the enemies come at you but most of the time theywon't.

A very valid tactic in squad turn based mode is the old 'open the door,shoot, close the door, wait for the enemy turn, open it again' trick. The enemy willhardly ever open the door by itself and you can simply snipe the enemy to death byprotecting yourself from their fire very easily simply by closing that door before theenemy's turn (phew...). A modification of this is crouching behind an obstacle during theenemy turn and standing up during your own. The enemy will sometimes try and use this'hide, shoot, hide' tactic in continuous turn based mode where it doesn'twork... (you'll sometimes see an enemy stand up, hide and get blasted apart by the shotsfired at it during the time it was standing up, shots apparently reach their targetinstantaneously, the animation doesn't keep up).

3. Miscellaneous hints (spoilers)

  1. The APC is fairly damage resistant but don't get too close to the Mutants,
  2. Be wary of mines and traps, if there's a minefield, you'll probably also encounter trapped doors, etc nearby. The game always hints that there's a minefield to be encountered (for instance you'll see a subtle hint like a sign saying 'Danger, Minefield'),
  3. Buy, loot, steal and read all the books you can in the game (remembering about specialisation),
  4. Open all doors,
  5. Check out all shelves, lockers, safes (particularly valuable), desks, anything that can be clicked upon basically, which is why lock-picking is an useful skill. So is Disarm Traps (hint, hint),
  6. Talk to everybody you can though this isn't as important as it was in Fallout so if you can't be bothered, you don't really have.
  7. It's also a guide idea to visit all areas of a map, since there might be somebody or something useful hidden away,
  8. If the power nodes keep on repairing themselves, try knocking them all out at once,
  9. If the door won't open with lockpicking, there's probably a key or switch nearby,
  10. Two squaddies, one with a ranged weapon and one with a burst should be assigned to each of the gates at the ghoul cathedral, though the North gate could be watched by a single sniper if the pressure at the West becomes too great,
  11. Choose the less obvious route when in doubt,
  12. If you can, run from a Behemoth, don't bother to fight it, its too much of a bother though it is worth quite a lot in experience points (but see below),
  13. You get the most experience from finishing a mission, not from killing so don't bother wiping everybody out unless you're low on money/equipment,
  14. Alway follows your orders. When in doubt, do exactly as ordered. Do it in the order that its been given to you, the game engine doesn't cope with out-of-sync actions as well as it did in the other Fallouts.
  15. Repeat talking to 'interactive' characters until they stop making sense.
  16. On the hostage mission, talk to the Mayor after completing each mission, in the order given. Be sneaky when saving the war veteran, a direct assault will end up getting him killed.
  17. The brains in the last mission need to be targeted manually, CTRL + right click. The doors will then open.
  18. Cabhaal Lahourn wrote in and told me that '... in the mutant fortress stage, the APC *can* drive over the trenches. Surprisingly it can also make it over the green toxic pit surrounding the main mutant HQ. I drove the APC over the gap on the right side of the fortress in front of the sandbag fortification. I parked the APC there and ended up killing 80% of the mutants in the base as they ran up to the walls. No need to have anyone on foots the whole mission. This mission is also easier if done at night.'
  19. Cabhaal also reminds you that using the steal skill is the fastest way to exchange items both ways between characters. I just hope your squad mates don't mind stealing from each other.
  20. He also mentions that after you finish a mission you can put one person on the exit grid and load him/her up with ALL the loot from the mission. When done collecting, place all members on exit grid to exit screen. On the map move vehicle away from mission site and click on location to go to tactical screen. Pull vehicle up beside overloaded squad member and have them enter vehicle. You can then unload them. This allows you to collect very large amounts of equipment on the missions that have you driving a vehicle. This is handy if you want to go in for the barter fallacy instead of just gambling or 'cheating'.
  21. As far as I know, there's no way to continue playing the game after you've seen the end movies so you can't take a tour looking for special encounters with your pumped up squad after watching the CGI. Do it before visiting the last mission location.
  22. Carry around the note you find for the General's wife. It will come in useful near the end of the game.
  23. Missions are often easier at night...
  24. Here's a list of Special Encounters. They're almost all useless BTW:
Fallout tactics exit vehicle

'The wasteland might be radioactive, but it is not dead. You willencounter many things, most of which will attempt to kill you, some will attempt to stealfrom you, a few will trade with you and some will just leave you shaking your heads inbemusement as you wander whether to blow what you've seen up or not. Remember the firstrule of the wasteland is when in doubt, shoot.'

Encounter nameDescription
Brothers GrimmMutants that you can kill or heal, if you heal them, they'll join the Brotherhood.
Canadian InvasionI'm not sure whether they're Canadians invading the US or whether they think you're Canadians, but anyway they'll attack you with acid and will die.
CoppertoneA mad robot who thinks it’s in the Matrix is generating power by rigging humans up to exercise bikes with generators. If you attack it, it'll lower your reputation, but you can steal the electrical cells in the lockers next to the bikes.
FarmerA farmer with Brahmin that will trade useless items with you.
Four HorsemenWar, Pestilence, Death and Famine chatting about how people can screw things up on their own without the help of the Apocalypse Riders. I attacked them but with 12,000 HPs each, I ran out of ammunition before I could kill one. Luckily they can't hurt you with their kicks if you're wearing power armor so have fun.
Phil - the Nuka Cola guyA guy on a bike. Exactly what this refers to, I don't know...
Reaver DanceA pun on the Riverdance troupe. A bunch of Reavers dancing.
Sixth SenseA Brahmin called Cole that sees dead brahmin, a pun on the Bruce Willis film.
TraderTrading useless junk.

'Read, reread, and learn. Dismissed.'

By HitSpongeHitSponge. Last updated

Character Stats:
S: 7
P: 7
E: 10
C: 2
I: 9
A: 10
L: 2

Fallout

Traits:
Fast Shot
Gifted

Tag Skills:
Small Guns
Steal
Outdoorsman

Perks:
Lvl 3: Stonewall (Less likely to be knocked down)
Lvl 6: Loner (10% increase to all skills when alone)
Lvl 9: Bonehead (50% less likely to be knocked unconscious)
Lvl 12: Hit the Deck (50% less splash damage taken)
Lvl 15: Bonus Rate Of Fire (-1 AP per shot)
Lvl 18: Action Boy (+1 AP)
Lvl 21: Action Boy (+1 AP)

Helpful info:
(Metal/Tesla Armor = Shoot Faster)
(Try All Missions at Night for less enemy chance to hit)
(Control click to distribute all points)
(Shift click to distribute 10 points)
(Cheyenne Mountain can get 1 squad member to drive APC)
(Voodoo increases critical chance by 20% per dose)

Skill Point Allocation:
Lvl 2: All in Small Guns 91%
Lvl 3: All in Outdoorsman til 100%.
Lvl 3: Shauri Guns & Bullets 106%
Lvl 6: Loner +10% All. Steal to 90%
Lvl 8-12: All in Doctor til 100%
Lvl 15 All in Energy Weapons around 120%
Lvl 16+ Add points in science if needed up to 100%.

Brahmin Wood:
Give stimpacks and shotgun from Stitch to main character. Use shotgun.
Kill leader and loot. Loot chest. Run to exit.

Bunker Alpha:
Go to Quarter Master.
Sell all from Farsight and Stitch.
Give all money to main character.
Buy shotgun rounds (200) $2580
Remove Farsight and Stitch at Recruits Master.

Freeport:
Run north past all enemies and go past whiskey still. Run up to alarm and use it to break it and kill nearby enemies.
Run into Brahmin Wood leader tent and shoot nearby raider and raider laying down. Loot one AK47.
Talk to Brahmin Wood leader twice.
Run to exit with him.

Bunker Alpha:
Buy Guns & Bullets from Shauri. One AK47 will be enough to trade.

Rock Falls:
Run to base door. Kill Daisy/Luke/Bo/Jesse.
Talk to Diesoon twice.
Loot drugs from Jesse and shelf.
Loot Diesoon for Big Book of Science.
Run to exit.

Bunker Beta:
Get missions from General Barnaky. Exit.

Macomb:
Run to vehicle. Go to gate 1. Throw switch.
Go to ladder of building with key. Get key and drive to switch 2. Throw switch.
Use Voodoo for safety or run to the right of the raiders near the gate.
Kill rocket and rifle raider. Throw switch for gate 3.
Drive to gate 4. Run upstairs and throw switch.
Drive to top of minefield and down the side of the building and only hit one mine.
Drive through down to gate 5.
Throw switch and set sentry to passive.
Drive to barriers and destroy one and drive to exit.

Peoria:
Shoot Shaman Dhali Loot. Bring tribe to stairs. Shoot all.
Loot blue and green tribal men for voodoo.
Use voodoo (x7) to kill turret. Loot 660 micro fusion cell from turret.
Use voodoo before running past Roachor to get last battery.
Gather 3 Batteries and exit map.

Bunker Beta:
Get missions from General Barnaky.
Buy metal armor.
Exit.

Quincy:
Run to right of building with Mayor. Climb ladders. Run to alarm in Commander room.
Kill Commander. Talk to Mayor. Disarm alarm system on roof.
Run to building with Daughter. Climb ladder. Go down stairs. Use 2 voodoo or 1 psycho.
Kill deathclaw and 2 raiders in main room. Kill 3 raiders in back room. Exit southeast.

Mardin:
Run west past all enemies. Go down stairs.
Run to pit and back up ladder. Kill 2 beastlords.
Run up stairs to Mother Deathclaw cell. Kill nearby guards take key then release Mother.
Run back out and south to exit while Mother kills Daar.

Bunker Gamma:
Get missions. Steal from medic. Put super stimpacks in any hand slot.

St. Louis:
Drive to 2nd bridge north and up to minefield.
Run east to ladder and get mission update.
Run back to minefield. Take 1 mine hit near sign and drive past raised dirt to avoid mines.
Drive up and left past all enemies then north to Brotherhood Squad.
Park and heal Squad with super stims. Drive back when they enter APC to exit south.

Jefferson:
Drive down to generator 1 and destroy it.
Drive north to generator 2 and destroy it..
Drive to and destroy next barrier and go north to last area.
Use 2 voodoo for safety or don't.
Kill super mutants in the way. Loot crate. Destroy generator 3. Kill Commander mutant.
Run past scientist mutant and destroy generator 4. Exit north downstairs.

Kansas City:
Use Psycho and TraumaPack to get DR to 100%. Shotgun/Ammo.
Move down south to kill commanders. Loot pancor jackhammer/ammo from chests.

Bunker Gamma:
Get missions.

Osceolla:
Use Psycho/TraumaPack to get DR to 100%. Run north past all enemies.
Go down stairs.
Run into Gammorin room and kill him.
Run back to exit.

Bunker Delta:
Get missions. Sell off excess. Steal from doctor if low on supplies.

Junction City:
Take Psycho/TraumaPack.
Go southwest in city to Casey's father. Heal him with super stimpack.
Go north to Angry Rick's. Talk to Rick 3 times.
Go east to Juan's Emporium. Steal Arm.
Go north to Mayor. Steal Head from Mayor.
Go northeast running past all enemies to large house. Disarm/unlock door. Kill reavers if troublesome.
Loot table for robot body. Run southwest past enemies to exit.

Cold Water:
Store all excess gear. Need at least 126 free lbs.
Take Psycho/TraumaPack.
Run up 2 stairs. Run northwest.
Run up stairs past guards. Kill 3 guards loot power armor. Run south go southwest of minefield to avoid mines.
Run up to and kill power armor guard and loot power armor. Run north kill as necessary.
Kill thief and loot last power armor. Run back to exit.
Go straight to Great Bend.

Fallout Tactics How To Exit Vehicle

Great Bend:
Get DR to 100%
Take laser rifle from robot to kill 3 sentrybots in warehouse or run up with shotgun.
(Using environmental armor may help here)
Kill all robots. Line them up to shoot multiple bots with pancor jackhammer.
Exit past crusher.

Newton:
Get Power Armor MKII from fridge down a hidden ladder.
Save 4 Reaver Leaders.
Get prototype EMP rifle. Exit.

Bunker Epsilon:
Get missions. Sell off excess. Buy shotgun electric rounds.

Vehicle

Fallout Tactics Exit Vehicle

Canyon City:
Bring EMP rifle for pacification robot.
Get DR to 100%
Set 1 remote bomb for 6 power nodes.
Use electric rounds for beginning bots and tank bot.
Pick up Gatling Laser.
Read 3 computer terminals for xp.
Loot bot near 1st computer terminal for 400+ micro fusion cells.
Detonate bombs. Exit northwest.

Buena Vista:
Bring Electric Shells + Gatling Laser.
Use Psycho/TraumaPack.
Run south to gate switch. Throw switch.
Kill bots in first room with the power node. Destroy power node with Gatling Laser.
Run/kill as necessary.
Destroy power plant/power nodes.
Open chest after opening gate. Exit.

Fallout Tactics Exit Vehicle

Bunker Epsilon:
Buy YK32 Pulse Rifle, Tesla Armor and Electric Rounds if possible.
Can sell Gatling Laser + Power Armor MKII.
Skip the Pulse Rifle if not enough money and keep prototype EMP rifle instead.

Scott City:
Use Psycho/TraumaPack.
Run right then up for the back (safe/fast) way.
Run up to dead Barnaky and check/loot Barnaky's body for xp and locket.
Run to Kerr and kill him.
Backtrack to exit.

Bunker Epsilon:
Buy electric shotgun rounds before mission if not done.
Get additional squad member to drive APC if wanted and leave them to die in APC.

Cheyenne Mountain:
Use Psycho/TraumaPack/Any Drugs without overdosing.
Drive/Kill destroy mines as necessary to Vault 0 door.
Use electric shotgun ammo (single shot) to kill close robots.
Exit to south ladder and down to shelter. Wait for timer.

Vault 0:
Run to Security and past all enemies.
Open door and run to switch. Run to cryogenics lab and electric shotgun bots.
Use science on terminal or take head. Run to power plant. Activate 2 terminals with science.
Run and activate 3 power nodes with science. Run back to starting elevator. Activate terminal.

Calculator's Lair:
Run past robots. If Barnaky chases then shoot him til he stops.
Stop at door to Calculator. Do not run in.
Shoot Calculator. Profit.