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I agree with the first two, but heroism is useless if you die needlessly.
But, hey, I guess it's better to be 'heroic' and go toe to toe with the 50' giant then casting the hold monster spell so he can't move and you can beat him senseless.
I really dont have issues with the combat, sure adding fallout style location damage ina party based game does sound pretty interesting for maybe a future patch or mod, but as things stand it is fun and challenging at the harder difficulty levels. Once you get a hang of the different weapon types and understand their role combat becomes faster and much more strategic, the action themselves might be limited but proper tactics and character placement make a whole lot of difference. For example, all my chars have a role and my shotgun using leader stays back with the snipers to enchance their aim and lay down some lead, or having my medic with an admitedly weak gun (the AG center one) but with lots of low damage shots for finishing foes off, or packing a few explosives (which shound have their effectiveness tied to Demolition skill) for crowd control.
Maybe it could be better or more strategic, but after the first 15 hours or so shit get real when the robots start showing up and the humans start wearing armor, which does act as HP bloat but by that time your weapons and skill are more than up to it
All in all I am in oldschool hevan, savescuming the heck out of chests and having a blast
There are some good shootouts ,especially in bases. RSM prison interior, DBM secret base, mad monk base have some huge ass, chaotic, long fights. Including heavy gunners, graneders, turrets, ALLAHU EKBER suicide monks, snipers on higher ground.
It's heaven hell!
edit : Also honey badgers don't care at all really They are probably the largest HP sponge for a long time. Even some badass boss type robots have 500ish HP while that fuckers have 225 with 5 armor...
Game is really easy, I'm finding. I didn't run with a full party the first time around and did the quests in all kinds of fucked up order. Trying to take on bloat badgers and RSM with 5 characters is not a good time. With seven characters, most things never even touch you before they're bleeding all over the floor, tucking their guts back in.
Also 7.62, heavy machine gun chick with 95% accuracy at 24m. lol I love this game.
The more I play, the more annoyed I'm becoming with the combat. The AP cost of movement is the most obviously screwed up thing that is making any kind of strategy I come up with fall apart and devolve into samey close range fights. I really hope this gets addressed in a patch.
Cover and line of sight are still pissing me off in most fights, making things very unpredictable and again breaking down tactical gameplay. The RSM hidehout and Wrecker camp were fun places to fight because it was clear what was effective cover and what wasn't. A lot of the combat areas aren't like that.
Headshots are not a good option most of the time. IMO they should take +2 additional AP and suffer less of an accuracy penalty, because as is they just aren't usually worth the risk and don't add much to the gameplay. This would also help address the issue of snipers wasting half their AP every turn after 6 AP regular shots, making them not a very good weapon class.
I agree that the game is too light on tactical options, but it could be simple fun if the issues with the existing features are addressed. Expeditions: Conquistador had comparably basic combat, but I found it quite a bit more enjoyable.
The headshot should be toned down a little; giving you a 20% penalty and a 150% damage would make it may more viable for snipers, so I agree with the Marquess. I like melee especialy as an early game Option for saving bullets but would like a bit more flexibility to it. Maybe adding some 180 degree attacks for the longer weapons, or 2 space range would greatly enchance their usefulness, plus making them great for bottlenecking spaces in ambush.
I choose a little melee (bladed) as backup to my shotgun using leader and it is simply ok; the bleeding effect is not that common and the blunt weapon damage seems higher.
What I really would like would be some more variety, how come there are no spears, high tech bows or crossbows (with reusable arrows) or axes? Those would fit the western style of the game just fine and fit some of the native american characters
I've noticed that most of the combat areas are designed in such a way that there's almost no cover where the actual combat takes place. If you want to start combat with a long distance shot enemies will advance towards you leaving cover behind and then the combats occurs somewhere before all the quite obviously placed cover. Has that happened to you?
I've noticed that most of the combat areas are designed in such a way that there's almost no cover where the actual combat takes place. If you want to start combat with a long distance shot enemies will advance towards you leaving cover behind and then the combats occurs somewhere before all the quite obviously placed cover. Has that happened to you?
Quite a few times now, due to massive movement range, my plan for a fight is set up 2 snipers crouching as far back from the fight as I can, set up my riflemen in a similar fashion, and send 1 medium armour person with a high initiative to start the fight and run back, just so my snipers/rifle guys can actually user their range for more than 1 turn.
My favorite tactic is hanging my two snipers back with my leader to give them extra accuracy and provide support with his shotgun in case someone gets too close, while placing a spread group arround them with my heavy weapon specialist and Angela in ambush mod while the enemy gets peppered with sniper fire and having my medic with his low damage but low AP pistol finish off anyone who gets close, plus a few odd grandes for rushing melee enemies.
Heard some so so things about energy weapons and submachine Guns but after my first playthrough I want to try one of those options for the medic or as abackup for my leader instead of melee
All I do with my sniper when someone gets within melee is have him back up a few feet than he tends to high shoot %. If I have to I'll have my sniper take out the other team far range shooter and my melee/short range gunners take out enemies who are close.
Energy weapons are good. I haven't even gotten powerful ones yet. Submachine guns are awesome and do really good damage thoguh they eat up bullets fast. You certainly don't want two of them.
ROXXOR liked something about the game, added to my wishlist.
Waiting for the inevitable review by MetalCraze written straight from the Eastern Ukrainian trenches.
Now that I got to LA and I have stats and guns big enough that my dudes don't have 55% chance to hit for 5 damage, the combat turned much smoother, and every weapon finally feels useful, too (although that was the case since... Damonta?). Vulture's Cry also averages 95% thc on headshot now, as well, which means there's at least some choice of priorities to combat now when she can erase almost anyone with a single shot. Also, webgun means I can finally "disarm" high priority targets, WOT A SHAME THIS WASN'T AVAILABLE AT THE START WHEN IT WAS NEEDED THE MOST.
Hacking bots and calming animals with dong whispering is something very, very cool too. Although I was disappointed when I couldn't disarm explomonks in Titan
The difficulty was also krazy upped when getting to LA. The fact that I got lawnmowed by the first random encounter with angry nuns, and later another with cannibals, was p. neat. The cow-stealing cyborgs also needed a rather gratuitous use of explosives to dismantle (seriously, fuck that mob, it was what - 8, 9 cyborgs out there?)
And I think I can finally come to a conclusive impression on Wehstland 2 (even though I guess I'm around the middle?) - it's really damn fucking fine. Perfect it ain't, and it's got a lot of things that piss me off every now and again, and the start was kinda ehhh. But fuck me if this isn't addicting as hell, and I'll be damned if I say I don't love every single instance of silly 4th wall breaking humour, save scumming and exploiting this offers. It also has some pretty organic and unpredictable reactivity and C&C that I like a lot because it doesn't feel superforced into 'WHOA WHOA LOOK, WE HAVE CONSEQUENCES HERE SON' like a lot of recent games have done.