JumpJeff84
Member
Couple of hours in, I'm playing on easy. No shame at all.
Really? Takes a couple of seconds from an SSD. Hasn't been an issue for me at all.
So, how big is the Ag Center compared to the overall game? Because I've been in here for 6 hours or so and I'm not even done yet.
Last night I read that even with patch 2, Hollywood still has a ton of problems. I was going to ask if I should wait until patch three to get through Hollywood (I just upgraded my rad suits). But if you have already finished the game twice I guess I can get through it.
That's somewhat reassuring. Not that I'm not enjoying the game (I am, a lot) but if that was just an average dungeon out of dozens the size would be somewhat intimidating.It's probably the biggest "mission area" that isn't a town.
really. it takes 10-15 seconds every time I load a save. also when I start playing and I load the save for the first time it takes something like 30 seconds.Really? Takes a couple of seconds from an SSD. Hasn't been an issue for me at all.
First run was before patch 2, had some issues (mostly game crashing) but the second run was after the patch and i had no real issues. Hollywood is a great area with a lot of outcomes.
This game is so good.
That's somewhat reassuring. Not that I'm not enjoying the game (I am, a lot) but if that was just an average dungeon out of dozens the size would be somewhat intimidating.
Actually, I take that back, I hate theThe Rail Nomads camp, the quest was unclear...and the worst part about it is how they took the...well...pretty racist route of painting Native Americans as foolish warrior types. It would have been much better if they did something like...Native Americans have one of the few stable outposts in the desert, something different, not this.
ahhhhhh ok I'm thanks for informing me!They aren't actually Native Americans. They just think they are, because they took the names from the name of the railroad whose tracks/trains they ride around on, and thus act more like parodies of the real thing than the real thing.
I think this was actually more obvious in the original game.
http://wasteland.wikia.com/wiki/Rail_Nomads
Yes, even if I enjoyed the combat overall, some more fighting options other than optimizing the balance between damage output and damage taken and the following change in enemy behaviour would've been nice.Really the only thing I dislike so far in the game is the lack of meaningful strategic choice in combat. Coming off Divinity:OS, this would have been a tall order for any game, but I really think that in the realm of turn-based RPGs WL2 -- at least so far -- is on the lower end of strategic depth.
For example, I felt like I had a lot more decisions to make in combat even in Shadowrun Dragonfall or Blackguards, no need to take out the big OS hammer. In WL2, so far, it basically boils down to this almost every turn on every character: if enemy close, move back; if not crouched, crouch; if enemy in range, shoot until out of AP; else, ambush.
I think realistic/s-f/post-apoc RPGs, especially turn based strategic ones with a party, need to work extra hard to introduce variety in combat (since they don#t have magic).
They couldn't just get away with adding stuff and changing the enemy ai, they'd probably have to rebalance all the fights in the game or at least a good chunk of them.I wonder if they'll patch in a more complicated battles system. Maybe not because they're working on Tides. Or Pillars? Whatever the one they're working on is.
same. there should be another ending for that, but I haven't checked it so I'm not sure.I'm not sure if it's even a real option, but I'm kinda tempted to joinMatthias.
There's no two-ways around it: Unity's done this game no favours."I wish they would've used the Unreal engine."
LOOOL
Was this mentioned?
https://twitter.com/BrianFargo/status/524980466902769664
Next patch may include a New Game+ mode.
The clunky party control still prevents me from enjoying this game as much as I should. The inability to control formation makes the transition into combat mode painful sometimes and when you just want to reload or swap weapon on one character but forget to go into single character mode (or whatever it's called) it's just... ughh.
But maybe that's just me. I haven't heard anybody else complaining about it.
I just spent around 10 hours playing this (with a few breaks of course). I think that means it's good.
Combat is still too samey, but the rest of the game carries it, and at least there's a bit more significance to positioning with the accuracy / burst shot damage / friendly fire tradeoff.
wait, how does that make sense? I meanDid I completely fuck up my endgame? ((
Yeah, so, I kinda helped Mathias. I wanted to see what his quests were all about and just kept going with it for a while, since most of his demands were something I had already done while cleaning this or that area anyway. I did not, however, kill lieutenant Woodson for him, which was supposed to be the final task. And yet ... if I go to Seal Beach I get the instant nuclear explosion ending. How come? I guess I shouldn't have accepted to kill Woodson and told Mathias to fuck off in Hollywood?
EDIT: Yep, that was it. Fortunately I saved right before agreeing to do that and was able to tellto fuck off.Mathias
Brute force is a pretty weird skill. It's one of those extraneous skillsets that are just kind of there as bloat, alongside the split between safecracking/toaster repair. Should just tie bashing down walls to strength. In general I wish there was more interdependency between character attributes and actual skill usage, with the most basic being the three talk skills.
The clunky party control still prevents me from enjoying this game as much as I should. The inability to control formation makes the transition into combat mode painful sometimes and when you just want to reload or swap weapon on one character but forget to go into single character mode (or whatever it's called) it's just... ughh.
But maybe that's just me. I haven't heard anybody else complaining about it.
Brute force is a pretty weird skill. It's one of those extraneous skillsets that are just kind of there as bloat, alongside the split between safecracking/toaster repair. Should just tie bashing down walls to strength. In general I wish there was more interdependency between character attributes and actual skill usage, with the most basic being the three talk skills.
wait, how does that make sense? I meanI was expecting to see a complete different ending from that long quest but I guess not.as soon as you reach Seal Beach the nuke goes off .. because?
I'm not that far into the game, but (despite my other criticisms about the battles) I'm not seeing this. Rifles are powerful, but SMGs outperform them in close-range single-target damage output, shotguns have higher damage against groups and energy weapons work much better against heavily armed targets.Rifles pretty much dominate every other weapon in just about every situation.
I'm not that far into the game, but (despite my other criticisms about the battles) I'm not seeing this. Rifles are powerful, but SMGs outperform them in close-range single-target damage output, shotguns have higher damage against groups and energy weapons work much better against heavily armed targets.
Shotguns proved to be useless at later half of the game though. It have low armor penetration AND low raw damage. The latter doesn't make any sense because each shot would only deal like 26-40 damage (with good shotguns to boot) per shot against enemies with 200 hp.
I dunno where you are, but a certain point my rifles started hitting at just under 50 meters for at least like 150/200, a 40% crit chance and about 125% accuracy. And this is against the heaviest armors in the game.I'm not that far into the game, but (despite my other criticisms about the battles) I'm not seeing this. Rifles are powerful, but SMGs outperform them in close-range single-target damage output, shotguns have higher damage against groups and energy weapons work much better against heavily armed targets.
As for INT, after reading the attribute descriptions for all attributes and thinking about it during character creation I made 4 characters with 8 or 10 int and 1 luck each. Haven't regretted it so far. Certainly not a game where "rather lucky than good" applies
I dunno where you are, but a certain point my rifles started hitting at just under 50 meters for at least like 150/200, a 40% crit chance and about 125% accuracy. And this is against the heaviest armors in the game.
The deathzone projected by them was pretty much a meatgrinder extended for a ridicolous range.
Yeah... it becomes rather clear almost halfway through the game. Where I'm at, AR's are far and away the best weapon, superior in all respects. The only other useful ones are energy weapons and sniper rifles... sometimes.
How is dealing 240dmg with a single sniper shot (headshot mode, 90-100% accuracy) useful only sometimes, across one third of the map no less? I've been using the .50cal sniper for most of the second part of the game and it's been great.
uh, not really. there is a difference between having armor and not having armor when you take damage from bullets, same goes for energy weapons.Armor means nothing in battles. It's either not worth the cost and later on it's actually detrimental.