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Wasteland 2 |OT| Explode 'em like a Blood Sausage

Lime

Member
http://wasteland.inxile-entertainment.com/art-print

A unique chance to own a part of videogame history: inXile entertainment is offering a limited run of high quality art prints of the classic Wasteland® 1 cover! Each print is hand-numbered and signed by the artist, Barry E. Jackson.

Wasteland_signed_s.jpg
 

Carroway

Member
"It looks like it would be easy to squeeze into this air vent. Maybe you could get the drop on Bill Paxton? "Game over man, Game Over!" Except you're the Xenomorph in this scenario."

- Random description of an air vent

Gems like these are a joy to read in the game!
 

Dresden

Member
Considering that the game forbids you from saving in battle - thus preventing save-scumming bad misses, weapon jams, and other such mishaps - taking some steps to prevent reloadspam in front of safes is pretty logical and would be in line with what they set up for combat. The FO3/New Vegas comparison is spot on.
 

Sanctuary

Member
This game is really weird. On one hand I could probably write up a good 1000+ words on how bad or broken so many parts of the game are, what it did wrong, how it could be done way better, and in very obvious ways, and so on. Yet despite such odd or bad design in so many areas, none of it makes me dislike the game. In fact I just want to go home and play it for the rest of the day, which has become less common over the last few years. I'm really really enjoying it.

There's rarely a moment where I don't encounter some part of the game and go "Well that could have been done way better." But I still want and need to keep going despite it all.

Like the world map, it's OK. It's drab, no real personality or anything, but it serves its function more or less. What really blows about it though is its main side attraction, random encounters or should I say random fights because that's all they are. They're just not very good, they lack variety, realistic danger or any kind of personality. You just load into a map and enemies are nearby waiting for you to attack. That's it. The End. Compared to FO1/2's amazing random encounters, which went from standard fights to elaborate and amazing encounters with funny or crazy NPCs and Easter Eggs, it's really really bad.

But again none of this makes me dislike the game or want to stop playing. I wish I wasn't just starting working and could go home right now and just spend the day playing the game.

I have a lot of issues with the game too, but none of which are preventing me from mostly enjoying it. One thing I really wish they had implemented though was context-sensitive skill use. The game has a whole lot of needless clicking. Instead of simply picking the appropriate character, and moving them up to attempt any given task, I have to click on the character, click on the skill, then click on the object. There's a reason mechanics like this died out. They don't add "fun" in any way and are nonsense in this day and age. It wouldn't matter if this only popped up every now and then, but it's countless times an hour.

Also, some skills don't even work correctly. Hopefully they patch it. And, the game does promote save scumming. 2% chance for critical failure happening more like a 20% chance? Yeah, no thanks, not just going to accept that, especially when it happens as much as it does. Start a fight and an enemy rushes and max crit, one-shots your surgeon before you even get an action? Yeah okay...
 

Niahak

Member
I have a lot of issues with the game too, but none of which are preventing me from mostly enjoying it. One thing I really wish they had implemented though was context-sensitive skill use. The game has a whole lot of needless clicking. Instead of simply picking the appropriate character, and moving them up to attempt any given task, I have to click on the character, click on the skill, then click on the object. There's a reason mechanics like this died out. They don't add "fun" in any way and are nonsense in this day and age. It wouldn't matter if this only popped up every now and then, but it's countless times an hour.

One thing that this interface adds, however, is the ability to (mechanic / possible exploit spoiler)
use Explosives to disarm traps you didn't know were there - for example, if you find a box, try clicking explosives skill and hovering over the box. If it highlights, you can defuse it regardless of whether you "knew" a trap was there. if it doesn't highlight, no trap there. You don't need Perception to find the traps, although it makes it much more intuitive. I do have Perception at a decent level, but this let me get by for a bit when I didn't. I'm glad perception has been useful for other reasons!
I really do wonder if that was intentional or fell out from the way the interface works.

Would definitely like to see improved behavior to make things intuitive, though. Maybe (related to above)
perception should allow you to quick-defuse / unlock / comp sci by left clicking, while you can still do so manually?
 
One thing I really wish they had implemented though was context-sensitive skill use. The game has a whole lot of needless clicking. Instead of simply picking the appropriate character, and moving them up to attempt any given task, I have to click on the character, click on the skill, then click on the object. There's a reason mechanics like this died out.

Personally I press F4 to select my mechanical guy and then 3 to select safecracking. Hotkeys are way faster than clicking.
 

Enduin

No bald cap? Lies!
I have a lot of issues with the game too, but none of which are preventing me from mostly enjoying it. One thing I really wish they had implemented though was context-sensitive skill use. The game has a whole lot of needless clicking. Instead of simply picking the appropriate character, and moving them up to attempt any given task, I have to click on the character, click on the skill, then click on the object. There's a reason mechanics like this died out. They don't add "fun" in any way and are nonsense in this day and age. It wouldn't matter if this only popped up every now and then, but it's countless times an hour.

Also, some skills don't even work correctly. Hopefully they patch it. And, the game does promote save scumming. 2% chance for critical failure happening more like a 20% chance? Yeah, no thanks, not just going to accept that, especially when it happens as much as it does.

The game is most definitely a strong example of being greater than the sum of its parts.
 

Sanctuary

Member
It's definitely harder that way cause you don't level up as fast and especially in the beginning a the fifth member of your team is really helpfull. But I'm sure you can do it.

I don't know about that. So far, the CHA XP bonus seems to only be applying to my character with 6 CHA. It doesn't seem to be working like the "CHA pool" for conversations, where it's the sum of your group. I noticed right away when my leader would get 27 XP for something, while everyone else was getting 25 that it was only working for him. You would need everyone to have higher CHA to level up "faster", but even then their combat skills would probably be a lot worse, so overall it would take just as long, if not longer.

Also, it's very much worth having a single character with 4-5 CHA (you can probably get away with 3) and investing into the leadership skill. Even if the +% hit bonus is HALF of what the tooltip says, not having your 5th, 6th and 7th character constantly going temporarily insane helps a ton. It's really worth it. On my current playthrough I haven't really been having any issues with my leader's combat effectiveness, and the radius of his leadership skill is huge. You gain more overall by having a full group that listens than trying to do it with just four. On that character I have Assault Rifles at 6, leadership at 8 and Smart Ass at 4.
 

studyguy

Member
I kept at least 3 CHA on all my characters and just booted the LUCK stat out instead. My high INT character is running circles around my other characters in gains though.
 

Sanctuary

Member
I kept at least 3 CHA on all my characters and just booted the LUCK stat out instead. My high INT character is running circles around my other characters in gains though.

On my first playthrough I had three characters with 10 INT. Not worth creating more than a single character with more than 8 IMO (you pick up someone with 10 by default). For my restart I just had 10/8/8/4. The 4 is on my melee character who also has points in Medic and Demolitions. Eventually I am more than likely just going to have him use Uzi's since I have over 300 bullets just sitting there, slowly being whittled down by my single pistol user. I went with Assualt Rifle x 2, Sniper Rifle (no backup weapon) and melee with the four I created. They've had a much easier time than my first group.
 
On my first playthrough I had three characters with 10 INT. Not worth creating more than a single character with more than 8 IMO (you pick up someone with 10 by default). For my restart I just had 10/8/8/4.
You don't necessarily pick up someone with 10 depending on quest choices, and 10 is needed to
get the max level in Surgeon
.
 
PSA, it seems that items that give you an increased water capacity don't work right at this time. You'll have the increased water amount on the world map after filling up at an oasis, but when you enter/leave an encounter map or other area, the game seems to unequip/re-equip your items, because you'll have a maximum of 60 water again.

So if you have a max of 100 water and get an encounter when you have 82 left, when you leave the encounter you'll have 60/100 water.
 

Metroidvania

People called Romanes they go the house?
If not, then why not do it the New Vegas way?

This was the comparison I was thinking of and couldn't quite name for some reason.

In New Vegas, if you chose to, a lot of speech options often stayed open if you didn't follow the thread to its conclusion, and you could always come back later, when you'd leveled up a few more times. Plus, the harder skill checks had some pretty important ramifications to justify that high of a requirement.

Here, dialogue works like that, but for the rest of the skills, hitting 10 doesn't necessarily mean better loot. (unless there's some glitches in random lockers I've been finding)

Unless a percentage can eventually become a sure thing, it sets up this weird randomness factor, playing on the player's (or at least my) expectations of value in leveling the stat to its completion.

If I wanted to absolutely min-max, I'd do what someone in the thread mentioned, and not level up any non-gun skill, figure out a minimum requirement, then save scum like a mofo once I rank up enough to get the 11% minimum chance or so.

On my first playthrough I had three characters with 10 INT. Not worth creating more than a single character with more than 8 IMO (you pick up someone with 10 by default). For my restart I just had 10/8/8/4.

If you really care to, every 10 levels gives an attribute point. I just started my techie character at 8 int, and everyone else at 4. You get plenty of skill points through leveling if you don't avoid all the random encounters.

Does give you a whole lot of stat points to fill in a hole you may be missing, though.
 

Sanctuary

Member
You don't necessarily pick up someone with 10 depending on quest choices, and 10 is needed to
get the max level in Surgeon
.

Yeah, that's true I suppose. I did take a sneak peek at the NPC you get from
Highpool
when I restarted though and unless the info was incorrect, they look really awful overall in comparison.
 
Yeah, that's true I suppose. I did take a sneak peek at the NPC you get from
Highpool
when I restarted though and unless the info was incorrect, they look really awful overall in comparison.

But skills are king in this game, and it's pretty awesome to have a max int character who can do all sorts of jobs, anything I mold her into.
 

Sanctuary

Member
But skills are king in this game, and it's pretty awesome to have a max int character who can do all sorts of jobs, anything I mold her into.

Notice I said it's not worth making more than one character, I didn't say none. And I already picked up a second character with 10 INT, so I have two that can be "whatever" in the end. Early on you need at least a few characters who do not suck at combat, and you need just enough INT on everyone else to have decent levels between 2-3 skills.

If you really care to, every 10 levels gives an attribute point. I just started my techie character at 8 skill, and everyone else at 4. You get plenty of skill points through leveling if you don't avoid all the random encounters.

Does give you a whole lot of stat points to fill in a hole you may be missing, though.

Yep.
 
Yeah, that's true I suppose. I did take a sneak peek at the NPC you get from
Highpool
when I restarted though and unless the info was incorrect, they look really awful overall in comparison.
I guess they do, although I like
having two scout-snipers
for the combat options, whereas I already had
a high-INT computers and surgery genius
. I'm definitely planning ahead for having
Rose
on my next run, though. Lets me drop certain skills on creation and focus on others.

(I think it says something about Wasteland 2 that I'm already excited to start over with a new and different party.)
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
Using Animal Whisperer on a combat beasty oughtta make it fight for you, not just run off.

I want an army of wolves and badgers, damn it.
 

DaveOshry

Member
I had a slightly interesting random encounter this morning.

It was a merchant who said his stuff was the best around, and he wasn't willing to trade with me unless I proved my worth. Personally I was able to tell him I saved Ag Center, I negotiated peace at the Rail Nomad Camp, or that maybe 500 scrap would get him to trade with me. I told him about Ag Center and he was like "shiiiit, that was you guys? Well why didn't you say so?"

He was only selling some explosives and rockets and I didn't really need or want any of it, so I just exited. He got offended that I didn't buy anything from him and kinda threatened me with his bodyguards. I was able to try to buy from him again, or pay him some scrap to make up for it, or tell him that we were about to have a problem. I took the problematic route and he immediately attacked. Unfortunately I had to go to work so I didn't get to follow through. I wonder if he would've been carrying all his explosives, or used them against me...



Oh snap, you might've discovered the use for
the Provost, the creepy guy who follows you around in Rail Nomad Camp. If you kill him, he drops a round seal type thing called the Owl of Minerva. Maybe it unlocks it?

Dave Oshry? Worst NPC. Worst hair. Would not buy his shit. 4.3/10
 

Gazoinks

Member
Finally finished the Ag Center, and ready to move on! I'm getting into the game more now, playing more methodically and everything. I really hope inXile does some good post-release support to clean up some of the rough edges, but I'm having a good time.
 
Finally finished the Ag Center, and ready to move on! I'm getting into the game more now, playing more methodically and everything. I really hope inXile does some good post-release support to clean up some of the rough edges, but I'm having a good time.
My worry is they don't have the resources, especially with Torment fully underway now.

But fingers crossed. It would do a lot to sustain the good will they have going.
 
Anyone finished the game or getting towards the end? Just left the canyons with 25 hours on the clock. Great area, crazy amount of ways to get through and outside of badgers most of them non-lethal!
 

Gothos

Member
Oh come on!!! I just fought through The Prison and:

when I finally thought I'll put the bullet into that psycho boss of that area I was met with two huge laser cannons that hit me for 300 damage, lol. I guess I'll come back later for him, hmm...
 

Volodja

Member
Critical failure critical failure critical failure, oh 5% chance of critical failure? CRITICAL FAILURE!

Well, I won't know what those things opened up in the map, I guess.
 

Begaria

Member
I'm really enjoying the game so far. Some of the complaints I've seen of "I gotta pick this guy, then this skill, then click on the object" holds no weight against me. That's what I want. I grew up doing this kind of stuff and it's not a negative to me. Honestly, the biggest issue I have in terms of gameplay right now is camera rotation. When I right click to pan the camera around, I want it to keep panning around, not stop when my mouse hits the edge of the screen. So annoying.

I've put in about 20 hours so far. I've explored almost all of the western side of the map (pretty much everything west of the Prison). Sadly I saved myself out of getting the best solution to the problem at the Nomad camp - that quest should be more transparent on what to do.
 
Just thought about it but I guess the reason the prisoner in Highpool ran off instead of joining was because my charisma is so low. Read that all of the speech checks are seperate so every one of my people(outside of followers) have 1. No one joined in Darwin either for the same reason I assume.
 

Sendero

Member
Some Protips from this weekend:

*DO NOT spend all your initial skills. Have a plan on whom will do what, and spend the points until you really need it. You will get Companions that have tons already invested. Just put few on weapon (so you can start with one).

*Get the Rad suit asap, and go north. You can get 2 companions in very few minutes.

*Help AG Center. Yes, it's WAY HARDER but it has perhaps the best companion, which stays with your til the end. Plus Energy weapon.

*Early game, you need to spread weapon/ammo usage, even if you have no points invested. Otherwise, you will run out of ammo FAST.

*Blades/Blunt/Brawl weapons kind of suck for most of the game.

*Have each char focus on 1 main weapon and 1 backup that works in tandem (One with high AP, another with low). Specially critical with Snipers.

*IMHO, Skills triumph everything. Gets as many as possible per level.

*Hence, the (again IMHO) 3 most important attributes are:
INT == Get 8. Increases skills gained per level + action points (AP)
Awareness == High Combat initiative means that your members acts more often.
It's possible to kill the enemies before they even start. And adds evasion.
Speed == You can move more squares + Initiative.
QUITE useful to handle exploding enemies and "zerg" ones. Hit &Run!!

For Coordination, keep it low. You only need 6-7 Action points (AP) total, unless your char is sniper/heavy weapon user. Then go for 8. Don't overspend on it.
For Strength, my main only has 2 strength and is doing fine. You need 4 for some good armor.
Charisma is only useful for your leader. The sum of all your team's charisma is used to acquire some Companions (20+). But the best ones are free, so who cares?

*Smart/Hard/Suck ass checkpoints occurs only ONCE during conversations. If you see one, switch to the proper companion and use it. You don't get a 2nd chance!!!

*Disassemble unneeded weapons for enhancing parts. You can improve Chance to Hit, distance and reduce jamming by a noticeable amount with it.

SKILLS:
*All skills are relevant. But you can get a companion with good Weaponsmith/hard ass at the beginning and another with high Toaster repair at north. Those can wait.

*Skills give EXP, so create specialists, but spread similar ones.
Example, your Lockpicking expert should NOT be the safe/alarm person. Otherwise, the others won't raise their level as fast.

*Have at least 2 surgeons and 2 medics (one level is enough for backups). Ideally, with good Speed. All my 4 chars have surgeon, just in case.

*When you get requisitions to increase your level (like when you get new companions), do NOT do it unless you have good weapons. Enemies seem to scale with your level. Which sounds good (get better drops), but you will regret it early on.

*Animal Whisper is pretty awesome. But attacking pets can become problematic.


And finally, if your game dies, and the LOAD option gets disabled: delete the TOC.TXT file on \Documents\My Games\Wasteland2\ and restart to regenerate it.

Man, that almost gave me a hearth attack today.
 
And finally, your game dies, and the LOAD option gets disabled: delete the TOC.EXE file on \Documents\My Games\Wasteland2\ and restart to regenerate it.

Man, that almost gave me a hearth attack today.

I take it this is a bug?

In any case, it's good that you know the fix.
 

Sendero

Member
I take it this is a bug? In any case, it's good that you know the fix.
Wouldn't call it a bug (although I know there are a few odd bugs related to corrupt save games).

It's more like the typical scenario when the game is saving, and either crashes at that point or (in my case) your PC turns off and something gets messed up. Thankfully, the solution is simple.
 
Just thought about it but I guess the reason the prisoner in Highpool ran off instead of joining was because my charisma is so low. Read that all of the speech checks are seperate so every one of my people(outside of followers) have 1. No one joined in Darwin either for the same reason I assume.

No, some characters just automatically join if you meet other conditions (finish a quest for them etc.), and the people in Highpool and Ag Center are like that. Could be a bug, could be that you didn't meet the right prereqs.
 

-tetsuo-

Unlimited Capacity
Is the M16 supposed to give you a huge decrease in accuracy? Whenever I equip anyone with it they lose like 20%
 
Oh come on!!! I just fought through The Prison and:

when I finally thought I'll put the bullet into that psycho boss of that area I was met with two huge laser cannons that hit me for 300 damage, lol. I guess I'll come back later for him, hmm...

Find Jobe at the back of the farm in that area. He'll give you the cure for the dogs. Then return to the Prison.
 

Sanctuary

Member
Some Protips from this weekend:

*Help AG Center. Yes, it's WAY HARDER but it has perhaps the best companion, which stays with your til the end. Plus Energy weapon.

*Early game, you need to spread weapon/ammo usage, even if you have no points invested. Otherwise, you will run out of ammo FAST.

*Blades/Blunt/Brawl weapons kind of suck for most of the game.

*Have each char focus on 1 main weapon and 1 backup that works in tandem (One with high AP, another with low). Specially critical with Snipers.

*IMHO, Skills triumph everything. Gets as many as possible per level.

Where exactly do you find the
energy weapon in the Ag Center
? I've actually done that scenario twice and never found it.

I also don't really feel like it's necessary to spread the ammo around that much early on. Ammo becomes kind of scarce when you have three in your group using the same type, but when one can also melee, it's not as bad.

On my initial playthrough I was using a backup weapon for various characters, thinking it was kind of a requirement but it's not at all. After
Ag Center or Highpool
enemy health starts getting high enough that you aren't wasting shots with a sniper and getting the actual ammo you need for your group becomes very easy, especially when you start purchasing or finding the weapons that are very high on AP/damage.

I personally feel like you should just take your primary weapons to at least 6/7 and then you can decide, based on the character's AP or movement options what other weapons to start branching out towards, such as Energy or Heavy once you've fleshed out your 2-3 non combat skills to adequate levels. Or, you could just stall even doing that to get your primary weapon to 10 (head shots do so much more damage but incur a 40% to hit penalty).

Melee (blunt) also starts out very weak, but eventually it gets a lot better, and it has a high chance to crit. The armor penetration works wonders as well.

Another thing, is that the
exploding enemies in Ag Center
can be super annoying, as can the
Bugs Bunny on steroids
, but they do give you environmental props to actually help with them. Also, it's not too terribly difficult to move your characters out of range before
exploding fungal people
blow up from your last shot.
 

Begaria

Member
I don't know if this has been brought up yet, but there's a Character editor out there that works really well:

http://home.comcast.net/~cinful75/WL2/

It's pretty simple to use. I've used it a couple of times to fix some skill allocations that I made at character creation that I learned through my time with the game that were huge mistakes. I did place a limitation on myself though: I would only redistribute the exact point allocations that I've received. For example, I had put four points into Blade Weapons on one of my created characters at creation, but found out quickly that Blade Weapons are next to useless. So I used the character editor to take those four points away and put them into something else.

This might defeat the purpose of permanent choices, but fuck it. I like respecs :p
 
Where exactly do you find the
energy weapon in the Ag Center
? I've actually done that scenario twice and never found it.

It's called Herbicide and it's in the cave part of the basement, in or near the manmade rooms.

Personally I don't think it's as good as the energy weapon you start with if you pick energy weapons...it costs double the AP to use for barely more than double the damage, and it raises the armor threshold to 2, which makes it much more useless in the early parts of the game. The one you start with only has a threshold of 1 which means it does double damage a lot more often.
 

Sendero

Member
Where exactly do you find the
energy weapon in the Ag Center
? I've actually done that scenario twice and never found it.
It's on the lowest level, near a corpse, just at the left side of the door where you find
the mushroom/fungicide expert guy. So, from the stairs: enter the Mushroom cave, continue forward and be in the look of a small passage at your left side. I also missed this area, until I got the quest to find the fungicide.
.

I do agree that your main weapon should be raised to net you 70%+ CtH asap. But if your snipers do not have a short range one as backup, you can get screwed. Plus, I like versatility.

Melee (blunt) also starts out very weak, but eventually it gets a lot better, and it has a high chance to crit. The armor penetration works wonders as well.
I actually got Blunt, but haven't found any good weapon so far. All weapons will be awesome towards the end, though. That's the nature of these games.

I also didn't find the
exploding pod enemies
too difficult on their own, but my main had
a goat + dog
along, that would often get in the middle of the action, specially the later. So fragile.
 

painey

Member
so my game is fucked, I can't get into combat without it putting me in combat with the whole map.. which I need to level up to complete, but I have a time limit with my guy 'poisoned' by the spore.. anyone know if you can XML hack the save game to remove the poisoning so I can actually enjoy this game?
 

Ayt

Banned
Combat is several steps better than X:COM (if you're tlaking about the recent reboot). I do think D:OS's interactivity between the world and the elements in combat. does make it a bit more interesting).

I'm not sure how anyone could think that unless they didn't actually play X-Com: Enemy Unknown. The cramped environments and forced melee aspects alone strike a sharp contrast. You don't have protracted range battles utilizing cover and flanking in Wasteland 2 like you do in X-Com. The combat is okay, but it is very much a dumbed down version of what you find in X-Com. That's fine, but don't mislead people who may be interested in the game.

I'm really enjoying the game, but the combat is very basic.
 

Ayt

Banned
To an extent, it's partly my own fault. I can't deny that. It's not something I ever really do in other games though, but this game doesn't provide any compelling reason to not act in this way so I do it. Thus it is promoting such behavior to one degree or another. You might not do it, which is fine and your choice, but it doesn't change the fact that the way in which the mechanics work at this time doesn't offer a compelling or worthwhile reason to play the game straight.

To expect players to just accept failure when they can easily and effortlessly reverse it is simply unrealistic, and I am far from alone here. There are other ways to craft these systems that don't require the player to handicap themselves. I'm not looking to remove challenge from the game, but have it actually make sense and be meaningful. I like challenging systems and hard choices, but they don't mean much when the game allows for meta-gaming that completely undermines itself.

Do you save scum every random loot chest until you get something satisfying? If not, why not?
 
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