Wasteland 2

Wasteland 2

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best player builds?
hey i been stalling far to long now i just relised that WL3 is coming out very soon i need to finish my WL2 playthough.

i wanted to start a new, but heres my thing i forgotten the built i used. it was the most usefull one out there i think?. where everyone has there own weapon or so but i cant remember what i did, im trying to make my over all team self-Sufficient.. while using a side NPC or so. but also easily when it comes to combat/ looting and healing among other things. and i forgotten what perks are the most useful out of them for all.

i dono if theres a complete guild out there or a well know'en player that knows the in and outs of the game. and best tips/ advice for areas or to do before u enter a said area. or how to get the right time to get the added extra perks/ points u can find out there. so ur not wasting time going to one area to find out u cant get it... (most time savy way as able to . like do thinks more time smartly..

also i never fully understood e-weapons like how i kept my oldist gun u get in the start and used that through out the hole game thinking older weapons are better then the newer one, i dont know if this is right or not. (starter weapons u find around 1-10 are better then mid- late game energy weapons thats how i thought so i dono.. =/ )
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Showing 1-12 of 12 comments
Amanoob105 Jun 2, 2020 @ 9:41pm 
How you managed to get though the game once before without ever upgrading from the default weapons I will never understand. But hats off to you mate for trying as that can't have been easy at times.
In RPGs like this weapons found later in the game will, normally, be better than early weapons. Though sometimes for different reasons and/or at the cost of not being so good at something else.
If in doubt, look at the numbers and do some basic maths.

When making characters, so long as they start out with at least a point in some sort of weapon/combat skill and you have most of the squad level on said skills you will be fine.

Combat speed is how far they can move when they get their turn. Combat initiative is how soon they get their turn and is normally the more important of the two (unless your a melee fighter then their a bit more even, but its no less important that before).

Have one person put a fair amount of points into CHA and give them leadership so everyone nearby can get a boost to their chance to hit and any recruits you pick up are less likely to do something stupid. CHA itself doesn't effect the recruits (except when trying to recruit some of them in the first place) but it does effect how far away people can get the to hit bonus.

A lot of people will select one squad member to be a skill monkey. They won't see a lot of skill points in combat skills, often relying on their team to do the heavy lifting in combat, but will put most of their points into other skills so they can help out in all areas that don't involve trying to kill all the things.

No idea if you remember this, but just in case.
Angela Deth will not be with you for the whole game. Use her while you have her (she is very helpful), but plan from the start to replace her of any skills she has that you want to keep being able to use.
The moment you find your way to a certain canyon you where looking for, strip her of everything, you, can, walk forward a few steps and wave goodby.

E-weapons are fairly simple. In the non-DC version of the game and once you have the Gamma ray blaster its user is basically a WALKING GOD OF DEATH TO ALL WHO WOULD DARE TO LOOK UPON THEM!
In the DC version of the game their a bit more nuanced. Against non-robotic enemies their not that great for damage, but are very accurate which does make them very good for precision strikes. Not so good at getting the kill as making the kill easier for another.
Against robot's their-wait. Where'd the robot go? Oh. It had already been killed by it before I could even finish that sentence.
Last edited by Amanoob105; Jun 2, 2020 @ 9:42pm
wendigo211 Jun 3, 2020 @ 12:44am 
Are you replaying the DC or the original?

I kind of get you're saying about the energy weapons in the original. The early energy weapons have a lower threshold before they do more damage, so against low armor targets they can be better than the end game weapon. That said the GRB is the best energy weapon in either game. I think 8 AP is optimal for the GRB, so I would give energy weapons to an NPC who has that many AP and then work on increasing their CI.

Don't put leadership on one of your rangers. You want all your rangers to be specced for combat and a high charisma is going to hurt either your AP or CI, which you want to be optimized to the weapon you're using. Leadership has two effects:
  1. It decreases the chance of an NPC going rogue during combat and doing their own thing. This effect is not dependent on charisma and will affect every party member you have regardless of their distance from the leader. An NPC with leadership cannot lower their own rogue chance.
  2. It gives you bonuses to hit the enemy (and lowers their chances to hit with the right perks in the DC). This radius of this effect is dependent on charisma.
What you want to do is have one of your rangers level leadership enough to stop a high charisma NPC from going rogue and then you have that NPC level leadership instead. No point in ruining the stats of one your rangers, when you have NPCs with pre-ruined stats you can use. Dan Q has a 9 charisma making him the best choice for this, Ralphy is the second best with a 4 charisma and a low enough level that you can continue to increase it, Corran Cain comes in third with a 5 charisma but level 20 when you recruit him.

If you want an easy time in the original, then make 4 rangers with assault rifles. If you want an easy time in the DC, then 2 rangers with assault rifles and 2 rangers with sniper rifles. For the DC, you want (CLASSIC) 6 1 4 2 10 4 1 with Brittle Bones and Tinkerer for the AR user (increase Coordination to 8 and then start increasing Awareness). You want 2 1 4 2 8 10 1 with Brittle Bones and tinkerer for the snipers (all level up points in Awareness). The snipers will have 5 skillpoints per level and the AR users will have 3, so you'll be able to cover most things with just your rangers.

Last edited by wendigo211; Jun 3, 2020 @ 12:46am
Originally posted by Amanoob105:

E-weapons are fairly simple. In the non-DC version of the game and once you have the Gamma ray blaster its user is basically a WALKING GOD OF DEATH TO ALL WHO WOULD DARE TO LOOK UPON THEM!
In the DC version of the game their a bit more nuanced. Against non-robotic enemies their not that great for damage, but are very accurate which does make them very good for precision strikes. Not so good at getting the kill as making the kill easier for another.
Against robot's their-wait. Where'd the robot go? Oh. It had already been killed by it before I could even finish that sentence.

u missed red slightly all guys i upgraded just not the enegry weapon intell i found something (cant remember what it was) and i had to build it at HQ

Originally posted by wendigo211:
Are you replaying the DC or the original?

If you want an easy time in the original, then make 4 rangers with assault rifles. If you want an easy time in the DC, then 2 rangers with assault rifles and 2 rangers with sniper rifles. For the DC, you want (CLASSIC) 6 1 4 2 10 4 1 with Brittle Bones and Tinkerer for the AR user (increase Coordination to 8 and then start increasing Awareness). You want 2 1 4 2 8 10 1 with Brittle Bones and tinkerer for the snipers (all level up points in Awareness). The snipers will have 5 skillpoints per level and the AR users will have 3, so you'll be able to cover most things with just your rangers.

DC my friend. and i mostly did that with the energy gun when i was able to make it at HQ when finding (cant remember) blue print and or a source of power..

1 of my biggest problems im facing is i dnot know the best "ASS" options to level up or the most useful when speaking to someone/ most used.. i normally try to make most off my rangers with High in-tell so im not f'ed when it comes to specking them.. i think my leader was a shotgun/ bomb usage.. (cant remember the last one) and i think i had my medic also the high teck person that uses the energy weapons... the theff i cant remember or the melee.. member.. that also used bladed weapons.. cant remember how i had them set.. =/
wendigo211 Jun 4, 2020 @ 10:35am 
Originally posted by Zombiehunter220:
1 of my biggest problems im facing is i dnot know the best "ASS" options to level up or the most useful when speaking to someone/ most used.. i normally try to make most off my rangers with High in-tell so im not f'ed when it comes to specking them..

I'd say the conversation skills are used fairly evenly. You do need 5 or 6 to settle the rail nomads dispute peacefully. I think you need 6 in all of them for diplomatic approaches in the Canyon of Titan and rest of AZ. You'll need 8 when you arrive in Cali.

You don't need a 10 Int on all your Rangers. 10 on a couple is okay, but on all 4 tends to be overkill. Barter is a skill you can skip (no active uses). Animal Whisperer is used rarely enough (2 quests in the entire game) that it could be safely used by an NPC (and a couple have ranks in it when you recruit them).

i think my leader was a shotgun/ bomb usage.. (cant remember the last one) and i think i had my medic also the high teck person that uses the energy weapons... the theff i cant remember or the melee.. member.. that also used bladed weapons.. cant remember how i had them set.. =/

Weapon balance isn't great in the DC because of armor penetration. ARs, Snipers and Blunt keep up with enemy armor values. The other weapons trail behind and lose 20% of their damage for each point their penetration lags behind enemy armor. That means a well made AR or Sniper user can go for the kill right away. The other firearms have to use torso shots to lower the enemy armor before going for the kill. Blunt (and melee in general) is okay, but you waste so much AP chasing after the enemy, it's about as effective as you expect a guy with a bat to be in a gun fight. None of the weapons are truly horrible other than heavy weapons, once you get miniguns they're okay, but until then they just waste ammo and jam a lot.

Energy weapons now do high damage against conductive enemies and low damage against non-conductive enemies. Unfortunately a lot of the late game enemies are non-conductive so they do their low damage values. They're more a gimmick than a viable primary weapon.
Originally posted by wendigo211:
Originally posted by Zombiehunter220:
1 of my biggest problems im facing is i dnot know the best "ASS" options to level up or the most useful when speaking to someone/ most used.. i normally try to make most off my rangers with High in-tell so im not f'ed when it comes to specking them..

I'd say the conversation skills are used fairly evenly. You do need 5 or 6 to settle the rail nomads dispute peacefully. I think you need 6 in all of them for diplomatic approaches in the Canyon of Titan and rest of AZ. You'll need 8 when you arrive in Cali.

You don't need a 10 Int on all your Rangers. 10 on a couple is okay, but on all 4 tends to be overkill. Barter is a skill you can skip (no active uses). Animal Whisperer is used rarely enough (2 quests in the entire game) that it could be safely used by an NPC (and a couple have ranks in it when you recruit them).

i think my leader was a shotgun/ bomb usage.. (cant remember the last one) and i think i had my medic also the high teck person that uses the energy weapons... the theff i cant remember or the melee.. member.. that also used bladed weapons.. cant remember how i had them set.. =/

Weapon balance isn't great in the DC because of armor penetration. ARs, Snipers and Blunt keep up with enemy armor values. The other weapons trail behind and lose 20% of their damage for each point their penetration lags behind enemy armor. That means a well made AR or Sniper user can go for the kill right away. The other firearms have to use torso shots to lower the enemy armor before going for the kill. Blunt (and melee in general) is okay, but you waste so much AP chasing after the enemy, it's about as effective as you expect a guy with a bat to be in a gun fight. None of the weapons are truly horrible other than heavy weapons, once you get miniguns they're okay, but until then they just waste ammo and jam a lot.

Energy weapons now do high damage against conductive enemies and low damage against non-conductive enemies. Unfortunately a lot of the late game enemies are non-conductive so they do their low damage values. They're more a gimmick than a viable primary weapon.

i think the melee guy saved me a lot only because i was always tight on ammo, so i always tryed to spread my self out(this is even after returning to base and selling most of the weapons/ armors/ or items i dont need) ether the ammo was in short supply ot cost to much because i tryed to carry other things, like health and other useabul items. i try to never leave base with out them.. i post most points in AP on this 1

(down below was the 1st paragh till i made one above.)
thanks for the pointer, would this be why i had SOOooo much trouble fighting the IA in the area that had nothing but them and the walking spiders that basically 1-2 shot me... (i think after u lose the red hair goddess? (dono why i loved that girl u gotten early.. i even saved her butt in that 1 mission but it seemed like i some how broke the map because i was able to save her.. =/ never was able to find a fix for that. i dono if u where ment to save her or not, but i rushed over as close as i cold weapon wise and saved her.. (if i remember right..)

sadly i loved the mini guns beyond hell but i rarely used them because they seemed for what u get to costly per pound since weight is always a thing.. (saying someone that always have a fully loaded pack with to many weapons and armors i find, im a pack rat that likes using/ sellinh weapons as needed.... i did love using them but dam they wast to much ammo even tho u would think they would have the same state as a AR (kill easily but they made it weaker amd spread to much.. =/ when irl i watched a video where someone used one and destroyed a trash mobile home.. xD
Amanoob105 Jun 4, 2020 @ 5:03pm 
Originally posted by Zombiehunter220:
Originally posted by Amanoob105:

E-weapons are fairly simple. In the non-DC version of the game and once you have the Gamma ray blaster its user is basically a WALKING GOD OF DEATH TO ALL WHO WOULD DARE TO LOOK UPON THEM!
In the DC version of the game their a bit more nuanced. Against non-robotic enemies their not that great for damage, but are very accurate which does make them very good for precision strikes. Not so good at getting the kill as making the kill easier for another.
Against robot's their-wait. Where'd the robot go? Oh. It had already been killed by it before I could even finish that sentence.

u missed red slightly all guys i upgraded just not the enegry weapon intell i found something (cant remember what it was) and i had to build it at HQ
The e-weapon you have to build at ranger HA is the one I mentioned.
Originally posted by Amanoob105:
Originally posted by Zombiehunter220:

u missed red slightly all guys i upgraded just not the enegry weapon intell i found something (cant remember what it was) and i had to build it at HQ
The e-weapon you have to build at ranger HA is the one I mentioned.
i know, thats why i was making sure just in-case ..i was not thinking the same thing. good to know i was. xD
EolSunder Mar 9, 2022 @ 5:55am 
In general non-combat skills, especially perception and weapon smith early in the game are more important than combat skills. Even with basic skills in a weapon when you start modding the weapon, being under leadership aura, etc your team will shoot things pretty good. It's better to have higher non-combat skills (lockpick, hack, alarm, etc)

What i always do, i have 2 skill characters with max int/charisma with 6 skills each for pure skill doing, and 2 combat characters with 3 skills each for doing the heavy kill work.

Depending on which area you want to save, Highpool or AG center can adjust your build. If you go AG center you'll get ROSE who is a great 3rd skill character to pick up more skills, and is ok in combat, or you go Highpool and get Cry. If i go with Highpool what ill do is make up 3 skill characters/1 combat character as my 4 base rangers instead of 2/2 because Cry will become my 2nd combat character. Either way after getting cry or rose, i'll be 3/2 with skill/combat characters. This group will cover all skills needed in the game. Your 2 main skill characters will level up faster and get more skill points than the rest of the team, thus letting them raise up their skills better. I don't use them much at all for fighting because they are too slow, and too low initiative.
Amanoob105 Mar 9, 2022 @ 8:28am 
Wow. Has it really been about two years since I last played this game?
EolSunder Mar 9, 2022 @ 8:31am 
hehe yea been a while for me also, started up again this month figured id do a walk through for myself to keep on file, surprised i hadn't done one already for it. So knocking out 2, then doing DC after that. All the while watching people stream twitch on wasteland 3. what fun. Jeesh what are we doing to do next, dust off skyrim?
Originally posted by EolSunder:
hehe yea been a while for me also, started up again this month figured id do a walk through for myself to keep on file, surprised i hadn't done one already for it. So knocking out 2, then doing DC after that. All the while watching people stream twitch on wasteland 3. what fun. Jeesh what are we doing to do next, dust off skyrim?
hard to say because i cant play the game with out mods and because i cant use Vortex, they mad it feel far far worse then NMM witch i loved because it was so easy to use. and i never could get MO2 to work because some mods dont like ether of these (like the body and clothing mods rag doll ect )
Originally posted by a man and his harem:
hey i been stalling far to long now i just relised that WL3 is coming out very soon i need to finish my WL2 playthough.

i wanted to start a new, but heres my thing i forgotten the built i used. it was the most usefull one out there i think?. where everyone has there own weapon or so but i cant remember what i did, im trying to make my over all team self-Sufficient.. while using a side NPC or so. but also easily when it comes to combat/ looting and healing among other things. and i forgotten what perks are the most useful out of them for all.

i dono if theres a complete guild out there or a well know'en player that knows the in and outs of the game. and best tips/ advice for areas or to do before u enter a said area. or how to get the right time to get the added extra perks/ points u can find out there. so ur not wasting time going to one area to find out u cant get it... (most time savy way as able to . like do thinks more time smartly..

also i never fully understood e-weapons like how i kept my oldist gun u get in the start and used that through out the hole game thinking older weapons are better then the newer one, i dont know if this is right or not. (starter weapons u find around 1-10 are better then mid- late game energy weapons thats how i thought so i dono.. =/ )


Originally posted by Amanoob105:
How you managed to get though the game once before without ever upgrading from the default weapons I will never understand. But hats off to you mate for trying as that can't have been easy at times.
In RPGs like this weapons found later in the game will, normally, be better than early weapons. Though sometimes for different reasons and/or at the cost of not being so good at something else.
If in doubt, look at the numbers and do some basic maths.

When making characters, so long as they start out with at least a point in some sort of weapon/combat skill and you have most of the squad level on said skills you will be fine.

Combat speed is how far they can move when they get their turn. Combat initiative is how soon they get their turn and is normally the more important of the two (unless your a melee fighter then their a bit more even, but its no less important that before).

Have one person put a fair amount of points into CHA and give them leadership so everyone nearby can get a boost to their chance to hit and any recruits you pick up are less likely to do something stupid. CHA itself doesn't effect the recruits (except when trying to recruit some of them in the first place) but it does effect how far away people can get the to hit bonus.

A lot of people will select one squad member to be a skill monkey. They won't see a lot of skill points in combat skills, often relying on their team to do the heavy lifting in combat, but will put most of their points into other skills so they can help out in all areas that don't involve trying to kill all the things.

No idea if you remember this, but just in case.
Angela Deth will not be with you for the whole game. Use her while you have her (she is very helpful), but plan from the start to replace her of any skills she has that you want to keep being able to use.
The moment you find your way to a certain canyon you where looking for, strip her of everything, you, can, walk forward a few steps and wave goodby.

E-weapons are fairly simple. In the non-DC version of the game and once you have the Gamma ray blaster its user is basically a WALKING GOD OF DEATH TO ALL WHO WOULD DARE TO LOOK UPON THEM!
In the DC version of the game their a bit more nuanced. Against non-robotic enemies their not that great for damage, but are very accurate which does make them very good for precision strikes. Not so good at getting the kill as making the kill easier for another.
Against robot's their-wait. Where'd the robot go? Oh. It had already been killed by it before I could even finish that sentence.
That shouldn't even be possible. WL2 like many other leveling gamesThe Division for example have the dumb leveling conventions to where somehow a suppressor changes damage, or worse, simply changing out the gun not only vastly changes the damage used on exactly the same round, but not only that, worst of all it's the exact same damn gun that's doing 20 times the damage because it's several levels higher. I think that using DnDish weapon conventions on a gun in a non-fantasy game is kinda dumb if you've ever handled or know anything about a firearm at all, because at least in the fantasy genre it makes sense that your level 20 sword has some magical property or you're just such a badass now you can swing that sword many tiers of damage higher.

So I'm not sure if I even believe you. Not even on easy mode. It shouldn't literally be possible to complete this game on using that, probably not even with critical hits because even with the damage multiplier AND going through armourit shouldn't a single of your late game enemies should take like twenty or thirty hits to bring down.

If you even did so, that may be a case of tvtropesish "he's too dense to understand it shouldn't even be possible and that's why it works" https://tvtropes.org/pmwiki/pmwiki.php/Main/AchievementsInIgnorance

...why would anyone even do that
.....the late game guns are so much cooler than that shoddy rifle...just why....



Originally posted by EolSunder:
In general non-combat skills, especially perception and weapon smith early in the game are more important than combat skills. Even with basic skills in a weapon when you start modding the weapon, being under leadership aura, etc your team will shoot things pretty good. It's better to have higher non-combat skills (lockpick, hack, alarm, etc)

What i always do, i have 2 skill characters with max int/charisma with 6 skills each for pure skill doing, and 2 combat characters with 3 skills each for doing the heavy kill work.

Depending on which area you want to save, Highpool or AG center can adjust your build. If you go AG center you'll get ROSE who is a great 3rd skill character to pick up more skills, and is ok in combat, or you go Highpool and get Cry. If i go with Highpool what ill do is make up 3 skill characters/1 combat character as my 4 base rangers instead of 2/2 because Cry will become my 2nd combat character. Either way after getting cry or rose, i'll be 3/2 with skill/combat characters. This group will cover all skills needed in the game. Your 2 main skill characters will level up faster and get more skill points than the rest of the team, thus letting them raise up their skills better. I don't use them much at all for fighting because they are too slow, and too low initiative.
Do note for first time players that's the one major bug of this game I found, is releasing the guy in prison gets bugged in Highpool.



Originally posted by a man and his harem:
Originally posted by wendigo211:

I'd say the conversation skills are used fairly evenly. You do need 5 or 6 to settle the rail nomads dispute peacefully. I think you need 6 in all of them for diplomatic approaches in the Canyon of Titan and rest of AZ. You'll need 8 when you arrive in Cali.

You don't need a 10 Int on all your Rangers. 10 on a couple is okay, but on all 4 tends to be overkill. Barter is a skill you can skip (no active uses). Animal Whisperer is used rarely enough (2 quests in the entire game) that it could be safely used by an NPC (and a couple have ranks in it when you recruit them).



Weapon balance isn't great in the DC because of armor penetration. ARs, Snipers and Blunt keep up with enemy armor values. The other weapons trail behind and lose 20% of their damage for each point their penetration lags behind enemy armor. That means a well made AR or Sniper user can go for the kill right away. The other firearms have to use torso shots to lower the enemy armor before going for the kill. Blunt (and melee in general) is okay, but you waste so much AP chasing after the enemy, it's about as effective as you expect a guy with a bat to be in a gun fight. None of the weapons are truly horrible other than heavy weapons, once you get miniguns they're okay, but until then they just waste ammo and jam a lot.

Energy weapons now do high damage against conductive enemies and low damage against non-conductive enemies. Unfortunately a lot of the late game enemies are non-conductive so they do their low damage values. They're more a gimmick than a viable primary weapon.

i think the melee guy saved me a lot only because i was always tight on ammo, so i always tryed to spread my self out(this is even after returning to base and selling most of the weapons/ armors/ or items i dont need) ether the ammo was in short supply ot cost to much because i tryed to carry other things, like health and other useabul items. i try to never leave base with out them.. i post most points in AP on this 1

(down below was the 1st paragh till i made one above.)
thanks for the pointer, would this be why i had SOOooo much trouble fighting the IA in the area that had nothing but them and the walking spiders that basically 1-2 shot me... (i think after u lose the red hair goddess? (dono why i loved that girl u gotten early.. i even saved her butt in that 1 mission but it seemed like i some how broke the map because i was able to save her.. =/ never was able to find a fix for that. i dono if u where ment to save her or not, but i rushed over as close as i cold weapon wise and saved her.. (if i remember right..)

sadly i loved the mini guns beyond hell but i rarely used them because they seemed for what u get to costly per pound since weight is always a thing.. (saying someone that always have a fully loaded pack with to many weapons and armors i find, im a pack rat that likes using/ sellinh weapons as needed.... i did love using them but dam they wast to much ammo even tho u would think they would have the same state as a AR (kill easily but they made it weaker amd spread to much.. =/ when irl i watched a video where someone used one and destroyed a trash mobile home.. xD
Miniguns themselves are really just more Hollywood nonsense. It's basically like walking around and firing a tank cannon. Why do they do this in a Hollywood movie? Because a gun walking around firing a tank canon makes him look more bad ass and emphasises said bad assery. That's not because it's common nor even possible for some grunt to go all Rambo shooting people with the turret of a tank he foundI just watched some ultra cringey thing where an American went to Ukraine and kept talking how "it's just like a movie" I mean like Jesus ♥♥♥♥ these people. Hollywood's got nothing at all to do with reality whatsoever. Like even the fantastical things manage to be stupid and not make sense, like why in the ♥♥♥♥♥♥♥ hell would I be able to, after having smashed a dozen zombie brains in with a hatchet, cut off my buddy's arm with said hatchet, to stop the infection, when the zombie plague can get spread by bites, but not a zombie brain and guys covered hatchet.???

Things like that frustrate me. It killed my enjoyment of TWD even more. At least in these I can suspend disbelief so long as I never, ever think about it that a minigun is not a soldier's weapon.

First of all, you literally can't hold the thing. THere's a reason nobody who fires it in YT videos is holding it and it's always mounted. The kickback on a minigun will put you on your ass. It's also only good for short bursts which, to be fair, you're only supposed to do on normal guns unless laying down suppressing fire anyway think how f'ing heavy ammo is, now couple that with how fast firing 800 rounds a minute on a 30 mag really is, now realize you're either spraying so wildly maybe one bullet hits them or, if most hit, he'd be disintegrated. They overheat very quickly. They need an external power source. And again, that ammo is fing heavy, so now you've got hundreds of pounds of gear not counting the gun itself.

There's a reason why they mount those things onto attack helicopters, and the choppa itself fires short bursts. It's really if anything just going to show the level of conflict escalation that now you'd even have use for something that powerful and impractical on an enemy, and you being mr. badass enough to actually use one as a walking tank.



Originally posted by Amanoob105:
Wow. Has it really been about two years since I last played this game?
I can't believe it's been like 5 years already. Time flies when you're an adult. If I had to think back on my life at all the things I regretted and all the time I wasted on dumb things, dumber jobs, even dumber people, and bad games, I don't mind replaying this twice. It was just that memorable. I loved this game. I'm hoping WL3 isn't such a letdown, since once M$ bought them out we all worried for inXile, and I know they went from "$49.99 for Red Boots DLC, what you thought we'd seriously offer DLC? Of course not" to "here's this tiny piece of expensive DLC and all the reviews says it sucks" so I didn't buy it.
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