The hand loader perk not covering .22 is honestly some nice attention to detail, because it's a rimfire cartridge, which in real life can't be reloaded the way modern centerfire cartridges can. Same with the fact that breaking down .22 at the ammo bench doesn't give you any primers. It's one of those little details about how firearms work that most people who aren't into guns wouldn't know, and most games wouldn't bother with. Stuff like that really shows what a passion project New Vegas was, and I love it for that.
@@nerdicusdorkum2923 The 22 has a few things going for it: it, it's parts, and its ammo are relatively cheap compared to other rounds, and it's also a very quiet gun, so there's little risk for hearing damage. It's not the rifle you should use if you have to use one on another human being, but for simple target practice it's great for a novice who wants an upgrade over their bb gun or a pro marksmen who wants to practice without breaking the bank lol
I definitely believe Jury Rigging is the absolute best. Not having to spend 10k Caps to repair Elite Riot Gear is a Godsend, and sell things at full price
i consider the only reliable fast caps in new vegas to be through jury rigging and good barter, all my characters have 100k by level 50 due to jury rigging lol
@@amnyungtt3014 This. I use Jury Rigging to take pool cues and repair super sledges. So you just need to kill muties and fiends to print endless caps with this perk.
I don't think I ever played trough New Vegas without taking Jury Rigging, it saves you money, time and you get to use unique weapons and armor that break easily, Goated perk
Other really good perks missing from this list: 1. Shotgun Surgeon (-10 DT with any shotgun) 2. And Stay Back (shotguns have a knockdown chance. Makes you untouchable when using a riot shotgun) 3. Super Slam (same as And Stay Back but for melee/unarmed weapons) 4. Chemist (50% longer lasting chems. Super useful if you’re gonna take GRX) 5. Rapid Reload 6. Cowboy/Grunt (extra 20% damage with cowboy or grunt like weapons. Some of the best guns in the game are either cowboy weapons or grunt based weapons, like Medicine Stick, Ranger Sequoia, All American, and A Light Shining in Darkness) 7. Light Touch (extra 5% crit chance while wearing light armor). Also pairs well with Travel Light for any light armor users. 8. Silent Running (reduces likelihood of being detected when moving fast either sneaking or not) 9. Therm’s Good Eatin’ (lootable blood sausage and thin red paste. Great for healing and very valuable) 10. Pack Rat (great for hardcore mode as it’ll reduce weight of items less than 2 lbs by half) or normally Strong Back (extra 50 lbs carry weight).
Shotgun Surgeon and And Stay Back together make shotguns not only better but good enough for a shotgun only run. I use a mod that adds And Stay Back to FO4.
@@WUZLE those two change the game forever after and you can basically solo anything without losing hp, add some psycho on top a riot shotgun and you turn 30 deathclaws into ground meat in a minute And super slam on its own makes melee from being annoying thanks to pushing enemies with each attack forcing you to follow them like a moron into an adrenaline fest and bathing in their blood like some sort of Lanius
I almost always grab Educated at level 4. Getting the benefit of 4 points of Intelligence in one perk is really nice. I run it and Jury Rigging on almost every build I play, regardless of the theme. They're just too handy.
@@tacitplague7079 But you usually only hit max level at the very end of a playthrough. Educated, unlike Fast Learner, still benefits you at the end of the game since your skills will be higher.
No it doesn't benefit you late game because you can max all skills without it even with lower intelligence. All educated does is get you some extra skill points earlier which if you think is worth it fair enough but there's almost always something better available than just the ability to max out your skills earlier then be stuck with a dead perk it basically ends up having a similar effect to here and now by boosting your character in the short term but provides nothing later on.
Jury rigging is the best perk in the game and is especially recommended if you use a rare armour like power armour because you can use metal armour to fix it and a few raiders use metal armour so is fairly easily available
Jury rigging is something I always pick up, and something I always make sure I got 90 repair for by level 14. Doubly so if I am doing an energy weapons build, as some of the best ones have a 'fun' combination of being relatively fragile, and rare, or even outright impossible without repair kits and services. Having the holorifle or laer goes from only repairable by each other (see the issue?) to repairable by all rifle energy weapons. Still a bitch at times, but at least between upgrading repair parts from near impossible to semi-rare, and 90 repair, they actually go from fun toys before they break to viable weapons.
Elijah's LAER is my go to power weapon when I wanna shred someone in ANY energy weapons build I have. Optimized MFC also helps a bit with that durability along with the repair kits u can buy after beating dead money from the abandoned bunked vending machine.
Jury rig is practically mandatory unless you got tons of caps to spare on venders for repairs. I pretty much always have jury rig on all my chars, even low intelligence ones.
Couple things to help some people 1, Laser Commander's crit chance is a flat bonus so it doesn't work like finese where your weapons crit modifier helps it. It might sound bad but that means laser RCW, Gatling Laser and it's unique get a flat 10% crit chance. Combine it with light touch which is also a flat bonus and set lasers to fun challenge perk for a total of 19% flat crit chance on gatling laser puts it in competition for one of the better heavy duty weapons. 2 Better crits and Just lucky I'm alive don't stack they multiply with each other So instead of 100% bonus crit damage both together gets you 125% bonus crit damage and for melee this stacks with Elijah's ramblings for an insane 237.5% bonus crit damage and professional gets you 170% crit bonus damage.
yup, literally turns the sprtel-wood into the highest dps weapon in the whole game, beating any automatic and more than likely beating Paciencia with HP rounds too
For piercer and slayer, I wish they would have made it melee or unarmed stat as a requirement. Not even worth using a dedicated melee build without these perks.
I'd replace toughness with cowboy/grunt on this list. Some of the best weapons in the game fall into those two groups and +20% damage is a lot higher impact than +3 DT. Also rad child is borderline broken once you understand its mechanics, especially on hardcore. Regenerating 4hp/s at 400 rads is a sweet spot that feels like cheating (-2 END, -1 AGI for 4 hp/s regen)
You really don't have many objectively bad options although you should always avoid xp perks or perks like tag that just provide skill points. In shining armour is one of the few perks that literally does nothing. First few levels the gender perks are also very good unless you really have to have a straight character for your build the 10 percent damage is really good to have
Hot Take: Hand Loader is overrated. It really only offers like two decent ammo types that are strictly better than any ammo that is available from merchants. Arguably the best ammo the perk grants you can also be obtained without the perk itself with the right checks. Unless you're doing a build that avoids merchants or only crafts your own ammo, I find it to be severely underwhelming. MAYBE for a Cowboy build because the .357 HL grants you is pretty tight, but other than that, I'd rather just get a healthy amount of hollow points and AP from merchants and upgrade my .44 through Jules' recipie. Vigilant Recycler is much better when the comparison is appropriate because you can convert across all ammo types, its the only source of upgraded flamer fuel, and it offers a lot more MFC grenades when using Mad Bomber.
The biggest danger of Jury rigging is that it removes the protections from named weapons. So you can end up destroying Lucky to repair the Mysterious Magnum.
Jury Rigging goes on all of my characters. Always has, always will. If I'm doing an energy weapons build, I'll take vigilant recycler, but I never take hand loader if I'm going with a guns build. Mostly because all I need for the recycler is just the drained energy cells which even in hardcore are weightless, but loading regular bullets requires shells, powder, primer and lead and it's just a massive hassle. Black Widow/Confirmed Bachelor is always my go to pick for the level 2 perk, mostly for the damage boost. I also like taking Nuka Chemist, especially on an explosives build, so I can make nuka grenades. Also, I just like the nuka cola varients.
An yet he made it #10. I'm thinking this man hasn't actually PLAYED this game either at all or in a long time. Jury Rigging is EASILY top 3 if not alway #1. Lol
the Top 10 Perks for ANY Build, in no specific order; Jury Rigging, Finesse, Better Criticals, Long Haul, Toughness, Pack Rat, Lady Killer, Confirmed Bachelor, Bloody Mess, Chemist.
I'd love to see your ranks/opinions on the comapnion perks you can get. Raul and ED-E (post Lonesome Road) have to be at the very top imo. Edit: This would also include perks the companions themselves would get that only affect them
Ed-e with lonesome road perks is basically EVERYTHING. (except a campfire) It gives you FREE; Ammo, free weapon repair (so you can sell EVERYTHING fully repaired, that mean it's even way better than Jury rigging, (at least for weapons) I take Jury only for armour. Cuz you can just repair and sell ALL OF THEM, PLUS repair your own weapons as often you want. So yeah, yall: Go in early as possible! Get your free GRA grenade launcher and pick up all the upgrades, the best and best looking armor plus helmet in the game - basically before you start even the first REAL quest.. 😅
I think it's pretty much impossible to get bad carma in new Vegas in normal playthrough, cause game giving you good carma for killing bad guys - and you WILL be killing bad guys cause they shooting first, unlike good guys
You just about have to try real hard to get bad karma. You can exploit it by stealing an item from a container then putting it back and stealing it again multiple times. A pacifists run is easier to get bad karma than a kill everything run. You have to be specifically trying to get bad karma to get much. A single trip through fiend territory killing them will make you good
I remember i loved the perk them's good eatin, it required commotting to maxing out survival, but the healing and the caps were super nice that and the perk that allowed overencoumbered fast traveling tho the old world blues house made it a bit redundant
Piercing Strike and the faster attack perk have the drawback that a melee character has to buy up his UA just to take the perks. They should require X UA OR Melee.
Really wish the GRX can be hot keyed because knowing me sure it’s really good but if it’s not hot keyed then I’ll forget it existed. So I don’t think I’m ever getting it knowing me.
Not having thems good eating in the top ten is criminal. With it you get basically unlimited healing items and when you have to many they sell for good money as an extra perk. The perk is overpowered I feel. It can carry you through dead money with ease
Jury rigging is probably my single favorite perk in FONV-lots of other ones might be more powerful or more flashy, but the sheer QOL that jury rigging gives is unmatched
Jury rigging is probably my favourite. As some cap costs get absurd even at end game courier pockets and being able to use the cool weapons and armour I enjoy is what I always need in life
If you decide to boost your character in goodsprings you can get both the bad and good guy perks by stealing/trudys terminal for bad karma and when you reset at 50, just silently kill the powder gangers (if you care about the rep) at the edge of town to hit good karma. Depends on if you want to make your character a meatball or a tank.
they all are pretty solid tbh, a bit of them unavailable if you sidw with the Legion though but I think that Cass sucks because her quest is kinda annoying
@@coel3572 Yeah I remember during my first few playthroughs I was wondering why the legion were always hostile and completely forgot that boone despises them and shoots them on site 🤣. I think Ede and Raul are my favourites though.
Easy. All of ed-e's lonesome road perks. Free Ammo, free weapon repair, free workbench, free ammo station etc.. with the free repair you can pretty much sell EVERY WEAPON and it makes you even richer than Jury rigging.. Jury rigging is only for armour if you have ed-es free weapon repair upgrade 😊😉
OH AND: You don't even need Jury rigging, cuz when you repair all the weapons and sell it; youve soo much money that you can just let them repair your stuff. Even elite riot gear is easy to repair when you sell a few weapons to vendotron or the machines in the divide
Please can you make a tutorial on the handloader perk? When breaking down ammo, do you make the same amount of upgraded ammo or less because of more materials required per round?
Just try it you’ll get less. If you break down multiple different types of bullets you can get the same amount, but trading .357 for .357 jfp you’ll be short on lead and powder, breaking down multiple different types and you’d be short on primers/cases
The Thought you died perk is in my opinion the best of the 3 for a high crit build since it stacks to a 125% crit damage with better criticals...not sure if it stacks with elijahs ramblings though.
well, since Fallout: New Vegas has gone for free on Epic Games this week and it's gonna be my first time playing it; why not a list of perks recommended for "first timers"? I know there might be other people that have done one, but why not compare & contrast and see which ones come out on top and which ones get thrown out?
You know what chemist and duration boosts affect? Anything that can *wear off* That means chems, food, water, alcohol, even magazines are all boosted by that.
Shotgun Surgeon is also a really good perk, it's similar to Piercing Strike, but for shotguns. Combine it with the Riot Shotgun and you can just destroy Deathclaws and Radscorpions.
The perk that allows you to knock enemies down is crazy op. It's the only way I've survived really deep into my very hard playthrough against deathclaws mostly. It's a fantastic perk once you get the riot shotgun
Personally I'd say Super Slam is better than Toughness. Admittedly not for slower weapons like sledges but with a fast weapon like the War Club the knock down triggers so often than the critter is going down and not getting back up.
I legit just made the most OP character EVER ! All 100 in stats at level 42 by grabbing all skill books before hand i even made a map of all locations of skill books and marked them off as i went along , i ended up getting every damage perk for melee weapons , energy weapons and guns and by level 40 there were no good perks to get anymore 😂 except strong back , chemist and burden to bare lol i used no exploits and no glitches and mods (im on xbox) if i had a way to post my map i made here i would lol i came here to see if i could find any other perks i could use as my last level (lvl 49) now i might just get (just lucky im alive) for the bonus crit
If you could only have one perk, and had to choose between tenth place, *_Jury Rigging,_* or the top spot, *_GRX Implant ,_* I’d bet the Full Monty 9/10 people pick the former. The reason is simple: you can’t do what Jury Rigging does without it, whereas the GRX Implant makes something you already do, last longer.
Why do people always skip over the “knock knock” melee weapon? Mix with battle brew, rushing water, turbo, piercing strike and slayer. It’s a god build, I play hardcore; very hard and I cleared quarry junction with it in Joshua grahams clothes. The build but with boxing tape also helped me get the deathclaw hunter challenge. I recommend y’all try it.
Rad child is a perk that sounds meh but is so good it makes every other passive health regen perk look pitiful. for the cost of 200 rads and -1 endurance you get 2 hp per second healing its well worth the trade off any level of radiation past then is a bit iffier for me but managable. don't recommend 600+ rads as that causes something like -3 endurance and a couple other stats.
Jury rigging is very overrated. For weapons weapon repair kit is far better and cheaper. For armors its ok since it is very hard to find compatible armor.
@@shubhamgupta-fs3ml It costs the crappy material used to craft it, which is far less than a weapon used to repair with you jury rigging hence costs less. Also it is universal for any weapon meaning there is no need to find one compatible. Jury rigging is only good for armor repair, which is much harder to find compatible armor anyway,
With Jury Rigging you don't need to gamble to get rich. I always get hated by The Legion not because I hate them but because they carry expensive weapons which I can easily repair and sell. Repair a chainsaw with a shovel or a 12.7mm submachine gun with a 9.mm pistol? Yes please.
Jury Rigging is the greatest perk in Fallout. So many weapons require weapon repair kits without it. That alone makes it Top 5. When you add in just how insane the money is (literally millions of caps if you decide to play Fallout New Merchant) and it is without a doubt the best perk in this or any Fallout game. Brush gun = 4900 caps. Varmint rifle that repairs it with Jury Rigging? 75 caps. And that doesn't include the biggest bonus: ARMOUR. You want to make the big caps? Buy recon armour at the Gunrunners when it's around 1K or less. Repair it with NCR armour, which can be got even by NCR friendly people. It will sell for up to 7200 caps. And more importantly, unique armour is the WORST to repair without Jury Rigging.
They should have added a pellet gun im addition to the bb gun, and a slingshot and that rope sling thing david killed goliath with oh and they need ninja stars and they should have added a rock as a weapon lol… many rocks in the desert
I feel like I'm the only person who hates the jury rigging perk. It's a nice option to have but I often find myself struggling to not accidentally use important items on the repairs
Jury rigging is a risky perk: The increased versatility also grants increased ability for *you* to mess up. Practice makes perfect. Going slower - as in pay attention to what your repairing with what - should help.
"And Stay Back" should have been on this list, without a doubt. You can solo ANY area with just a shotgun after picking up this perk. Please revisit this topic later. It is a crime to not include "And Stay Back", for real. It actually surprises me that you didn't include ASB on your list, not even kidding. Shame!
I feel like "And STAY Back" and "Super Slam!" deserve mentions; yeah, they're sorta niche with Super Slam being the more generalist of the two (all Melee and Unarmed attacks vs. just shotguns), but oh man, are these perks extremely useful. If you're running a Guns build (and most non-theme builds will probably use Guns as their primary combat skill), you're gonna carry some species of shotgun, and being able to stunlock enemies, especially with the Riot Shotgun, is a major boon for combat.
Lord knows when my buddy and I were playing new Vegas once we got the jury rigging perk. My buddy was instantly in love. We started repairing the stuff we would normally sell to get more caps for it; after dead money, money no object. Needless to say, we made the followers a whole lot of money with all those implants we bought.
All of the music I use is from White Bat Audio. Not sure on all the tracks because some of them are full tracks that are like an hour long filled with multiple songs.
implant grx is a nice quality of life perk, but since you can buy all the turbo you ever need from vendors, i don't think it's really necessary. and ranking finesse above better crits is very odd too.
Turbo is pretty rare in my experience without getting the recipe from the Khan's. There's a number of advantages to GRX that turbo doesn't have. It's effectively unlimited, and you can take it with you anywhere.
@@joolsmacgrools1288 since literally no build on any difficulty level will have trouble getting the recipe (since you only have to walk across the map and free a dude from crucifixion), that's not really an argument. not to mention that jack sells turbo afterward. the only advantage i see is that you can bring implant grx into dead money which i'd rather complete well before level 30 since the ghost people are squishier and i see no need for turbo there anyway. at least on higher difficulties i have more problems with ammo if i wait with dead money.
@@joolsmacgrools1288 well, there's pretty limited instances i'd actually need it (mostly old world blues and especially lonesome road). and by that time he's restocked multiple times. not to mention that at that level you can easily crush cazadores in the base game and make it yourself anyway.
The economy that jury rigging give is crazy. Cowboy repeaters repair brush guns. I literally buy broken guns repair and sell back for profit if I want money.
Don't agree at all with jury rigging. Weapons can be easily repaired with weapon repair kits and armors at vendors. Repairing at vendors costs money but money is not an issue in this game.
And stay back not being in this is criminal when you have some melee perks which are basically mid af compared to that level of power lol It's probably the most busted perk in the game since it just demolishes everything with the riot shotgun. You can just combo an Alpha Deathclaw to death with it and it's just laying there unable to do anything hahaha
I get the tie at number 9, but one of this is not like the others: - The guns one is not as good as the other two. It takes extra steps for aquiring the new ammo (worst recepies for the least impactful product of the 3 perks), something that the game understands is a chore and gave different kinds to almost every seller. - Mad Bomber solo carries explosive builds through the entire game, and is the entire reason they are reliable since it's most of your source of explosives through out the early and mid game and carries on into the later stages. - Energy one is the best because it's as powerful and super easy to use. Only needs itself to sustain its effect, and energy recepies are dumb, you basically have 2 types of ammo and that's all you need to craft the better recepies. Explosive build perks would basically be the entire list because of how much they boost dmg and mitigate negative effects of using explosives, but they are too niche compared to this "10".