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Wasteland Wasteland 2 Thread - Director's Cut

Nuclear Explosion

Guest
If you don't understand how both approaches are bad you are p. dumb. If everything is equally good under every circumstance and if some options area clearly better than others under every circumstance than all there is left is larping.

Of course this is purely theory since in practice PoE is unbalanced as fuck.
I don't think Sawyer ever intended everything to equally good under every circumstance. He wanted nothing to be obviously better (or worse) than everything else under every circumstance.

https://www.youtube.com/watch?v=ZGv_-a8GBhY
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The thing about balance in general is that RPGs usually allow you to improve your characters along so many axes of performance - stats, weapons, armor, other equipment, tactics, party composition, consumables - that many hardcore RPG players have become disdainful towards the idea of any single inferior option that isn't cripplingly inferior, because "who cares if weapon type Y is worse against this enemy than weapon type X, I can always improve a bunch of other stuff and get through the fight anyway, which means it's a false challenge."

In some ways the more complex an RPG is the more forgiving it tends to be, because for every aspect of your character that you neglect there are a bunch more that you can get about right and be "good enough".
 

Invictus

Arcane
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Divinity: Original Sin 2
Hey I actually prefer this setup of some weapons beign overall better than others; rifles are the jack of all trades and the overwhelming "best" choice but the other guns have their place too, perhaps not as the main damage dealers but as complementary weapons to complement your gameplay around them
If you rely only on rifles you can probably play the game alright but it probably wouldnt be much fun; weapons like the shotgun and the energy weapons were never mesnt to be the main weapon type for your party
Other than shitguns not having a proximity based multiplyer and big gubs feeling mostly like a waste of ammo I think the weapon balance is just fine. My doc character is both the handgun and energy weapon specialist and both options complement esch other perfectly for example... Now that is game balance Sawyer were you take 2 less than perfect options and make them work together to make a better experience
 

ArchAngel

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The fuck are you talking about? My WL2 Rose has high tier energy weapons and 10 levels in them, she still does shit damage.
If my FO1/2 character starts the game with turbo plasma and ~150% in energy weapons he will literally melt faces.
THE BALANCE AND OPTIONS ARE WORSE THAN IN FO1/2
So take two weapon skills and use as appropriate.

And in F1/2 you get Turbo Plasma Rifle late into the game, what do you do for your first 50 hours of playing?
 

Black

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So take two weapon skills and use as appropriate.

And in F1/2 you get Turbo Plasma Rifle late into the game, what do you do for your first 50 hours of playing?
Psst: there's no appropriate use of energy weapons in WL2 any more.
 
Self-Ejected

Excidium II

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Hey I actually prefer this setup of some weapons beign overall better than others; rifles are the jack of all trades and the overwhelming "best" choice but the other guns have their place too, perhaps not as the main damage dealers but as complementary weapons to complement your gameplay around them
If you rely only on rifles you can probably play the game alright but it probably wouldnt be much fun; weapons like the shotgun and the energy weapons were never mesnt to be the main weapon type for your party
Other than shitguns not having a proximity based multiplyer and big gubs feeling mostly like a waste of ammo I think the weapon balance is just fine. My doc character is both the handgun and energy weapon specialist and both options complement esch other perfectly for example... Now that is game balance Sawyer were you take 2 less than perfect options and make them work together to make a better experience
I don't think it's bad either in the DC. Rifles are the middle of the road between smg and snipers from what I've experienced. The weapon category itself isn't OP but since it's more versatile it's harder to screw up. I gave it to my leadership guy since I imagined he needed to be flexible about positioning for everyone to get the aura.
 

Black

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Robots? Have you seen best energy weapons in the game to claim that?
I stopped at Hollywood so I have some idea what the fuck I'm talking about, yeah. And assault rifles do better against everything, not just robots.
 

saltyshanty

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I stopped at Hollywood so I have some idea what the fuck I'm talking about, yeah. And assault rifles do better against everything, not just robots.

I'll spare you the numbers, but if you do the math, a Gamma Ray Blaster is about even with a G41 against conductive targets on a character with <11 AP. At 11, the GRB starts to outperform the G41, and even moreso at 12 AP. The G41 obviously has better range, but it also caps out at 8 armor pen.

Long story short, I wouldn't quite say assualt rifles are better against robots, but they are definitely close enough that I'd agree with you more than anyone calling ARs are weak against robots or EWs vastly superior.
 
Last edited:

Black

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One more thing that sets ARs way above energy guns is that they can take mods, which is huge.
 

saltyshanty

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One more thing that sets ARs way above energy guns is that they can take mods, which is huge.

I also might have forgotten to factor in AR's crit rate...

:shredder:

... which basically means that if you debuff a robot's armor, the AR is completely superior to EWs.
 

Invictus

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Divinity: Original Sin 2
Had a big gaming session tonight and the game feels definetly tighter, the AI isnt the smartest but now I noticed they tend to focus on wounded characters first, some added encounters in previously empty areas, some nicer character designs and while the game will never be a looker the new graphics and effects (especialy weather and reflections) make the whole thing come together. I really feel the pseudo vats is not very good but the quirks and perks are very nice additions which do warrant a new playthrough for veteran players
I have been avoiding getting new npc to join my party other than Vulture Cry and Ralphy to dodge the dissapearing henchmen but other than that it has been a blast
Planning to give this to the gf kid brother to save him from League of Legends too
 

Villagkouras

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Guys, help:

I have to go to Damonta, but first I need to find this Baychowski guy Red mentioned to give me radiation suits. It says he's in Ranger HQ in jail, but the door that leads to jail is locked. I think it should be open. I tried to talk to everyone in HQ, even typed Baychowski, but no luck. Is this a bug or do I miss something?
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Guys, help:

I have to go to Damonta, but first I need to find this Baychowski guy Red mentioned to give me radiation suits. It says he's in Ranger HQ in jail, but the door that leads to jail is locked. I think it should be open. I tried to talk to everyone in HQ, even typed Baychowski, but no luck. Is this a bug or do I miss something?
Are you playing in a console? If yes, there is indeed a bug for some people there where this door doesn't open.
It's going to be fixed with the next patch but you can also blast it with a LAW rocket if you have one, but be careful to not hit anyone..
 

Villagkouras

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No, I'm on pc with keyboard and mouse...

Edit: Well, apparently it's a bug even on pc. I have to click to use and never click on examine as it breaks the "use" faction.

Inxile cannot hotfix this because of consoles? That's so lame...
 

Slimu

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Divinity: Original Sin 2 Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
Two weeks ago I started playing for the first time Wasteland 2 (DC) and I like it very much. I wasn't really interested in min-maxing so I chose for each character attributes and skills that would match their role. I also gave each one of the members a quirk, just to enhance the role-playing part. Each character received a different weapon specialization (riffle, sniper, blunt and SMG) and right now they seem useful (after 14h). Regarding the graphics, they are good, but nothing great.
The camera was a little strange at first since it's almost above the rangers, but I got used to it.I avoided geting new followers since I don't want to loose them. I also had some crashes with the game using all the system's memory (8 GB), but after disabling shadows, the problem still appeared, but not that often.

Do you know when the patch will be released?
 

ArchAngel

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Two weeks ago I started playing for the first time Wasteland 2 (DC) and I like it very much. I wasn't really interested in min-maxing so I chose for each character attributes and skills that would match their role. I also gave each one of the members a quirk, just to enhance the role-playing part. Each character received a different weapon specialization (riffle, sniper, blunt and SMG) and right now they seem useful (after 14h). Regarding the graphics, they are good, but nothing great.
The camera was a little strange at first since it's almost above the rangers, but I got used to it.I avoided geting new followers since I don't want to loose them. I also had some crashes with the game using all the system's memory (8 GB), but after disabling shadows, the problem still appeared, but not that often.

Do you know when the patch will be released?
Between Now and End of Time.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
No, I'm on pc with keyboard and mouse...

Edit: Well, apparently it's a bug even on pc. I have to click to use and never click on examine as it breaks the "use" faction.

Inxile cannot hotfix this because of consoles? That's so lame...

Try with a LAW rocket if you find one... Supposedly there's a merchant popping out between Rail Nomads and Darwin that MIGHT sell that....
 

Doktor Best

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Feb 2, 2015
Messages
2,892
Also playing this right now after only playtesting it for 2 hours or so in vanilla version. I can definitely say it is a more than fine crpg that keeps me addicted way too much as i should focus on my studies right now.
 

Anthedon

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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
From the Steam forums, patch seems to be live now:

Director's Cut Patch 1 Release Notes
Today we are happy to release the first major update for Wasteland 2: Director's Cut on PC. This update is available on Steam right now. This release brings a number of bug fixes, balance improvements and a new feature in the form of official Steam Controller support (Steam only).

Note:If you experience issues after the update, please be sure to verify your Steam game cache files per these instructions:https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

Full notes can be found below.

Highlights

  • Fixed companions not spawning correctly at HQ after dismissing them.
  • Fixed disappearing Perks on companions after dismissing them.
  • Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
  • Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
  • Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
  • Perk and Quirk balance updates and improvements.

Known Issues

  • Some users may notice a memory leak while playing for longer periods of time. This is a known Unity engine bug and will be addressed in a hotfix in the near future.
  • Steam Controller support may not function correctly on some Windows 8, Mac or Linux systems. We are currently investigating this.

General

  • Fixed companions not spawning correctly at HQ after dismissing them.
  • Fixed disappearing Perks on companions after dismissing them.
  • Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
  • Fixed a bug which could cause Precision Strikes with melee attacks to not apply correctly in certain conditions.
  • Fixed a bug with Rangers sometimes running in place when conversation or cutscene stopped them.
  • Fixed a bug where Ranger running animation could stutter when playing with a controller at low framerates.
  • Fixed a bug which could cause killed enemies to respawn if the player manually saved over and loaded the AutoSave slot.
  • Fixed a bug where saving the game was greyed out after fixing the robot arm in the Ag Center Central Basement.
  • Fixed a bug where resetting keybindings to defaults and then customizing them immediately after could result in corrupt keybindings after restarting the game.
    User Interface
  • Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
  • Fixed a bug where male portrait snapshots weren't taking height of the character into account properly. Snapshots should now correctly show the character's face.
  • Fixed a bug where custom portraits would sometimes temporarily disappear from the portrait gallery.
  • Fixed a bug/exploit where Attribute points could be gained or lost permanently with certain status effects.
  • Fixed a bug which could sometimes prevent selecting certain skills in the Skills screen while playing with a controller.
  • Fixed a bug which could sometimes cause the Skills Radial menu to only show Lockpicking as a valid option while playing with a controller.
  • Fixed companion members showing conversation cursor while in the squad.

Audio

  • Fixed voice-over lines not playing in some conditions after returning to a location.
  • Conversation voice-over dialog now plays as 2D audio.
  • Bark voice-overs now play as 50/50 2D and 3D so they can be better heard at a distance.
  • Fixed Sniper Rifle reload sound on certain weapons.

Gameplay

  • Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
  • Fixed Meson Cannon not properly firing on the player.
  • Fixed Attack of Opportunity melee Perks from interfering with Ambush functionality.
  • Added some more Shovels to vendors throughout the game, just in case the player lost theirs.
  • Added missing Open tooltips to the Highpool Underground doors. Players were missing that the doors could now be opened simply by left-clicking on them.
  • Turned off Investigate Sounds property from the Rodia vendor guards near the gate. This was causing them to run around awkwardly if the player fired weapons nearby.
  • Lucky CON bonus on characters is now saved properly.
  • Fixed a bug where a cutscene sometimes wouldn't end in Temple of Titan the second time you visited Dr. Kyle.
  • Veteran characters are exported correctly on game end.
  • Veteran characters no longer get exported with missing clothes. They were being dealt a certain damage type in the endgame which also just happened to vaporize clothing.

Balance

  • Increased the effects of Manic Depressive to +2/-2 to Attributes, to make it a bit more compelling to select.
  • Reduced the effects of Disparnumerophobia to +1/-1 to Attributes.
  • Increased the Applied Force line of Perks slightly.
  • Increased time range for Animal Husbandry effects to take place.
  • Increased Tactical Positioning damage bonus slightly.
  • Increased the Whack-a-Mole bonus to Chance to Hit slightly.
  • Increased the Bomberman bonus to Area of Effect range slightly.
  • Increased the Long Arm bonus to Throw Distance range slightly.
  • Increased the Loose Change drop chance slightly.
  • Increased the bonus granted by Intimidating, Affable and Know-it-All, to make them more compelling to select.
  • Reduced the Improvised Explosives salvage chance slightly.
  • Removed Friendly Fire chance from Master Hunter entirely.
  • Fixed Bandit line of Perks to no longer affect Submachine Guns.
  • Increased the Bandit line of Perks bonus attack chance.
  • Opportunist now shows the correct bonus damage. The text was previously incorrect.
  • Increased the effective range of Opportunist bonus damage slightly.
  • Increased Big Game Hunter and Robophobic bonus damage.
  • Updated the Alarm Disarming line of Perks, Ghost and Quick Reflexes. Ghost is now placed at a lower skill requirement and Quick Reflexes now grants permanent bonus Evasion. This should make them more compelling to take.
  • Removed Conductive flag from Goat Hide Armor, since it's not made out of metal.
  • Improved some old unique weapons so that they are more worthwhile to use.
  • Removed an erroneous 1.2x Field Medic skill multiplier on Mysophobic. The flat bonus healing effects still remain as described.

Localization

  • Added Turkish localization. Thank you to Cem Filiz and the Crewals localization team for their kind efforts.
  • Localization updates to in-game text. Thank you to our player community for these improvements.
  • Misc. typo and localization fixes.
 

Drudkh

Learned
Joined
Nov 2, 2015
Messages
111
This is impossible, at least not without tuning assault rifle damage numbers so low as to make them feel awful

True, yet that still doesn't keep me from temptation in making optimal builds in which pistols will always be passed over unless i want to me a masochist for no good reason.


Yeesh, I just randomly picked this because i couldn't import my own avatar. Still, i can't help but feel like the other guy should change avatars tho, try on something new and what not.
 

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