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Wasteland Wasteland 2 Thread - Director's Cut

eXalted

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Dec 16, 2014
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Do the locked containers always have random loot?

Been savescumming after each failed attempt but it seems there is nothing unique in them. If that's the case I can just stop doing this.
 

KeighnMcDeath

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save-scumming.jpg
 

Infinitron

I post news
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Codex Year of the Donut 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
Do the locked containers always have random loot?

Been savescumming after each failed attempt but it seems there is nothing unique in them. If that's the case I can just stop doing this.

Depends on the container type. It's worth savescumming weapon crates to get the weapon types your party uses, and safes if you're looking for certain trinkets or weapon mods.
 

mastroego

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In NuXcom save-scumming can be turned on optionally at the start of the campaign.
In Long War at least
 
Last edited:
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Man... i tried playing this game for the 8th time after Wasteland 3 which i really enjoyed. This is such garbage. Obviously its many flaws are even more obvious now that I have context, but man, how did an industry veteran like Fargo didn't realize them at the time? I say this not because I want to feel smug, but because I deseparately want more Wasteland... and 2 is just not worth the time.
 

Old One

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I finally finished this last week. It was pretty good.

I think the main problem I had was with the camera. It works okay, but I constantly felt the need to adjust and readjust the position, which was a drag.
 

KeighnMcDeath

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Its funny, I was watching a video on Army Men franchise and Sarg's Heroes reminded me a little of wasteland 2 assets.
 
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Shitty Kitty

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So after neglecting W2DC in my library for a while I'm picking it up again and playing it through mostly blind. Something I'm noticing so far is that Heavy Weapons is... not very impressive, mostly because I have yet to find anything beefier than the starting Ma Deuce. Is HW something worth sticking with? Is it something more like FO2's Big Guns where it's better as a later-game Tag skill/otherwise completely ignorable?
 

razvedchiki

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well HW suffer from 2 things
- hungry for ammo (especially if you use assualt rifles for the rest of the squad).
- high jam chance because of the higher number of bullets per burst.
otherwise they are a decent weapon to use until the end where you can get some really good ones ( minigun).
 

Zombra

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Is HW something worth sticking with?
I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.
 
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Shitty Kitty

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Is HW something worth sticking with?
I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.
Yeah I'm already noticing the Assault Rifles specialist being better at fire support/ambush tactics because of the lack of a mobility nerf on ARs compared to HW, and given how ammo is already starting to get a bit scarce I'd rather feed my 5.56 to them instead of the HW specialist.
 

cvv

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Is HW something worth sticking with?
I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.
Yeah I'm already noticing the Assault Rifles specialist being better at fire support/ambush tactics because of the lack of a mobility nerf on ARs compared to HW, and given how ammo is already starting to get a bit scarce I'd rather feed my 5.56 to them instead of the HW specialist.

Assault Rifles are p. much the only weapon you need in DC. If you play on Normal or lower difficulty and wanna minmax, just give everyone an AR and go to town.

On higher difficulties you wouldn't be able to find enough ammo so you have to diversify. Melee builds are great (especially punching and blunts, slashing not as good), HW is not great/not terrible. Pistols only if you're low on other ammo. Energy weps are situational, not very useful IMO, and shotguns were ok in vanilla but were completely destroyed in DC.
 

sebas

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Strap Yourselves In Codex Year of the Donut
Having just finished a playthrough I really recommend a Brittle Bones 16AP sniper, he was by far and away my main damage dealer. Otherwise high Initiative ARs rock.

I tried out an SMG Psychopath combat medic and it turned out great, not that far behind an AR. I also recommend 1, and exactly 1, EW user since it's the best weapon for Precision Strikes debuffing (plus big boi damage on conductive armor, of course). One with Way of the Squeezins would probably be pretty awesome all around.

I didn't really try HW but even on paper it's clear you can't do anything with them at least until Damonta. Even then they are probably just meh. Shotguns are simply useless in DC unfortunately.
 
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Shitty Kitty

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Pistols only if you're low on other ammo.

Pistols are good for finishing targets, you can finish more enemies per party member if you have a pistol guy and some luck.
The one character I have with Opportunist specializes in pistols and she's REMARKABLY good at cleanup on wounded enemies.

Also doing 2 parallel runs, one that goes to Highpool first and one that goes to Ag Center first and... holy fuck these skill checks in Ag Center. What the fuck? Might be a case of "scripted failure to advance plot but not really" but I don't know how the fuck I'm expected to make a 12 percent roll to save this dude without savescumming like a madman. I get the impression the Highpool path is more for combat-monkeys and the Ag Center path is more for people who pumped the hell out of various skills instead of making themselves into super-killers.
 

sebas

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Strap Yourselves In Codex Year of the Donut
The last thing you wanna look for in this game is gameplay balance. There just isn't any. Yeah DC improved some of the launch flaws but keep in mind the bar then was running without any armor on.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
 

CootKeeper

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The last thing you wanna look for in this game is gameplay balance. There just isn't any. Yeah DC improved some of the launch flaws but keep in mind the bar then was running without any armor on.

Well I wouldn't say that armor is completely useless. When you wear light armor and spend 4 skill points in weaponsmithing, you can gain the tinkerer perk which gives you +1AP. My four girl rangers now sport that perk.
 
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Shitty Kitty

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Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.
Yep, I completely understand. They really made an effort to make failure okay here, and there's lots of hilarious scripted stuff for when you fuck up, that 99% of players will never see because we're all so conditioned. Be part of the elite!
 
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Shitty Kitty

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Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.
Yep, I completely understand. They really made an effort to make failure okay here, and there's lots of hilarious scripted stuff for when you fuck up, that 99% of players will never see because we're all so conditioned. Be part of the elite!
Actually wonder if it wouldn't be a better design choice to hide all skillcheck %s - would discourage scumming. Maybe characters with Perception could say "yeah this looks like a long shot/sure thing" but you attach numbers to something and it starts swinging more towards powergaming and less towards roleplay.
 

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