We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

We are currently performing an upgrade to our software. This upgrade will bring MediaWiki from version 1.31 to 1.33. While the upgrade is being performed on your wiki it will be in read-only mode. For more information check here.

Talk:Infiltrator (perk)

From The Vault - Fallout Wiki
Jump to: navigation, search
Talkpage.png
This talk page is only for discussing improvements to the page "Infiltrator (perk)".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.

Useless. You should NEVER force lock. EVER. Bobby pins are pretty common, and pretty cheap, and weightless. Even if your hands aren't that steady you should never run out.-Accountless Avenger

  • Even if it has a 100% success rate? Even if you're picking a Very Hard lock and are fed up with how exact you need to be? Even if you don't want to constantly reload (even if it only works once?). Even if you think V.A.T.S. is a worthless, boring, only-serving-to-amuse pile of elephant dung and have no better perks to chose? Even if you're going for a thief type character and are picking the perk for flavor/role-playing and aren't overly concerned with what's best like a certain FAQ writer obsessed with Small Guns? >_> System Error 20:58, 19 February 2009 (UTC)
    • System Error, when people deem Infiltrator to be useless, they are simply expressing that they don't place much value on their own time spent playing the game. Of course, restarting a lock over and over until you get it right is time-consuming and frustrating for many people, but some folks are fine with spending minutes on a lock when they could be spending seconds. - Steve G.

Definitely. Plus you can always save and reload. FistFullofNovocain 08:01, 6 December 2008 (UTC)

  • Applying this reasoning, you need no perks whatsover, as you can save and reload before attempting anything, and eventually you'll get lucky and get it right. - Steve G.


It takes me around 10 seconds to pick ANY lock. Forcing it is to ask for trouble, unless you really want to roleplay the "big brute who crushes everything". But then a technical perk like this would be completely out of flavor!?

Infiltrator is anything but useless. I ALWAYS take it. Every playthrough. When I go to pick a lock I hit F as soon as the minigame pops up. If it works, sweet, I'm in. If not, the second time around I pick the lock normally. Force lock also means I don't spend time dicking around with very easy locks on a max level character. Hitting 'force' is an instant 'pick lock' button in that case. Another reason to take Infiltrator is that it makes a good filler perk for players that don't need VATS to hit anything. I'm in that boat myself, don't need to take VATS perks since I don't use VATS, so I often end up taking filler perks when the ones I want aren't unlocked yet. TestECull

My suggestion: Also add the effect of Computer Whiz, and add Sneak/Lockpick/Science +5. That's what I call an "Infiltrator"! --94.245.127.13 12:38, January 10, 2011 (UTC)

Unclear about manual picking

So, if I force the lock and it breaks, do I just have one more chance to pick it normally too? Like, just wiggle the bobby pin until it breaks? Nitty 22:36, September 21, 2009 (UTC)

Yes. Spoon Leave me a freakin' message 22:38, September 21, 2009 (UTC)

Manual Lockpicking

No, once the lock is broken it cannot be picked again. If the lock has an assigned key, the key can open the lock, if there is no key, the lock remains broken and the container/door unavailable for the rest of the game

But it can if you have this perk. Spoon Leave me a freakin' message 23:32, September 21, 2009 (UTC)