Turan Khan
Literate
- Joined
- Oct 14, 2014
- Messages
- 26
Woa, really great post#151, McElio. Thanks a bunch! That clarified a lot of things for me, actually.
For a 7-man party, a 10int/10Cha skill mule REALLY makes sense and I agree. Believe me I want to do that. However for a 4-man party, having 1 non-combat character is too detrimental, imho. Thus, in this case, I follow ehrgeix's Charisma character build: EW leader (2 1 6 4 8 4 3 - 8 AP, 15 CI) // EW[2], Perception, Leadership, Weaponsmithing.
Also, I spread out the oft-used skills more or so evenly among my 4-man commando, each getting two high-throughput skills. Why? Because all my team has just 4int, thus only able to max out 4 skills, and thus I wanted to spread the highest xp-giving skills more or so evenly among the four. My leader has Perception+Weaponsmithing that gives good xp. My sniper-2 has Demolitions-2, Alarm, and Lockpicking that arguably gives the most xp, relatively to my other four, because I'm fearing with just one shot per round, she won't get much xp. My AR-2 medic has Field Medic-2, Surgeon, and Safecracking. And my Brawler-2 has Computer Science-2, Mechanical Repair, and Toaster Repair. I went with just ONE weapon skill, but pumped two points into it. I mean they can STILL use other weapons like SMGs for my EW and it'll be painful in the beginning but once an EW battery ammo is high enough and a better EW weapon is found, it should be smooth sailing. I just find the three points into SMG largely a waste on EW ranger.
For a 4man team, I think that going 2 Brawlers is too much, so I agree with McElio on this one instead of ehrgeix. On the flipside, for a 7-man party with CNPCs, then yeah ehrgeix suggestion of going with 2 Brawlers and 3 Ranged and then just adding 1 more CNPC Brawler makes perfect sense. For a 4 man team, 1 Brawler is just enough with the rest 3 ranged. My ranged are 1 EW, 1 Sniper, 1 AR for Ranger difficulty. For SJ, 1 EW and 2 ARs or just all three ARs lawls.
Yeah, a Melee playthrough should be possible... but for that Blunt and Bladed MUST need a buff, imho. Also, I think the way to make EVERY weapon alluring is to add more powerful effects to each like debuffs and such. So it's as much a question of style as useability, but not min-maxing like it currently is. Also, can't wait for mod tools to implement katanas, flails, spears, bows, crossbows, dartguns and many other weapons that aren't in Wasteland 2 yet. I feel like the weapon selection is rather limited.
You know McElio, you've convinced me on your Brawler build, I'm going to roll with yours [4-1-2-10-10-4-1] instead of ehrgeix Brawler [2-1-4-6-10-4-1]. Ehrgeix, does your Brawler able to put out the same nearly 800 damage/400dmg SJ with Strength at 6?
I kind of like the idea of both Speed and Strength at 10 and Brawling at 10, making a really powerful tank character, damage-sponge for my 4-man party. At just 6 strength, I don't think it'll be as felt as at 10.
For a 7-man party, a 10int/10Cha skill mule REALLY makes sense and I agree. Believe me I want to do that. However for a 4-man party, having 1 non-combat character is too detrimental, imho. Thus, in this case, I follow ehrgeix's Charisma character build: EW leader (2 1 6 4 8 4 3 - 8 AP, 15 CI) // EW[2], Perception, Leadership, Weaponsmithing.
Also, I spread out the oft-used skills more or so evenly among my 4-man commando, each getting two high-throughput skills. Why? Because all my team has just 4int, thus only able to max out 4 skills, and thus I wanted to spread the highest xp-giving skills more or so evenly among the four. My leader has Perception+Weaponsmithing that gives good xp. My sniper-2 has Demolitions-2, Alarm, and Lockpicking that arguably gives the most xp, relatively to my other four, because I'm fearing with just one shot per round, she won't get much xp. My AR-2 medic has Field Medic-2, Surgeon, and Safecracking. And my Brawler-2 has Computer Science-2, Mechanical Repair, and Toaster Repair. I went with just ONE weapon skill, but pumped two points into it. I mean they can STILL use other weapons like SMGs for my EW and it'll be painful in the beginning but once an EW battery ammo is high enough and a better EW weapon is found, it should be smooth sailing. I just find the three points into SMG largely a waste on EW ranger.
For a 4man team, I think that going 2 Brawlers is too much, so I agree with McElio on this one instead of ehrgeix. On the flipside, for a 7-man party with CNPCs, then yeah ehrgeix suggestion of going with 2 Brawlers and 3 Ranged and then just adding 1 more CNPC Brawler makes perfect sense. For a 4 man team, 1 Brawler is just enough with the rest 3 ranged. My ranged are 1 EW, 1 Sniper, 1 AR for Ranger difficulty. For SJ, 1 EW and 2 ARs or just all three ARs lawls.
Yeah, a Melee playthrough should be possible... but for that Blunt and Bladed MUST need a buff, imho. Also, I think the way to make EVERY weapon alluring is to add more powerful effects to each like debuffs and such. So it's as much a question of style as useability, but not min-maxing like it currently is. Also, can't wait for mod tools to implement katanas, flails, spears, bows, crossbows, dartguns and many other weapons that aren't in Wasteland 2 yet. I feel like the weapon selection is rather limited.
You know McElio, you've convinced me on your Brawler build, I'm going to roll with yours [4-1-2-10-10-4-1] instead of ehrgeix Brawler [2-1-4-6-10-4-1]. Ehrgeix, does your Brawler able to put out the same nearly 800 damage/400dmg SJ with Strength at 6?
I kind of like the idea of both Speed and Strength at 10 and Brawling at 10, making a really powerful tank character, damage-sponge for my 4-man party. At just 6 strength, I don't think it'll be as felt as at 10.
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