for future runs-don't forget about the existence of Turbo, Psycho, Med X, Buffout and Slasher-Turbo (bullet time) especially can make a massive difference, especially when stacked with perks that make it last longer like Day Tripper, Chemist, and Logan's Loophole for further increasing duration and removing any addiction chance for any chems/alcohol. Using those 4 chems (setting aside turbo) you'll get +50% Damage, +50% DR, and + 60 HP (and any additional bonus health from the extra endurance from buffout), massively increasing your damage output as well as durability. I think what might be the best general traits to pick for these challenge runs would be skilled and logan's loophole, and then use the powerful chems with no risk of addiction and have them last at least twice as long just from that trait. If the run lasts long enough, getting the chemist perk (lvl 14 with 60 science) makes chems last twice as long (also stealth boys), and Rad Child (lvl 4 with 70 survival) can make you near unkillable at high rad levels with the deadly radiation poisoning level giving a gigantic 8 HP a second regen. Jury rigging (lvl 14 with 90 repair) also is a great pick if the run lasts that long, especially if you're using a rare/limited weapon or armor to make it so you can keep it repaired much, much easier and wouldn't have to run back to Knight to get it repaired If you go to OWB you can get 3 battle brews from the X13 facility and 4 from a strange cask NW of the boom town target zone for 7 total just sitting around-these things are nuts- some HP healed and limb condition restored and strength bonus, but most notably +35% DR for several minutes, which stacks with Med X and slasher, and with all of them active you can get 85% DR Slasher (+25% DR and damage) needs 50 science to make with 2 banana yucca fruits, 1 psycho, and 2 stimpaks. Rushing water needs 50 survival to make, but is well worth it-for 1 purified water and 1 jet you get something that has no addiction chance and increases attack speed by 50%-this also includes guns, not just melee/unarmed, so you can fire bolt action/semi auto guns much, much faster than you normally can Turbo, a rare chem that can be bought from a few places like Jack in the red rock canyon, Ada in Novac, and gomorrah bar tenders, and found in a few locations, basically gives you bullet time for a few seconds. You can get the recipe for it if you do part of the aba dabba honeymoon quest for Jack and Diane - you need to rescue Anders from cottonwood cove (can be done without making the legion hostile, just walk up to him and let him go and he should be fine, then fast travel to the canyon lab and he should be there) and you can get the turbo recipe from jack for it-needs 50 science to make and takes a broc flower, cazador poison gland, jet, and turpentine to make. If you use turbo 20 times you get the fast times perk which lengthens turbo duration, stacking with other duration increasing perks If you use rushing water + super slam with a melee weapon, you can basically just keep clicking/tapping as fast as you can to swing wildly and will almost always knock down the enemy unless they can't be knocked down, and then just keep at it until they're dead, turbo makes it even easier to get many swings in to proc the first super slam and then you can just keep swinging until the enemy isn't moving anymore Edit-right, for melee/unarmed weapon runs, weapon binding ritual is also fantastic, and would have helped a lot on this run-it takes only 25 melee weapons to be able to make and takes a healing powder + knife + leather belt + wonderglue to make, and it gets you some limb condition restore but more importantly a flat +10 damage for melee weapons and unarmed, especially ridiculous for weapons like the ripper or chainsaw since that flat +10 boost applies to all the hits all these chems/items are usually made at campfires/hot plates, and an easy to reach one is just south of the goodsprings water fast travel point, where Sunny smiles teaches you about crafting stuff, there's also an easy to access one in the red rock lab fast travel point. If you get high survival to get the rad child perk or for other reasons, bighorner steaks are awesome and easy to get in bulk-50 survival to make and gives a strength boost and decent HP healing based on survival level, and there are quite a few areas with loads of bighorners around that give lots of EXP and bighorner meat for healing and strength boosts
Yeah Ive always had a weird relationship with Chems. I always look at them as kind of cheating but I defo use the basic ones. In the future ill look into all the variations
@@TheBrickMaker they are extremely powerful, but for runs like this where you are limited to such an extreme degree because of weapon restrictions, I think they'd be warranted to help make up for how poor the weapon is. If nothing else stocking up on some of the better basic chems like buffout, psycho, and med-x would be very helpful for future runs Personally I generally don't use chems unless it's a really dire battle, and usually not very many of them-I don't like risking the addiction chance, even if it's very simple to get rid of the addiction via doctor or auto-doc
This rolling pin run is just ludicrous I would never try that, but hats off to you you. Personally Gobi campaign sniper rifle is my fave weapon in all of FNV. loved the bb gun video!
A few more levels for extra healing/damage perks and Medicine/Survival skill (for better healing), plus the implants, might have made a difference. Could've also gotten the power armor from the Brotherhood before killing them.
Great content, super valuable! I see a lot of potential in your channel, and a few tweaks to your SEO could take it even further. I’ve been working with other creators on this-more info in my channel description if you’re curious!
@@TheBrickMaker Pistols: Weathered 10mm Pistol Rifles: Service Rifle SMGs: 10mm SMG Shotguns: Sturdy Caravan Shotgun Energy Pistols: Plasma Pistol Energy Rifles: Laser RCW Bladed Melee: Liberator Blunt Melee: Baseball Bat Unarmed: Cram Opener Just off the top of my head, not sure how accurate this is. Obviously if you build for some of them, they can be much better than average.
@@TheBrickMaker I'd probably steer clear of AI for the thumbnails. I prefer the edited images you use for your other thumbnails. I'd also recommend adding a subtle drop shadow for the images in your thumbnails.
22. Pistol? Switchblade? Nope, it's a hunk of wood used for dough
This dude should have more subs
I Appreciate that
Yes he does!
Get him a sandwich
I thought you we're gonna say a light in shining darkness judging by the thumbnail. I was about to wage war on you...
Bro was about to bring the full wrath of Zion down with that thumbnail lol
for future runs-don't forget about the existence of Turbo, Psycho, Med X, Buffout and Slasher-Turbo (bullet time) especially can make a massive difference, especially when stacked with perks that make it last longer like Day Tripper, Chemist, and Logan's Loophole for further increasing duration and removing any addiction chance for any chems/alcohol. Using those 4 chems (setting aside turbo) you'll get +50% Damage, +50% DR, and + 60 HP (and any additional bonus health from the extra endurance from buffout), massively increasing your damage output as well as durability.
I think what might be the best general traits to pick for these challenge runs would be skilled and logan's loophole, and then use the powerful chems with no risk of addiction and have them last at least twice as long just from that trait. If the run lasts long enough, getting the chemist perk (lvl 14 with 60 science) makes chems last twice as long (also stealth boys), and Rad Child (lvl 4 with 70 survival) can make you near unkillable at high rad levels with the deadly radiation poisoning level giving a gigantic 8 HP a second regen. Jury rigging (lvl 14 with 90 repair) also is a great pick if the run lasts that long, especially if you're using a rare/limited weapon or armor to make it so you can keep it repaired much, much easier and wouldn't have to run back to Knight to get it repaired
If you go to OWB you can get 3 battle brews from the X13 facility and 4 from a strange cask NW of the boom town target zone for 7 total just sitting around-these things are nuts- some HP healed and limb condition restored and strength bonus, but most notably +35% DR for several minutes, which stacks with Med X and slasher, and with all of them active you can get 85% DR
Slasher (+25% DR and damage) needs 50 science to make with 2 banana yucca fruits, 1 psycho, and 2 stimpaks.
Rushing water needs 50 survival to make, but is well worth it-for 1 purified water and 1 jet you get something that has no addiction chance and increases attack speed by 50%-this also includes guns, not just melee/unarmed, so you can fire bolt action/semi auto guns much, much faster than you normally can
Turbo, a rare chem that can be bought from a few places like Jack in the red rock canyon, Ada in Novac, and gomorrah bar tenders, and found in a few locations, basically gives you bullet time for a few seconds. You can get the recipe for it if you do part of the aba dabba honeymoon quest for Jack and Diane - you need to rescue Anders from cottonwood cove (can be done without making the legion hostile, just walk up to him and let him go and he should be fine, then fast travel to the canyon lab and he should be there) and you can get the turbo recipe from jack for it-needs 50 science to make and takes a broc flower, cazador poison gland, jet, and turpentine to make. If you use turbo 20 times you get the fast times perk which lengthens turbo duration, stacking with other duration increasing perks
If you use rushing water + super slam with a melee weapon, you can basically just keep clicking/tapping as fast as you can to swing wildly and will almost always knock down the enemy unless they can't be knocked down, and then just keep at it until they're dead, turbo makes it even easier to get many swings in to proc the first super slam and then you can just keep swinging until the enemy isn't moving anymore
Edit-right, for melee/unarmed weapon runs, weapon binding ritual is also fantastic, and would have helped a lot on this run-it takes only 25 melee weapons to be able to make and takes a healing powder + knife + leather belt + wonderglue to make, and it gets you some limb condition restore but more importantly a flat +10 damage for melee weapons and unarmed, especially ridiculous for weapons like the ripper or chainsaw since that flat +10 boost applies to all the hits
all these chems/items are usually made at campfires/hot plates, and an easy to reach one is just south of the goodsprings water fast travel point, where Sunny smiles teaches you about crafting stuff, there's also an easy to access one in the red rock lab fast travel point. If you get high survival to get the rad child perk or for other reasons, bighorner steaks are awesome and easy to get in bulk-50 survival to make and gives a strength boost and decent HP healing based on survival level, and there are quite a few areas with loads of bighorners around that give lots of EXP and bighorner meat for healing and strength boosts
Yeah Ive always had a weird relationship with Chems. I always look at them as kind of cheating but I defo use the basic ones. In the future ill look into all the variations
@@TheBrickMaker they are extremely powerful, but for runs like this where you are limited to such an extreme degree because of weapon restrictions, I think they'd be warranted to help make up for how poor the weapon is. If nothing else stocking up on some of the better basic chems like buffout, psycho, and med-x would be very helpful for future runs
Personally I generally don't use chems unless it's a really dire battle, and usually not very many of them-I don't like risking the addiction chance, even if it's very simple to get rid of the addiction via doctor or auto-doc
This rolling pin run is just ludicrous I would never try that, but hats off to you you. Personally Gobi campaign sniper rifle is my fave weapon in all of FNV. loved the bb gun video!
Thanks Man
I guess it's the 9 millimeter?
That or the bb gun but I'm sticking to 9 millimeter
Shit!
Good old rolling pin
@@TheBrickMaker was gonna toss that out there or a lead pipe/tire iron lol
A few more levels for extra healing/damage perks and Medicine/Survival skill (for better healing), plus the implants, might have made a difference. Could've also gotten the power armor from the Brotherhood before killing them.
yeah I might retry the rolling pin in the future with a smarter build
Great content, super valuable!
I see a lot of potential in your channel, and a few tweaks to your SEO could take it even further. I’ve been working with other creators on this-more info in my channel description if you’re curious!
This man could take over the entire Fallout world with just a toothpick I think
I Appreciate the support 🙃
@@TheBrickMaker no problem General Brick 🫡
Should have used turbo and rushing water that combo would have made the brotherhood possible
Judge holden run? Soon?
Judge holden run
I guess it's the rolling pin...
your correct
Where is that opening from? Regular Show?
Its a psychicpebbles video called Stronk
Now beat Fallout: New Vegas with the most average weapon in the game, lol
thats an interesting question.... what is the most 5/10 weapon in the game
@@TheBrickMaker Pistols: Weathered 10mm Pistol
Rifles: Service Rifle
SMGs: 10mm SMG
Shotguns: Sturdy Caravan Shotgun
Energy Pistols: Plasma Pistol
Energy Rifles: Laser RCW
Bladed Melee: Liberator
Blunt Melee: Baseball Bat
Unarmed: Cram Opener
Just off the top of my head, not sure how accurate this is. Obviously if you build for some of them, they can be much better than average.
Liberator is the most average weapon in the game
Is the worst weapon going to be worse than the BB gun?
Noooo way, not what I thought it was going to be
oh much worse. Using the Abeline BB gun is actually powerful..... The rolling pin was impossible
@@TheBrickMakerso much worse than I ever expected, props to you good sir🫡
Did you seriously clickbait us with the thumbnail
🙃
Ai thumbnail...
only the Vault boy, wanted to try something new
@@TheBrickMaker I'd probably steer clear of AI for the thumbnails. I prefer the edited images you use for your other thumbnails. I'd also recommend adding a subtle drop shadow for the images in your thumbnails.
Really? Is there a stigma to using AI thumbnaistigm doing it for the Vault boy to show certain emotions
@@TheBrickMakerI just like to see your effort and creativity shine through in your thumbnails. It makes them look more professional and thoughtful.
9mm
Nerbit did already