I meant what the perk means for like outside of it. The courier specifically can be out in the open, with a spotlight pointing out their location, and still not be noticed. If human eyes staring at them don’t notice them then the machine giving you the ability to see them doesn’t matter because sight very clearly didn’t work the first time. The eye not having something to see wasn’t the problem.
Which is why I kinda had to point out the heavy use of VATs, since the targeting system would allow SS to use it through walls with perks allowing them to shoot through them. 6 would need to stay completely out of their line of sight in order to get past it which would be hard considering SS can fly and thanks to SBA knows the direction 6 starts off in.
The bullets is also something they resist both from their natural resilience and durability, the courier implants, and most importantly the 9-A armor versus 9-B guns. So they kinda are purely forced into an energy range battle unless the sole survivor wants to run through light speed attacks for like a mile until he gets in range for the other other weapons that can do anything
SS also have the exact same arguments, since they also have 9-A armor (though it's enhanced versions), more perks that increase it, and ballistic weave armor which is as tanky as half a suit of Power Armor. Honestly in that scenario it leans rather heavily in SS's favor since the Energy weapons would be doing such little damage and it could be used to trigger the 20% health buffs which would give enough boosts to SS to just tank through and blitz practically everything 6 has save for a nuke. +1000 damage and energy resistance is no joke.
Also, if 6 is using the stealth suit, their durability is going to be noticeably worse than SS since it only has a DT of 14, which is noticeably worse than even the weakest of Power Armor... much less highly advanced ones that have been modified beyond twice their normal limits
Though I’m glad to know his energy resistance is directly stated too. I’ll still vote the courier but leaning closer to inconclusive. Both make it hard for their main weapons to kill each other so it just depends on if the sole survivor survive the approach and keep his mini nuke launcher’s safe (the courier can aim for the guns and they have 9-C durability). I don’t think it’s likely he can get close enough before being shot down and I think the courier’s better senses and stealth make him be the one that controls the pace of the ranged fight. But the sole survivor has a chance with the resistance.
I cant stress enough how BS critical hits are in 4, since they use luck to turn a 1% hit to a 100%, deal 4x damage (8x if using a modified gatling laser) not factoring in legendary effects, and SS can shoot 4 of them in a row. If he gets low before he gets close enough for the 1%, then he becomes Mahoraga and starts tanking it likes it's nothing, while also healing if it still drops too low, while also having enhanced perception time and speed. And if he doesn't get low then he can just use the crits once he's even remotely 'in range'. As for hitting the weapons, SS can do that normally too and also has the added perk of Luck ricocheting shots back towards the attacker, the Nuke launcher would only come out the moment it's going to be launched so there would only be one chance.
Anything else than the energy weapons though and the courier can just tank it and heal it with stimpacks and regen. So the range battle is something both characters hard resist.
SS also has weapons with explosive rounds like a Explosive Minigun or shotgun, various weapons which can double the damage of high caliber guns/explosives, the Cryolator which would freeze them, as well as the absurd crit effect/multipliers that legendary effects/mods can give.
These effects include freezing targets on critical hits, causing critical hits to frenzy a target, doubling the critical hit damage, and refilling action points..... wait, I just realized that the SS has Hub's alien blaster, which can be modified to a long range sniper, and has the legendary effect of doubling crit damage and giving +15% of the crit gauge per hit. That'd be pretty effective here