I like to arrange my guys in a shallow "U" or "L" with the snipers and other high-priority targets the AI loves to pursue in the center and my SMG and shotgunmen on the sides. The enemy charges straight into the killbox then runs out of AP for attacking, and I rake him with enfilade fire. Should any survive the hosedown, I flog them to death with my crowbars. At 2 AP per attack, you can lay out a lot of crowbar beatdown to remove distractions from your face, easily enough to finish off wounded foes.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.
Pistols are generally ineffectual weapons due to their extremely bad range and poor armor penetration. Due to the way the skill system works, they don't even really make an effective sidearm, since your sniper can't hit shit with the pistol even at point blank range. Given that you're going to have to invest a sizeable number of skillpoints in it anyway, if you must take a secondary weapon skill on a sniper, take crowbar. With some fortune and a weakened enemy, you might be able to bash an enemy to death with it with enough AP to still fire a shot, since you can take two crowbar swings on 10 AP and still have enough to fire a 5-6 AP snipe. If this hasn't killed him...well, you won't be sniping, but now you get an extra 3 more crowbar whacks.SMGs are friggin' awesome. The sniper is awesome.Melee is awesome. Pistols aren't as good, but I guess that's reasonable but I haven't gotten the uber ones yet. In later playthroughs I wouldn't bother with a pistol anyways since they use the same bullets as SMGs so it is better to horde those bullets for the superior weaponry.
Yeah, I think somewhere in there, enemies have absolutely insane AP values, because I have seen enemies that will run all the way from outside maximum sniper range, then begin stabbing your dudes. Not one dude, mind you. They run around crazily from dude to dude, stabbing them apparently at random. What the hell is with that?-Speed is hella broken, %70 of the enemies can run near to my sniper after alpha strike eventhough she shot them from max. range... I'm OK with flies and dogs doing that but not OK with armored robots, human enemies.
Gunner, if he has decent range on his gun, going rogue is not quite as bad as a melee or other short-range character going rogue, because a gunner that goes rogue likely simply fires at the enemy, and you were gonna do that anyway. If a shortrange character goes rogue, it suicides into the enemy lines. It can help if you cockblock them with wall of bodies so that they cannot simply charge the enemy lines as your front-liners are blocking the way, especially since the relatively poor stopping power of weapons has you lining up like musketeers anyway.Characters in LA have higher rogue chance. With my 6 leadership Ertan has %30 which I believe leaves him with %10 even 10 leadership. Heavygunner is the last person you ever want to go rogue.
Ah, the one thing which sounds totally realistic. I have personally witnessed this happen in real life several times. Your guys are not a military unit with a clear chain of command, and when an unruly band held together by a single leader without a clear chain of command has that leader bite it, it goes all to pieces.Also it become chaotic when my leader is down, all them leadership is gone and my only surgeon Rose goes mad a lot...
I think this is basically an AI defect there, where, if it isn't in range to attack something, it will immediately charge the enemy even if will still not enable it to actually attack since it will have no AP to attack with. The mechanic would be far less annoying if the AI wasn't so BAD. This same issue is why you need to intentionally construct a "cage" out of your teammates to block in your NPC followers who you need to stay alive. Otherwise, being that they are typically armed with pistols or melee weapons, they will immediately run out into the field screaming "LEEROY JENKINS!", and die.Going rogue is a fine mechanic, but WL2's implementation is just lazy and bad. The shit AI doesn't really help matters as 'rogue' members tend to utilize the same AI functions as your enemies which is, ostensibly, to run up to their opponents' faces.
Someone has to carry my luggage. Also, by NPCs, I was talking about the non-recruitable guys who follow you around as part of quests.People are actually playing with npcs? just take the 4 you make and start shooting!
Do your guys get more XPs if you don't take NPCs with you, or every body gets the same XP from quests nomatter how many person is in a party.People are actually playing with npcs? just take the 4 you make and start shooting!
I have not noticed any loss of XP from increasing my party size, so it is more or less advantageous to run a full party. This gives you slaves to run your non-killing-shit skills, freeing you to optimize your party more towards killing shit. The truth is you don't actually need that many shooters to deliver enough firepower, but it really helps to be able to construct a meatwall.Do your guys get more XPs if you don't take NPCs with you, or every body gets the same XP from quests nomatter how many person is in a party.
But the luggage! Who carries all that loot? It is heavy! I know I personally have regularly returned from runs in which I have to carefully divide all the items to keep everyone JUST within their weight allowance, and I've come back with loot loaded in there up to the very last pound. If I didn't have those extra 3 mules, I'd have had to abort the level early to unload the loot! Very annoying! Why do no games offer you an actual literal mule to carry your crap home on?Wouldn't know since I haven't played with any npcs except the non joining ones (like the guy who shows you where his radiation suits are).
Why do no games offer you an actual literal mule to carry your crap home on?
I thought of that shortly after I posted, but the mule in Dungeon Siege doesn't really count because it actually takes up a party slot (and offers you little in improved capacity over an actual partymember). It is therefore mostly a gimmick, rather than a true implementation of a mule.Dungeon Siege