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

Yeah, sorry, that Steam thread was a false alarm. I tested it, but in reverse, I saved Highpool first because it's faster.

I started a new game, used a save game editor to give myself all max stats and skills, all four with assault rifles.

Ran through Highpool, killed all the raiders. Didn't get one single message from Kathy at Ag Center (since they're scripted to happen when you're stopping the water facility from exploding).

Killed Jackhammer in like 2 minutes, left Highpool, instantly at the world map got Kathy's final message that you usually don't get until you've been all the way through the water facility. Ag Center was destroyed as expected when I got there.

I thought it was scripted rather than time-based, but I wanted to believe.
 

Kurtofan

Member
Playing this game is surreal, it's so great I have a hard time believing I'm actually playing it, like I'm playing a game from an alternate dimension where video gaming isn't so bad
 

TheContact

Member
So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?
 

Sinatar

Official GAF Bottom Feeder
So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?

Stop stressing and just make what you like.
 

Fantastapotamus

Wrong about commas, wrong about everything
For the love of......MOVE FASTER YOU STUPID THING

wxvmb7hr.png


Edit: Oh god, it just turned around. We're walking backwards now. Please somebody kill me
 

Carroway

Member
So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?

There aren't really any optimal builds out there, but more what player specific style you have. Most of the knowledge skills are simply other ways to get around a specific quest.

Personaly I made my squad in such a way that they can operate as a party of only 4. That also gives me more leeway to get whatever sort of extra characters I want, instead of relying on a specific few because of skills.
 

Dresden

Member
So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?

Ideally you should go with your heart, but practically, luck is a dump stat and awareness/intelligence are your two most important attributes. Just keep that in mind.
 

Almighty

Member
and now I am thinking of restarting yet again. I tried to go with just a four man group and it worked at first, but now it is starting to become a pain in the ass once I hit Canyon of Titan.
 
Hey guys, i got a question. I love Fallout 1 and 2 and still play those from time to time. So this game is in the same vein as Black Isle RPG's? I don't have much expectations but i don't want to get disappointed either. So should i get it or not? Can i expect Fallout 2 quality in terms of freedom?
 

Enduin

No bald cap? Lies!
Hey guys, i got a question. I love Fallout 1 and 2 and still play those from time to time. So this game is in the same vein as Black Isle RPG's? I don't have much expectations but i don't want to get disappointed either. So should i get it or not? Can i expect Fallout 2 quality in terms of freedom?

Not really. There is a lot of choice and ability to tackle obstacles in various ways but you are at the end of the day a Desert Ranger, protector of the wastes. You have certain responsibilities and there is a much more defined critical path. It's not like FO2 where you just get tossed into this huge world and letting you be whoever you want and do most anything you want. It's very reminiscent of FO in a lot of ways, but certainly not the same. It's worth your time though if you like the FO series though don't get me wrong. You won't find another game out there that comes as close to those two games as this.
 

Sanctuary

Member
So I've had this game for more than a day and I can't get past the char creation part because I think I'm going to mess something up. Are there posted builds out there as to what choices are best for all 4 starting characters?

I've restarted twice. Not because I actually had to the second time (I was pretty much steamrolling), but because I wanted to see how good or bad a specific build was for one character, while also grabbing something I missed. The third time has been super easy, but I guess that's the case with everything you already have experience with.

It's been said numerous times already, but Assault Rifles are pretty much "the best" overall weapon in the game and Snipers are not far behind. About five hours into the game (less if you already know what to do) you can buy an unlimited amount of some extremely powerful rifles by simply leaving the area and returning (magical restock!). Some non combat skills are way more useful than others, but I don't want to spoil any of that. What I will do is give you the stats I decided to go with, focusing on ranged characters that start out with very poor strength (carry/health) but make up for it with skills, initiative and AP. Everything dies before reaching them anyway.

Ranged (Assault Rifle/Sniper) - I honestly think this is probably the best "generic" ranged build you can make:

Coordination - 6
Luck - 1
Awareness - 4
Strength - 1
Speed - 7
Intelligence - 8
Charisma - 1

This gives you 10 AP, 12 Initiative, great movement for the AP cost and enough INT that you can comfortably max out one weapon skill and two non combat skills at level 20 - 25. Or, you could just spread out your non combat skills a bit and have four at around rank 6 - 7 (each rank starts to cost quite a bit past rank 5). Their health kind of sucks, but if you're using ARs/Snipers in most situations it doesn't matter at all. You also get an additional attribute point
every ten levels
, so you could dump it into strength if you wanted, although I don't believe the health gains are retroactive.

I have two on my team like this, and I could have gone with three. The only reason I didn't is because I wanted to try out something different with my melee character, and I have my leader investing in the Leadership skill (which kind of needs 4-5 in CHA to be worthwhile). The game gives you the freedom to do whatever you want to do, but the sad fact is that not all weapons and skills are created equal, and some people are having problems with combat or finding (you can just buy them) weapons and ammo.

Make sure you look at the breakpoints for +1 AP +1 skill per level when assigning attributes. For INT there's no reason to do any number other than 4, 8 or 10.

and now I am thinking of restarting yet again. I tried to go with just a four man group and it worked at first, but now it is starting to become a pain in the ass once I hit Canyon of Titan.

TBH, it seems like almost every CNPC you end up with after
Rose
kind of fucking sucks. Like really bad, except one almost halfway through the game who has a mixed bag of useful skills that you probably already have on other characters, plus their combat skills are 0. It seems like you can only really have 4 "really good" to "great" characters, 1 who is "really great" outside of combat, and passable during, 1 who is nothing but a worthless packmule with 1-2 miscellaneously useful non combat skills and then the last who isn't much better than the packmule, but can be if only slightly. All the last two characters really seem to be in combat are meatshields if even that, at least for 10 - 15 levels. You'll do most of your killing with your primary four in every battle anyway.

I heard someone say you can get Rose, then leave for Highpool. Not sure about that.

Nope. That was the very first thing I tried after my initial restart. She protests about not leaving the Ag high and dry.
 
Was reading the ERSB description and came across this
During the course of the game, players can visit and engage in sexual relations with workers at a brothel—sex acts are not depicted, though sexual moaning is occasionally heard; these encounters sometimes result in characters obtaining various STDs (e.g., syphilis, “Drippy Dragon,” and “Crusty Clam”).
Where does that happen? There's the prostitute in the Rail Nomad Camp but paying just starts some offbrand 80s 70s porn music and there certainly no STDs.
 

Wanace

Member
Man, the bugs in the Canyon are really bothering me. I was able to progress, but had to do it a completely different way then I was intending to because a couple things bugged out.

I'm kinda bummed now. I may wait for a patch to hopefully eliminate some of the bugs and then go back and replay this section.
 

Almighty

Member
TBH, it seems like almost every CNPC you end up with after
Rose
kind of fucking sucks. Like really bad, except one almost halfway through the game who has a mixed bag of useful skills that you probably already have on other characters, plus their combat skills are 0. It seems like you can only really have 4 "really good" to "great" characters, 1 who is "really great" outside of combat, and passable during, 1 who is nothing but a worthless packmule with 1-2 miscellaneously useful non combat skills and then the last who isn't much better than the packmule, but can be if only slightly. All the last two characters really seem to be in combat are meatshields if even that, at least for 10 - 15 levels. You'll do most of your killing with your primary four in every battle anyway.

Thanks for the info. I decided that I will just have to dump some more points into the weapon skills so more of my guys carry their weight a little better in combat. I also did some cleaning of my inventory and dropped a lot of dead weight. With only four characters one has to be careful with what you carry around in your pack.
 
TBH, it seems like almost every CNPC you end up with after
Rose
kind of fucking sucks. Like really bad, except one almost halfway through the game who has a mixed bag of useful skills that you probably already have on other characters, plus their combat skills are 0. It seems like you can only really have 4 "really good" to "great" characters, 1 who is "really great" outside of combat, and passable during, 1 who is nothing but a worthless packmule with 1-2 miscellaneously useful non combat skills and then the last who isn't much better than the packmule, but can be if only slightly. All the last two characters really seem to be in combat are meatshields if even that, at least for 10 - 15 levels. You'll do most of your killing with your primary four in every battle anyway.

Personally I love those "worthless" early characters,
Scotchmo and Ralphy.
Being under level 10, you get to mold them and their skill point usage more than any other NPCs. True, they have 3 int each, but at 10 you can boost them to 4 which will give them respectable skill points over the course of the game (that single point in int equates to almost one more skill they can fully max out).

Way better than getting a dude with like, 3 levels in brawling, 3 levels in blunt, 3 levels in handguns, and 7 levels in barter. Or whatever. You get to build those shitty early characters your own way.

Chisel and Takayuki suck. Pizepi is kind of interesting, just for the novelty of what she is, but apparently she spent the extra attribute point from level 10 in int, bringing it up to a whopping 5. Whee.
 

Sanctuary

Member
Personally I love those "worthless" early characters,
Scotchmo and Ralphy.
Being under level 10, you get to mold them and their skill point usage more than any other NPCs. True, they have 3 int each, but at 10 you can boost them to 4 which will give them respectable skill points over the course of the game (that single point in int equates to almost one more skill they can fully max out).

Way better than getting a dude with like, 3 levels in brawling, 3 levels in blunt, 3 levels in handguns, and 7 levels in barter. Or whatever. You get to build those shitty early characters your own way.

Chisel and Takayuki suck. Pizepi is kind of interesting, just for the novelty of what she is, but apparently she spent the extra attribute point from level 10 in int, bringing it up to a whopping 5. Whee.

You realize that skill points alone aren't everything right? By level 20 your party should be swimming in them anyway. The main reason most NPCs suck, including those you can get up to 4+ INT is because they have awful AP and movement options. Their attributes are distributed in a bad way, and it will take at least level 30 to somewhat correct them. If you get them early enough, at best you can mold one into a decent ranged fighter, but they will only be good at one other thing or slightly above average in two.
Scotchmo
has terrible attribute distribution and it's not just because he can't dump CHA. His weapon specialization is also terrible, yet his above average STR seems to be intended to work with it.

NPCs are bad at fighting because they can't dump luck and charisma like your party. Every point in CHR is a point that's not boosting Combat Initiative or AP.

I don't think speed is a big deal, to be honest - covering ground means very little unless you're a brawler, but even then, melee units are better off hunkered down around your snipers to club at incoming rushers.

You're right, but that's not really the issue. It's a combination of awful movement in conjunction with average or below initiative, so not only can they not get into or out of range easily while retaining AP, their turn comes up pretty late...after you've already killed the units closest and all that's left are those that have yet to move that are out of reach. The most useful things about 95% of the NPCs are flavor text, one useful skill and as mules.

I would concede though that if you get
Ralphy
early enough, by the time you go to
California
he can actually be somewhat good in battle. That takes a long time though. As much as that annoys the power gamer in me, it completely makes sense from a role-playing perspective, because it would be unrealistic to expect random people are naturally going to be equally good as trained rangers.
 

Dresden

Member
NPCs are bad at fighting because they can't dump luck and charisma like your party. Every point in CHR is a point that's not boosting Combat Initiative or AP.

I don't think speed is a big deal, to be honest - covering ground means very little unless you're a brawler, but even then, melee units are better off hunkered down around your snipers to club at incoming rushers.
 

hemtae

Member
So far how does this compare to Divinity? Pretty interested in picking this up.

Favorably in certain aspects, not so favorably in others.

Divinity has the superior combat and definitely super environmental interactions. Wasteland 2 has far more reactivity in the world. Divinity looks a lot better and was more polished at release.
 
Has anyone figured out if NPCs use the same action point system as players? In my experience they have waaay more action points than I would think possible.

So far how does this compare to Divinity? Pretty interested in picking this up.

What hemtae says, plus (my usual advice): if you're on the fence, this is a game for you.

(Just note that "reactivity" in the world is for story stuff - the game takes great pride in reacting to your decisions. This game does not feature Divinity's awesome environmental interactivity.)
 

jblank83

Member
Favorably in certain aspects, not so favorably in others.

Divinity has the superior combat and definitely super environmental interactions. Wasteland 2 has far more reactivity in the world. Divinity looks a lot better and was more polished at release.

That's how I feel about it. Divinity has a wonderful combat system and beautiful graphics. Its level design feels very boring and its world is empty. It feels like walking from one combat to another with not much to do in between.

Wasteland has more to do, more ways to resolve every conflict, more nooks and crannies to explore. It feels like a more fully fleshed RPG. The graphics aren't as nice, the combat isn't as good (still decent though), and it has some rough edges.

All in all, I personally lean towards Wasteland.
 

Grayman

Member
Has anyone figured out if NPCs use the same action point system as players? In my experience they have waaay more action points than I would think possible.



What hemtae says, plus (my usual advice): if you're on the fence, this is a game for you.

(Just note that "reactivity" in the world is for story stuff - the game takes great pride in reacting to your decisions. This game does not feature Divinity's awesome environmental interactivity.)
I haven't played a pistol character yet but Larsen in AG centre seemed to get too many AP. Just my gut feeling but when that fight happened I wanted to see his character sheet. The average raider around the wastes never seems to "cheat" though.
 

Metroidvania

People called Romanes they go the house?
I haven't played a pistol character yet but Larsen in AG centre seemed to get too many AP. Just my gut feeling but when that fight happened I wanted to see his character sheet. The average raider around the wastes never seems to "cheat" though.

His gun, the Midnight Special, only costs 2 ap per shot.

IIRC, he fires 4x, which isn't that out of the realm of possibility, given that he doesn't have to move to hit your party, since unless you micro'd like crazy beforehand, you're all right next to him.
 

Gazoinks

Member
I haven't played a pistol character yet but Larsen in AG centre seemed to get too many AP. Just my gut feeling but when that fight happened I wanted to see his character sheet. The average raider around the wastes never seems to "cheat" though.

That fight for me was hilarious. He tries to shoot, jams his weapon. Unjams, tries to shoot, jams his weapon. Then his turn is over and I kill him.

But yeah, I definitely think some enemies have inflated AP. Maybe combat speed as well, as some melee enemies are able to move super far and still attack.
 
That fight for me was hilarious. He tries to shoot, jams his weapon. Unjams, tries to shoot, jams his weapon. Then his turn is over and I kill him.

But yeah, I definitely think some enemies have inflated AP. Maybe combat speed as well, as some melee enemies are able to move super far and still attack.

I can understand animals moving lots, but there are some bandits and stuff (fodder enemies) that must have around 12-16 AP. They'll move 5-6 spaces to one guy, attack once, move to another one 3-4 spaces away and attack again. It's madness.
 

nbthedude

Member
Oh my god, can someone please help. AG Center after Highpool spoilers:

So I go to Ag Center and comb the area but can't find any serum. I even looked it up online but the instructions are so poor and this area is so hard to see small details in that I can't find it no matter how much I comb the area.

I gather that it is supposed to be somewhere around the entrance but I've literally spent over an hour just wandering around trying to find it.

Is is the first thing that made me so frustrated I wanted to quit the game. This seems like some old school PC game shit that shouldn't exist in 2014. There is nothing good about this kind of pixel hunt design.
 

Dr.Acula

Banned
Oh my god, can someone please help. AG Center after Highpool spoilers:

So I go to Ag Center and comb the area but can't find any serum. I even looked it up online but the instructions are so poor and this area is so hard to see small details in that I can't find it no matter how much I comb the area.

I gather that it is supposed to be somewhere around the entrance but I've literally spent over an hour just wandering around trying to find it.

Is is the first thing that made me so frustrated I wanted to quit the game. This seems like some old school PC game shit that shouldn't exist in 2014. There is nothing good about this kind of pixel hunt design.

I think when you "enter" the map from the wasteland it's off to the left on the ground. It's an energy weapon on the ground. You also need stuff from the doctor inside the AG centre itself I think.
 
Oh my god, can someone please help. AG Center after Highpool spoilers:

So I go to Ag Center and comb the area but can't find any serum. I even looked it up online but the instructions are so poor and this area is so hard to see small details in that I can't find it no matter how much I comb the area.

I gather that it is supposed to be somewhere around the entrance but I've literally spent over an hour just wandering around trying to find it.

Is is the first thing that made me so frustrated I wanted to quit the game. This seems like some old school PC game shit that shouldn't exist in 2014. There is nothing good about this kind of pixel hunt design.
From where you enter the serum and anti-pod energy gun will be to the left, nearby a train track/crashed train. It resides in an open area absolutely filled with pod people. The thing you're looking for is on the ground in the middle. Press z to highlight interactive items if you can't find it.

This is assuming you go to AG Center after Highpool, as you stated.
 

Metroidvania

People called Romanes they go the house?
That fight for me was hilarious. He tries to shoot, jams his weapon. Unjams, tries to shoot, jams his weapon. Then his turn is over and I kill him.

But yeah, I definitely think some enemies have inflated AP. Maybe combat speed as well, as some melee enemies are able to move super far and still attack.

I did wonder on how some enemies (even basic raiders early game) had more combat initiative than my custom built, 13 speed sniper.

Is it better to salvage an old weapon for parts or just sell it?

They weight a lot, but parts are probably the best source of income if you can sell them to the armor/weapons vendor inside Ranger citadel.

Plus, with salvage, you get chances at weapon mods.
 

Uriah

Member
Do I only need one person in my squad to learn weaponsmithing? For example could that person improve another person's weapon?
 
Do I only need one person in my squad to learn weaponsmithing? For example could that person improve another person's weapon?

If you want to salvage and mod weapons, yes. It is essential. And you only need one, anything more is redundant.

One handy tip: examine an item to see exactly what mods it can use. (That's tripped me up before.)
 

nbthedude

Member
I think when you "enter" the map from the wasteland it's off to the left on the ground. It's an energy weapon on the ground. You also need stuff from the doctor inside the AG centre itself I think.

From where you enter the serum and anti-pod energy gun will be to the left, nearby a train track/crashed train. It resides in an open area absolutely filled with pod people. The thing you're looking for is on the ground in the middle. Press z to highlight interactive items if you can't find it.

This is assuming you go to AG Center after Highpool, as you stated.

I picked up an energy gun. But I double checked my inventory and I have no serum in sight.

Wait...Are you guys telling me this gun I've been using IS the serum? I don't know if I feel stupid or angry.
 
I picked up an energy gun. But I double checked my inventory and I have no serum in sight.

Wait...Are you guys telling me this gun I've been using IS the serum? I don't know if I feel stupid or angry.

No. It's
right beside the gun. It's a consumable (like pills) that cures the infection.
You either missed it or lost it.

The gun is just really handy against the infected enemies.

Could be mistaken, but I don't remember it working cross-backpacks.

It doesn't. You've gotta move it to the weaponsmith's pack. Higher levels increase the chance of a mod being salvaged, as well as removing mods from weapons or installing new mods.
 

Metroidvania

People called Romanes they go the house?
Do I only need one person in my squad to learn weaponsmithing? For example could that person improve another person's weapon?

They can improve every weapon they have a mod for, though I believe you need to actually have the weapon in qeustion in the weaponsmith character's inventory temporarily.

Could be mistaken, but I don't remember it working cross-backpacks.
 
Great. It's pretty awesome that there is one tiny loseable/missable item that could screw my 8+ hours of gameplay.

It can be tough, but you've really gotta pay attention to what you're picking up. Only certain quest items (specific to that quest?) are marked so. There are plenty of other items that can help or solve quests that are just average items... and it's up to you to sleuth out which is which. This even includes certain junk items.

This game - refreshingly or frustratingly - doesn't pull any punches.
 

nbthedude

Member
It can be tough, but you've really gotta pay attention to what you're picking up. Only certain quest items (specific to that quest?) are marked so. There are plenty of other items that can help or solve quests that are just average items... and it's up to you to sleuth out which is which. This even includes certain junk items.

This game - refreshingly or frustratingly - doesn't pull any punches.

I'm fine with tough games that dont' hold my hand. Dark Souls 2 and Divinity were two of my favorite games this year.

But having a item that drops from a random encounter be an essential item that can totally screw you over if you don't pick it up/lose it kind of takes the cake. I've spent two hours now just literally pixel hunting and then going to the High Point vendor going through junk to see if he has it and I've found nothing.

Oh well, I guess Mordor comes out in a few days. It's too bad because I was really enjoying this game but I'm not starting it over, especially over something that seems pretty unfair to me.

Edit: Holy Shit. I found it. Thanks to the guy who mentioned hitting "Z" for highlights. I would have never seen it otherwise. Still think this was a pretty crappy and inconsiderate thing to do to a player with no real upside.
 

Dr.Acula

Banned
It can be tough, but you've really gotta pay attention to what you're picking up. Only certain quest items (specific to that quest?) are marked so. There are plenty of other items that can help or solve quests that are just average items... and it's up to you to sleuth out which is which. This even includes certain junk items.

This game - refreshingly or frustratingly - doesn't pull any punches.

I'm just glad vendors retain everything you give them. I've had to go back a couple of times and buy back items.

Edit: Holy Shit. I found it. Thanks to the guy who mentioned hitting "Z" for highlights. I would have never seen it otherwise. Still think this was a pretty crappy and inconsiderate thing to do to a player with no real upside.

Stick with it :)
 
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