Pipsquid said:
My question is fellow escapists, should I just play a new character (explain how the re-run can be longer, better, more complete) or should I just go onwards to Fallout: New Vegas.
You should purchase and install the "Broken Steel" DLC and keep playing your current character.
While i'm at it, should I specialize in energy weps? It just seems that early ingame, energy weapons are rare and if you are able to find one, really really worn. I can't seem to get lock-picking right, I just don't understand it. If someone could explain that to me. Meelee weapons are useless, along unarmed, I think. Is it true?
There's energy weapons the the Super Duper Mart (or whatever it's called), by the entrance. They work well, I think.
Lockpicking is done by placing your bobby pin in any one position and then using the "Open" command. If the pin shakes, you're off the target. The harder it shakes, the farther off target you are. It's a game of "Hot and Cold", mostly. When you get it in the right spot, the lock opens. Very easy locks have two spots the bobby pin can go (left side, right side), easy ones have three/four spots, average locks have six/eight spots, etc, kind of like pizza slices. At least, that's what I remember from the PC version. Corrections appreciated.
And no, very untrue. A strong character with 100 melee or 100 unarmred is VERY dangerous indeed. Your high-end melee weapon will be as powerful as any small gun and not have an ammo requirement. As for unarmed, your fists don't wear down (unless you use unarmed weapons) and IGNORE ARMOR. Basically, if you encounter a hostile with massive armor ratings, it may be quicker to kill him with your bare hands than with a minigun. Really. Plus, using Deathclaw gloves is nice and satisfying (Did I mention you can make Deathclaw gloves to fight with? Because you can.), especially against Deathclaws.
Plus, if you go Melee, you get to make a sword that's ON FREAKING FIRE. The only thing more awesome then that is the Experimental MIRV (which is an epic ammo waster).