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Wasteland Wasteland 2 Thread - Director's Cut

Black

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I bought a Neutron Projector for that mutant girl from Darwin Village and I'm cutting through robots & God's Militia like butter with it. Two shots per round, ~110 points of damage per shot with a 38 meters range thanks to a modification. Your move, creep.
16415.jpg
 

Razor

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Sep 22, 2014
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I think it's quite obvious this is some kind of bug, not necessarily bad AP count but more likely borked internal stats for combat speed.

Actually, I'm starting to suspect it may be bad AP count of sorts, because I initially climbed that tower in the upper left-hand corner of my composite screenshot and had three of my guys initiate combat with two sniper shots and an AR burst against one of the DBMs down below.

The other three DBMs responded (quite logically) by huddling against the side of the canyon to get out of LOS, and then they went into ambush mode.

My guess (and it's not a great guess, just half a suspicion) is that their unused AP aren't capped, and continue to accumulate until they decide to use them... but only for movement, it seems. They can never shoot 4-5+ times in a row, for example.


Hmm, might be it. Although for AP to accumulate they would need to pass on some turns. For example in the Prison area I have had RSM heavy gunners just casually walk over 40 grids right next to my snipers. This was in their first turn. All in all it just seems a cheap mechanic to give melee some edge against ranged. You know, that the player party could not just pick them off from a distance. Although this would not explain why HEAVY MG-s in relatively heavy armor (for that area and level), which should be big and slow, can just casually walk up to me.
 
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Found an interesting quote from Brian, it was a shame that this feature got cut:

"Players will be able to create a character from scratch or choose a military occupational specialty (like corps of engineers) which will set the base stats and skills. But even then the player can continue to tweak the skills and attributes the way they want. There will be over 30 different skills that the player uses to customize themselves with. The ranger squad that the players creates are wholly under the control of the player. This is more classic role playing however the NPCs that join the party will not be under full control which means they waste ammo, steal from the party, open fire on people and potentially cause havoc for the rangers. Players won't always quite know what they are getting when someone joins up."
If you go full PR speak all of this is in the game, it just isn't really as dynamic as it was boasted.
Scotchmo does steal from the player, Angela will shoot an NPC and there is nothing you can do about it, Rogue NPCs will cause havoc for the player, they don't seem to consider things like CtH when shooting over their allies, often friendly firing and wasting ammo.
It obviously doesn't compare to the picture Fargo painted, but it's all there.. lol
 

Cyberarmy

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Divinity: Original Sin 2
So, saving skill books until you're 9 point into skills seems like the best idea.

Yup, 8 skill point fukkin saved. But know that there is only one weapon skill book in game and its for brawling and there are some books unavaible to you depends on choices. For example ,you miss medic book if you choose AG center or miss Outdoorsman if you choose highpool.
 

Zetor

Arcane
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Budapest, Hungary
Yeah, I also suspect that AP accumulation and/or combat speed doesn't work properly for NPCs. I saw some enemy raiders charge across 30+ squares (both in the first turn and after spending a few turns idle due to blockage at a chokepoint) to reach my group. Another time a friendly NPC was stuck behind my characters and kept passing his turns; when I moved one of my characters to let him through, he rushed into pistol range of the enemy immediately.

Another annoying thing (and probably not intended) is how the engine handles separate rooms/doorways, especially in combat. Frequently I have no view into the fog-of-war through an *open* door, and have to move my dude at least 1 tile inside to see it from the inside; on the other hand, I've had instances where enemies were visible through solid walls (even in unrevealed rooms, or rooms obscured by fog-of-war). You also can't move past doorways diagonally, so if a character or enemy stands at one side of a doorway, your other characters (especially melee) are SOL. LOS is also screwy in general when doorways are involved.

Enemy AI handles indoor navigation very poorly too. For example, the casino in Rodia looked like this:
Code:
_____________
|     |     |
|     |     |
|     |     |
|           |
|     |     |
|     |     |
|__ __|_____|
I set up my group outside the exit; I should have had no LOS or vision inside any of the rooms except a few narrow cones in the left room from my snipers. The 3-4 Jerks in the left room swarmed me (as they should), but after dispatching them, I noticed about 5-6 Jerks in the right room (through the wall, see above) huddle around the southern wall from the inside! As it turned out, the door between the two rooms was open, but they didn't capitalize on it and just tried to rush my position through the wall.
Eventually one of them would save up enough AP to go around to the exit and get gibbed by the ambushes. After ~2 such kills, I decided to go in the left room with my 2 melee characters, at which point the rest of them realized that they can actually attack me, and finally entered the left room to attack my melee...
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Where in LA can I find new brawler weapon so my char would stop doing 0 damage?

There is an area south of Santa Fe Springs where you help a man to find his dogs. There are some scraps there guarded by robots and one of them is gives high level random weapon as high level loot, you can get a dragon claw from there. And a trader with a mdeci should appear after you solve first quest outside Santa Fe, he sells brawling eq. but lower leveled than dragon claw.

I think there's also a nice loot in the unlockable shed next to the Meson Cannon. You have to walk up to the door with the guy with the big red target over him and let the Cannon shoot. It will blast the doors. (The same situation is in the Salt Lake Part, during the ambush).


I bought a Neutron Projector for that mutant girl from Darwin Village and I'm cutting through robots & God's Militia like butter with it. Two shots per round, ~110 points of damage per shot with a 38 meters range thanks to a modification. Your move, creep.

Yep, problem with that is:

This is the best energy weapon in the game. Seriously. There are still many dozens of hours of gameplay ahead of you but you'll never find a better one.

So, saving skill books until you're 9 point into skills seems like the best idea.

Not really. Vast majority of non-weapon skills don't have to be maxed to 10 since they have corresponding trinkets that will rase them by 1 - 3 extra points. I think the only trinkets I didn't find was for Computers and Alarm Disarming. And the latter is useless anyway.

But the books are definitely worth saving for when the skill start to cost 6+ points.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,405
All this talking of bugs made me stop my playthrough, better wait for a few patches to avoid frustration later.
 

Cyberarmy

Love fool
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Divinity: Original Sin 2
I bought a Neutron Projector for that mutant girl from Darwin Village and I'm cutting through robots & God's Militia like butter with it. Two shots per round, ~110 points of damage per shot with a 38 meters range thanks to a modification. Your move, creep.

Yep, problem with that is:

This is the best energy weapon in the game. Seriously. There are still many dozens of hours of gameplay ahead of you but you'll never find a better one.

Gamma blast ray is really good too, 270+ damage with bursts.
 

bozia2012

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Gamma blast ray is really good too, 270+ damage with bursts.
Scotchmo's weapon of choice (along with a certain double-trigger shotgun) :)

Any luck blunt weapons? I wanted one character to specialize with a versatile melee weapon, W2 being a post-apo game etc. So far all blunt weapons are shit. Ran with pipe most of Arizona - then found baton, wrench and unique hammer, all almost at the same time. All deal weakass 30 normal / 60 crit, when Ralphy crits with rebar fist for 110!

Wrench is kinda decent because of 2 PA attacks (leather grip).
 

Zetor

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Plasma hammer and makeshift mace are ok. I don't like the concept of "endgame" weapons requiring so much more AP to swing/fire, though. (handguns are especially ridiculous in this regard. Why does the M1911 cost 6 AP to fire, again?)
 

bozia2012

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Plasma hammer and makeshift mace are ok. I don't like the concept of "endgame" weapons requiring so much more AP to swing/fire, though. (handguns are especially ridiculous in this regard. Why does the M1911 cost 6 AP to fire, again?)
Got the mace yesterday, but yeah - can only make 1 swing per turn. Constantly falling into this trap - upgrading a weapon and learning 20 minutes later that they have idiotic AP requirements. Baton is slower than a wrench? Some revolvers are 2 times slower than pistols? Yes, I'm a dumbfuck - the AP cost is written in the tooltip.

They could add alt fire modes and debuff descriptions though.
 

Bradylama

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Oklahomo
The AP costs of projectile weapons is supposed to reflect their recoil, so the M1911 is supposed to have a high AP cost because you're firing .45 caliber ammo. It doesn't always make sense, though.

Yeah, I also suspect that AP accumulation and/or combat speed doesn't work properly for NPCs.

This movement bug is especially annoying in the Canyon if you intend to piss off the Mad Monks. Suiciders can chase you down from halfway across the fucking map in one turn. You've gotta wait for them to start up the detonation sequence before you can even get away. The up side to this is that Brother Shapiro will follow you all over the map even if you didn't tell him to follow you while you run around escortless in the temple, wiping out the raiders.
 
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circ

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Great Pacific Garbage Patch
I fucked up on getting Gamma Ray Blaster - still on the same playthrough, but, Death Ray is the better energy weapon over Neutron Projector. Death Ray is threshold 6, Projector just 5.

Death Ray can be bought from Rambeaux or whatever the french guy gun salesman in Hollywood is. Also if you take the back entrance to his shop, you can loot a Plasma Hammer from a box (alarmed/trapped etc). Armor Penetration 10 blunt weapon that kicks ass. There's also another Death Ray for sale from the church salesman I think and possibly from the arms merchant/farmer you save early in LA from honey badgers.
 

Bradylama

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Yes, the lower the Threshold the better. They wouldn't want Death Rays to be OP against goats, after all. The Gamma Ray Blaster and both Tier 6 energy weapons are better than the Neutrino Projector for different reasons.
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Death Ray is definitely not better, my 10AP guy with the NP can shoot twice per round for about 240 - 260 dmg total, at the cost of two energy rounds. Death Ray has slightly higher dmg per shot but cost 6AP to fire. And getting 12 AP for a character is a lot more difficult than 10AP.

As for the threshold, I'm not sure actually. The description says "Damage below the threshold has 2.2 multiplier". Which would suggest you want the threshold as high as possible...

...or am I shizzling my nizzle here? :?


Can anyone tell me why the fuck many areas have only one exit? Like, you're in Atchinson or whatever area and want to leave to the world map- HAVE TO GO ALL THE WAY THROUGH TOPEKANS TERRITORY IN ORDER TO EXIT.
WHAT THE FUCK sea

Yeah, holy fuck that was annoying. I so wished there was an option to summon a worldmap and just exit instantly, from anywhere in a given area, providing it is "clear".
 
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Black

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Can anyone tell me why the fuck many areas have only one exit? Like, you're in Atchinson or whatever area and want to leave to the world map- HAVE TO GO ALL THE WAY THROUGH TOPEKANS TERRITORY IN ORDER TO EXIT.
WHAT THE FUCK sea
 

bozia2012

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Can anyone tell me why the fuck many areas have only one exit? Like, you're in Atchinson or whatever area and want to leave to the world map- HAVE TO GO ALL THE WAY THROUGH TOPEKANS TERRITORY IN ORDER TO EXIT.
WHAT THE FUCK sea
Yeah, at least the could add a straight-to-map buttan once the area is "safe".

PS Lolz at Tinker and her 10MHz 8086 - no match for my heavy-gunner/hacker.
 

circ

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LOLOL at that tweest/reveal at the factory. It's like the writer when to basic level plot twist school and is now proudly showing off the fruit of their labors. I was all like - dude, whatever. You're dead either way.

And here I thought MULTIPLE EXITS OUT OF AREAS ARE FOR CASUALS LOLOL.

EDIT: and another scorpitron. Fuck. WELL PLAYED SIR WELL PLAYED.
 
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bozia2012

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Yeah, dropped sledgehammer from random encounter - more dps, less AP than mace. 200 crits!

Proof that whining on forums works.
 
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undecaf

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Shadorwun: Hong Kong Divinity: Original Sin 2
I fucking hate Damonta... It's dark, messy and almost empty, I'm supposed to hunt down some cows, grind through a fuckton of robots who don't drop anything worthwhile, find a drunkards "treasure", help the water merchants... again, god knows what else awaits there. Ranger team Echo's about to bail the fuck out unless something really interesting happens... Let these miserable people and their cows die.
 
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bozia2012

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I fucking hate Damonta... It's dark, messy and almost empty, I'm supposed to hunt down some cows, grind through a fuckton of robots who don't drop anything worthwhile, find a drunkards "treasure", help the water merchants... again, god knows what else awaits there. Ranger team Echo's about to bail the fuck out unless something really interesting happens... Let these miserable people and their cows die.
There's a nice warehouse in the NE corner :)
 

circ

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Um what the fuck?

Ok I exited the map after killing Matthias and his cronies and took some a door leading up, which turned out to be next to the Citadel helipad. So Mercaptain was waiting at the helipad, aggro, and now Vargas was aggro too? Um is that supposed to happen?

EDIT: fuck it I don't care anymore.

dJ6FToT.jpg


Aw yeah. Also jesus fuck InXile, I would think not having bugged ending slides would be kind of a priority. Nothing matches what I did. Nothing.

Anyway, now that it's over. Where's the amazing writing we don't see from AAA studios? I got more character development and detail in fucking Skyrim, and yes I read everything atleast once.
 
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