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FO4 Jacket Hotline Miami build

FinalAcorn04

New member
The only reason I still play Fallout 4 is because I still need to get the Benevolent Leader achievement. Instead of actually doing this, I get my XP for making a settlement and leave. Only showing up when I notice the population has risen to kid myself I'm playing for the achievement. A few years back I took up playing with specific character builds instead of just taking perks as I go along. This is the first time I've written one down, let alone for the public to see, because it's an idea I've never seen other people talk about before. If you need a refresher or have been cryogenically frozen for the past 210 years, in HLM you play as a nameless veteran who gets contacted by a domestic terrorist group called 50 Blessings and forced to clear out locations in Miami ran by the Russian Mafia. You aren't allowed to take anything into or out of levels and can't get hit once in any of them. That's the idea this build was built around. You'll only be able to use weapons you find with the appropriate ammunition and have minimal defense for the entire play through. There are some bonuses to your character and handicaps for game play you can include to make it easier or harder as you please.

==SPECIAL==
ST 9 (8 + Bobble head)
PE 10 (8 + Bobble head + You're SPECIAL!)
EN 11 (8 + Bobble head + Bottle and Cappy Red Jacket & Jeans)
CH 3 (2 + Bobble head)
IN 10 (9 + Bobble head)
AG 10 (9 + Bobble head)
LK 9 (8 + Bobble head)

The other bobble heads are optional but are Barter, Lock Picking, Science, Speech, Big Guns, Energy Weapons, Explosives, Melee, Small Guns, and Unarmed.

==SPECIAL PERKS==
ST: Iron Fist (5), Big Leagues (5), Heavy Gunner (5), Strong Back (2), Steady Aim (3), Rooted (3)
PE: Rifleman (5), Awareness (2), Locksmith (3), Demolition Expert (4), Refractor (5), Sniper (3), Penetrator (2), Concentrated Fire (3)
EN: Toughness (5), Lead Belly (3), Lifegiver (3), Chem Resistant (2), Rad Resistant (4), Adamantium Skeleton (3), Cannibal (3), Ghoulish (4)
CH: Cap Collector (3), Lone Wanderer (4)
IN: V.A.N.S (2), Medic (4), Hacker (3), Chemist (4), Nuclear Physicist (2), Nerd Rage! (3)
AG: Gunslinger (5), Commando (5), Mister Sandman (3), Action Boy (3), Moving Target (3), Ninja (3), Quick Hands (3, Blitz (2), Gun Fu (3)
LK: Fortune Finer (4), Bloody Mess (4), Idiot Savant (3), Better Criticals (3), Critical Banker (4), Grim Reaper's Sprint (3), Four Leaf Clover (4)

A lot of these are for survivability, especially ones like Lead Belly and Cannibal which are more for comfort than actually being character accurate. Locksmith and Hacker are to allow you access to more guns. Moving Target is to close the distance with melee weapons outside of VATS as running and swinging at someone counts as its own attack.

==MAGAZINE PERKS==
Covert Operations, Barbarian, Guns and Bullets, Junktown Vendor, Massachusetts Surgery, Tesla Science, Tumblers Today*, Unstoppable, Astoundingly Awesome**, Live & Love***, Wasteland Survival****, Islander's Almanac*****, and SCAV!.

*Same logic as the Lock Picking bobble head.
**Astoundingly Awesome Tales issues 4 and 5 excluded.
***Only Live & Love issues 4 and 7.
****Wasteland Survival Guide issue "Guide to Diamond City" is worthless in my opinion. The issue "The Scrapyard Home Decoration Guide" would obviously be unnecessary for a character with such low Charisma.
*****Only Nuka-World is needed for the build as it gives you the clothes you need. The Far Harbor magazines are just bonuses and not necessarily a requirement.

==GAME PLAY==
Jacket is a silent protagonist in game so I won't guide you on how to roleplay. If you feel that he had no remorse for what he did, was worried about what might happen to him and his family, or was just a mute lunatic then that's up to you. Instead, what I'll guide you on are what handicaps you have. For starters, you can't keep any weapon. Any melee weapon you pick up has to be ditched for a ranged weapon and when the ammunition runs out you're back to your fists or any melee weapon you dropped nearby. Thrown weapons are off limits as well as bashing to be accurate to the mechanics of the game this build is based on, as well as to force you to use your limited resources. Looting a weapon from a safe, duffel bag, or other container also counts as picking one up. If you choose to switch guns to the one you wish to loot you have to drop the ammunition to the gun you're currently holding. Even if it's chambered in the same bullet caliber. Ammunition taken from ammo boxes are fair game, even if you don't currently have a gun that uses what you take. Your worn equipment will be limited to the Bottle and Cappy Red Jacket & Jeans and the Pack Elephant Helmet or other jackets and full head masks you can find. The outfit looks the most like the letterman worn in-game and the elephant mask is the closest to the character without mods as there's an unlockable elephant mask as well. No other armor pieces can be worn on top of this.

A more flexible limitation is that you can't take companions with you for any reason. Following a companion like Dogmeat or Nick Valentine for a quest is fine, but having them come with you is not. That being said, if you have a companion you love and feel it's not the same without your waifu/husbando, or just need all the help you can get, a vast majority have benefits that are relevant to the build. All but Curie, Piper, Gage, and Hancock fit that description.
 
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I'm not a huge fan of Fallout 4 in particular, but I can recognize when you're passionate about something. This is a very well put together article, not only from the standpoint that you're looking at how to make the build, but also just well written in general.

I love the build in concept, because Hotline Miami kicks ass.

I guess if I were to ask one singular question about the build, it might be:

D o y o u l i k e h u r t i n g o t h e r p e o p l e ...?
 
I'm not a huge fan of Fallout 4 in particular, but I can recognize when you're passionate about something. This is a very well put together article, not only from the standpoint that you're looking at how to make the build, but also just well written in general.

I love the build in concept, because Hotline Miami kicks ass.

I guess if I were to ask one singular question about the build, it might be:

D o y o u l i k e h u r t i n g o t h e r p e o p l e ...?
Nothing will vex you and have you obsess over it like a game that had all the workings of something good but sucked where it mattered the most. I'm going to go back in time to stop Todd Howard from playing Peggle.
 
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