Tips and tactics Wasteland 2 (Wasteland 2)
Decided to share the experience on the game. It may be interesting to those who starts the game. Who can add something useful - please share any useful experience.Tips
1. Prior to receiving access into the Base Ranger (BR) should collect the following valuable items:
1) literally shit - yeah, still any (cow, mouse, etc.):))) In BR is the trader that is at a good price will take it;
2) pain - similar to point 1);
3) broken weapon parts - same as item 1)
2. How to get rich? Elementary. There is a useful skill - Armorer. On the Basis of Rangers is helpful gunsmith who buys Broken weapon parts for 14$ apiece. Hiking in the Badlands of the captured weapons break for the sake of the valuable parts of modifier, and the balance break for Broken weapon parts, which they sell to shopkeepers. For example, found the rifle, which is 81$ and it will sell. Cool? No. Dismantle, get a Broken weapon parts and sell them. On 5 LVL skill of Guainia I get about 6 to 10-12 items (F5 to F9 to help). 12 PCs * 14$ = 168$ instead of 81$. Plus, this way in the fact that saving weight in the campaigns of breaking heavy weapons. Gold mine - dynamite. Bought from a dealer for$ 50, disassembled, sold in the form of a Broken weapon parts 3 times more expensive.
General-2k
The lack of ammunition was treated the following way - save F9 before opening the chest, if not the ammo, then F11.
ololopopo
I will add that you don't use explosives on groups of enemies. One grenade thrown into a bunch of NPCs - it's just some kind of magic mincemeat :)
If a user review of weapons, especially to save a broken weapon parts at once, by the time access to the Database of Rangers already and you can buy ammo and M16.
Tell me those who have far reached. What LVL missile weapons will be ineffective and what LVL to start pumping energy to a less comfortable feel in the end?
Long thought of the team, attributes and skills and made a few conclusions:
1. the most essential perks must be discharged from the main 4 characters
2. the main characters have to shoot from a distance, in miles, the attack can be sent who is not sorry
3. weapons and ammunition must not be repeated (3 assault rifles for example)
4. everyone should have a role to play and the weapons should be optimal for that role (for example a character with the leadership skill should be the center of command aura to cover all ie miles at once disappears)
My team now looks like this:
1. The commander
skills - leadership, armorer assault rifle
attributes - charisma 6 perception 4 dexterity 2 strength 7 (for chitin armor) intelligence 4 the rest of the coordination
the main role is a leadership aura and enchanted weapons, arrows, he's not the best but for him it is not important.
2. Heavy
the watchful eye of explosives, heavy weapons
strength 9 perception 4 dexterity 2 intelligence 4 coordination 7
the machine of death and near and distance, chucks consumes by the ton but by the middle of the game it's not a problem
3. Sniper
burglary burglary safes sniper weapon
coordination 9 perception 4 dexterity 2 strength 7, intelligence 4
as well as heavy sea causes damage, the battle usually starts with him being shot in the head after all will put on the position
4. Medic
first aid surgery computers energy weapons (can be another skill to pump because the level 5 skill points, but I did not, decided to focus on this)
intelligence 10 (read 10 Inty need for a maximum level surgery) perception 4 dexterity 2 strength 7 rest in coordination
kind of a dark horse initially will be needed mainly for the frail, but then become indispensable, thanks to the opening heavily armored targets and reprogramming of the robots
All new attribute points invested in coordination and perception.
In the first place I go to CX center collect a bunch of loot, correctly sell, buy armor and weapons in the Ranger citadel after that, the game becomes very simple.
Play zadrotov.
Sobkowiak
Why heavy 9 points of strength?? except for HP, in this case, and I think 6 will be enough)) And still I do not have to have a 10 intelligence to maximize the value of surgery
9 power to expose you (suppression won't work on him) and the stuff dragged a little 6 HP top your booking not to wear there are 7 points of force is needed about the intelligence just read itself I can not check but if 10 do not then need to be 8 at the time.
strength and intelligence should immediately when you create set and not be added later, for example if from the beginning to put the intelligence 1 and then spool up to 4 by that time will be lost many skill points at LVL UPS.
An abandoned train station times from 20th on your level 10 team level of complexity zadrot killed 3 big robots and picked up some WAX robot chtoli, follows me everywhere.. is it possible to get rid of it??
Sobkowiak
I read you and wonder,kind of one and the same game and you do things differently.I just hacked all the robots and did not kill anyone and anybody not running.How do you do it just amazing
Impose on the enemy the left, the percent-numbers, what they mean?? And a small crit damage right?
Vasya Vasin
As you approached it?!
In General, the game is a hell of a variable, sometimes it seems that different games in the reviews meet
well, I would like to offer your strategy and view of the game)
If you first play the game, ignore everything and start to play stupidly, after going through the CX and the railroad you will understand what's what. Then start a new game.
First of all, decide who of the satellites you want to attach. Look at what they have the skills and upgrade them yourself (only if you will not replace)
I chose Rose, ralphy and Chisel. Therefore the rest of the skills I distributed among my 4 characters (thanks Pomu4 in the original selection):
Coordination - set of all 6
Luck is a useless attribute to 1
Perception - put on 4
Power - 4
Speed is set to 4, but if I started playing again, it would 2 (since basically my hands don't run at all)
Intelligence - 8 allows you to pump 3 skill 10 + will be about 22 to 38 points based on the book was at +1 to skill or not.
Charisma is a useless attribute to 1
If speed pump 2, there's still 2 skill - well, then the choice is not great or Strength to carry more loot+HP, or Charisma - more experience (hence faster leveling), as well as to attach some of the characters need a lot of charisma... the Rest is pumped upon receipt of each 10 LVL.
In the game LVL 50. therefore if you are going to perform the job and not kill everyone then you will be able to get them (well at the very least 30 ur so sure) i.e. 5 points to distribute.
I originally chose to pump Sims 2 skills:
Ass kissing guy and Hitrozh*PY
A keen eye and Demolitions
Gunsmith and Mechanic
Locks and Safes
Other skill beat at 3 attachable characters
Bully and Brute force (Chisel)
Surgery and Computers (rose)
Repair toasters and the Trainer (Ralphie)
Originally took Angela to increase the power of the group, but when we attached a 7 character changed it on him
In the presence of intelligence of 8, we each get a level 4 skill.
When you are pumped all for 1 Field medicine (surgery is not needed, enough of the rose)
further, his style of play and see who you have the most quickly pumped and pumped his Alarm (I was the one who has a Keen eye and explosives)
As you progress through game will receive the book. I would advise not critical if you leave them on then (if you spend like a book on a LVL 3 skill. then save 4 points, and if 10ур then save 14 points). when your skill will be 7-9 depending on skill. In the game you get a weapon (yet I saw 2 pieces of Ultrasound in Rangelov for the Request and a Shotgun for the quest) and Decorations... Decorations are iMovie... for Example +2 mechanics +2 to the Toasters +2 to munitions or +3 insight and +3 to Explosives.... bonus from Decorations when skill pumped for 10 not added. so you spend 24 points in the last ur flow I don't advise, better to spend it on something useful.
Now I have all 10 weapons and 10 to energy, pumped for 3 additional skill plus some 1.... Then see for yourself that you lack and suck
That leaves Angela knew in advance, so it was replaced, not to spend on it wasted experience points....
And another tip, initially did not know about the end of the game, but it turned out that everyone who has implants, and they will fight against you in the final battle... to sajileniu and rose flop vs you... So either change it to another frail on. or do sickly of my 4 Persians (Inty 8 with enough head to pump)
You can choose any of the characters can be found here http://www.playground.ru/wiki/wasteland_2/creatures/characters/
By trial and error to establish this combination of commands:
1) the Leader, he's a negotiator and diplomat. This character takes on the role of verbiage, trying with all somatise in the vast wasteland, albeit not always successfully ;)
Of weapons at first, submachine guns and later energy weapons.
Features:
Coordination - 6 that shot acceptable (and not wasted the ammo of the squad), and that conversations can end with a bullet in the head.
Luck - 1, the indicator is useful, but points better spent on more necessary attributes.
Perception - 2, this will be enough, as long as it took in conversations.
Power 6, you will need to upgrade to 7 with the passage of to wear cool armor. Well, nobody has taken the question of who will be for him to carry all the junk in the form of supplies and equipment.
Speed 2, this will be enough to hide behind the nearest shelter and keep a low profile there till the end of the mess, especially with the low range of PP.
Intelligence - 4, enough to not be a tree, and most importantly, to have 3 skill points, otherwise, will be difficult to swing.
Charisma - 7, a key indicator for this particular character. Raised all sorts of decorations.
Skills:
Leadership, to all sorts of obstinate lady, in the person of Angela's Children (and the like), never run away from him to another.
Hitrozh.PY to officially throw all in the wastes...
2) a Tank, a melee fighter, a soldier, who knows which side to approach the heavy and deadly guns and how to not overstrain, carrying them myself.
Weapons at the beginning of a cold weapon (which is deadly in combination with its main characteristics), later, when the group got fat looting, definitely a heavy weapon.
Features:
Coordination - 4, after transition to the heavy weapons necessary to raise to 6. But at first, with melee weapons this skill is not needed.
Luck 8, Yes, 8!! This unit will not only to Crete with bladed weapons, but will definitely shmonat all porous and someone the forgotten junk drawers, etc. Exactly luck affects how he ChitaNET knife and, most importantly, higher chance to find the cool and useful things! Ie the soldier is a sort of hoarder who can be trusted to open any lock.
Perception - 1, it has a thick armor (in the future), a lot of health, and the devil is not terrible, so this skill is not for him. It is important to gather around himself all the enemies and start to crush them with a knife (Swiss, maybe), and in the future to put rounds from the big guns.
Force - 7, a key indicator for him that will help at first to chop up all the cabbage with cold weapons, and then to carry heavy guns and armor, ie, to perform the role of a full tank. Until it all kill and other shoot the enemy foe. You can tell a big strong masochist of the team. More 7 the power pump does not make sense, but it will be flawed in the rest.
Speed 3 at first glance it may seem that for him, this skill is required to run up to enemies and slash them in melee, but...its main task is to collect all and the spot to begin the process grinder. And when fully switch to heavy weapons, this skill will be secondary.
Intelligence - 4 here, as with the previous character...needs at least 3 skill points, otherwise it will be quite sad.
Charisma - 1, according to the canons he must be strong and dumb )) but seriously, this skill is necessary for only one who loves to chat with others and be a team there.
Skills:
Lockpicking, because a lot of good loot does not happen...
Cracking safes - for the same reason.
3) Attack, versatile fighter who may well shoot, run, carry inventory, and quite tenacious, in General, beneficial for the team.
Weapons assault rifles, which are equally universal in the destruction of armored targets and, and ragged.
Features
Coordination - 6, this soldier should be able to shoot and not to fall face in the dirt in front of his squad.
Luck - 1, it must rely not on the case, and his prowess and skill...and what for it such is necessary.
Perception - 4, it is necessary to be able to see your target before that. And you do not want to get kicked before you realize who it is.
Strength 6, same as 1st character: it is Necessary, Fedja, is necessary!...
Speed 6 on it and attack to have excellent mobility on the battlefield. There you can quickly break the resistance of the swollen larvae and there to cover the ass friend...
Intelligence - 4, the log can not disassemble the machine for 45 seconds...and we need 3 points, which without them...
Charisma - 1, it is not necessary, we're not girls gluing came to the wasteland .
Skills:
Repair toasters - just in case you do eat, and there is a special preparation of toasted bread. And Yes, and who knows what else in the toasters can be found...
The licking is a skill, to support the conversation or like anyone...
Gunsmith to assemble and disassemble the weapon - a sacred thing. You can watch three things endlessly...anyway, I digress something...
4) a Sniper, they don't take the blind and oblique. He is the one who decides to one shot the outcome of the battle, the one who will cover the dying friend and the one who gently refers to all cartridges.
From the weapon of course a sniper rifle. From the second weapon, you can either pistols or something from melee, at the right time to save expensive ammunition, or perhaps to save her,but...well, life...
Features:
Coordination - 10, once the sapper is mistaken once and misses the sniper who is arguing from the squad as incompetent.
Perception - 8, it needs to notice even the mouse, which makes the pee pee, not to mention the big and bad guys.
Luck - 1, luck is good, but the sniper scope is even better.
Force - 1, the sniper is never in the thick of things and he does not have to have a lot of health, wear heavy armor that restricts movement. And your trunk and a couple of clips, and so he came, well kraynyak have that one big guy...
Speed - 3, it was enough in case of danger, to escape and to leave behind the main strike group. No, no, he's not a coward, just not a sniper melee.
Intelligence - 4, to determine where the head of the enemy , the distance to it and the strength of the wind will suffice.
Charisma - 1, it is not terrible, just not for everybody
Skills:
Watchful eye, if he notices enemies for miles, don't find the secret entrance to the cave or buried in a hole?
Explosives, to motor skills of hands, so to speak, to hand on the trigger bleeding.
You can still inject in the trainer (for one mission useful) to the beginning of the goat is tame and have +1 to perception. There are statues, of course, but it is better in this cell-sniper some precision or critical damage to put.
Detachment was calculated from the fact that the team will be :
Rose – surgery, computers, pistols; then swing her energeiai and field medicine, and the wounded soldier – bad soldier. You can add the handler, if the sniper did not, to complete the mission with the turtle.
Chisel – blunt weapon, a bully, brute force. So all and continue to swing him.
La Loka (if you persuade raiders to join Rangers) – shotgun, survival, brute force. Brute force model for the mechanics and other swing like it is.
The result is a fully operational squad with all the necessary skills.
DarkDestr
very option:
Spoileron final battle against one of the most useful of the Persians throughout the game.In addition, this performance perfectly captures the spirit of Wasteland 2.
Finally the game is patched up to playable, and began to build a team...
Read clever tips and drove a week suffer - which is not the same, not really the game sucks (?) until I realized...
The priest, in that he played those which speed for fighters is not needed ?
What could be the tactics if the fighters are, and if you want to run to the shelter it will not shoot... but if a comrade was hit - pussy is dying, if you can't wait until the end of shooting stationary arrow - turrets...
Simply seduced by much describable attribute schema - type 4-4-4, or 2-2-4, well if 2-6-4 or 6-6-4 (such as strength-speed-intelligence), about the inte 8 or 10 do not say - it is a support, on the strength of polubiec... I just about storms, and then above the 4 int. it is impossible, even 1 int. not bad...
For example 6-1-4-5-10-1-1... 4.!!! level combat performance equal to the notorious Angela, and even superior to dodging (not talking about mobility ;D)...
Or 6-1-4-2-10-4-1 also... just for one skill more than the first, but with the flawed HP and some armor...
For me the storm 6-10-4, no matter from the beginning 9 OD 14 INI or 10 OD 12 INI - 20. ur. 4-1-4-6-10-4-1 and 30. or strength 7 for chitin, or 15 INI...
Just play around in the attribute editor, - removing from these schemes 4 or 8 speed and scattering on concentration and perception, you will get exactly the same OD and YIN, only to lose more % in evasion than receive precision (and the precision you can swing skill, evasion is not... )
I'm not talking about the main thing - the game has changed completely - having three such fighters and only one fixed support - babbler (1-1-1-5-1-10-9), which sits"around the corner with an obedient mercenaries - techies, you can really understand the possibilities of tactics... even read that there are no tactics here - just the firing line on the line... there, just did not immediately understand it...
A little bit about your experience forming the team in the game.Band of heroes armed with only an assault rifle as the most lethal in the game. Not on the main weapon skill is divided into: Diplomat - skills Popolis +(4-6), after the departure of Angela rocked Brute force +4, the starting attributes 2-1-6-4-6-8-1, OD 8, Ini 14, further increased the Perception of Ina. Demoman - Explosives +7, Keen eyes +2, Cracker - Breaking locks +6, Cracking safes +6, Technician Field medicine +3, Weaponsmith +9. Starting attributes have the same 4-1-6-4-8-4-1, OD 9, Ini 15, further increased the Perception of Ina.
Companions: rose, Computers +6, Surgery +6, assault weapons, Ralphie, Mechanic +4, assault weapons, Pisai joren, Hitropopy +6, eagle eye +6, energy weapons +7, advanced melee weapons +8. Increased total charisma Spiked collars. 1pc. - excavation of cache left from Angela in the Citadel 1pc. - in hidden white turtles in the camp of the nomads. 7pcs.- in chests and safes CX center. Can even and Melon Lewis to eat. Good luck.
Maybe someone knows how is the damage, what is the optimal range? My sniper it was too little damage, what is weak, what celebrasian opponents. standard is less than the minimum damage. Confused because of this from it a little. Sniper and schema burlap, others too tried - the same garbage. Skills attributes high. Exhaust all hung on the range and chance to hit. Critical hit is also high: 49 percent.
Alexsey45 may damage reduced because of the level of difficulty. If the game difficulty to the maximum, the foes becoming less standard.
Optimal range is the distance at which the weapon can shoot without a penalty to accuracy. (look at the screenshot)
P. S. In my opinion, the assault rifle is better to upgrade for accuracy, rather than critical damage, because there is nothing more effective than a shot in the head.