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I really think suggesting builds isn't the best way to help you, so I'll give you some "basics" suggestions:
- Remember that you'll meet lots (well some) NPCs to complete your party.
- Have at least 2 characters heavily focused on combat abilities
- I'd also suggest to have 1 character focused on charisma and intelligence, he/she's gonna take care of traps/doors/etc
- Some skills are "less useful" than others, but even them can grant some funny moments.
As weapons, try a mix, ammos are scarce, so if all your chars use the same ammo...
The main exception is going to be Surgery. It's good to have a backup surgeon who isn't an expert but can serve to stabilize your primary surgeon if the latter has taken too much damage and is now bleeding out.
You'll really want Weaponsmithing in addition to the get-me-into-stuff skills (like lockpicking and demolitions; the latter is mostly for disarming explosive traps). Weaponsmithing will let you strip down weapons into parts or mods, and some of the mods make a substantial difference (like sturdy mags significantly slash the chances that your gun jams, notably).
Attribute
2 1 8 2 6 8 1
This gives your mains everything they need to kick butt and take a licking.
My preferred Weapons which I start at 4 skill in.
Assualt Riffle, SMG, Energy Weapon, and Blunt with Heavy Weapon (build this later, it starts you with a few grenades plus a useless weapon). Give one character 1 point in medic. Give another character 1 point in Docter. This allows you to have 4 points in primary weapon on all characters.
Leader should have one point in Leadership and 4 points in a weapon to start. This way all your characters are proficent killers.
Combat Initive is King, these guys have 14 about the highest you need to go more often and 1st. AP is second to that. 4 Skill points means you get decent levels in skills soon.
I wrote a guide that went into depth its probably still on page one here.
Honestly all the NPC's you get are just not good fighters. They do however have all the other non-combat skills that make them good Looters, Docters, and Techies.
Only one Main should be anything other than a combat nuke and thats your Leader.
You will instead of starting off with Highpool or Ag Center level up to about 3 or 4 and then buy rad suit and head to Rail Nomad Camp.
@ Rail Nomad Camp you get
Ralphy a proficent Toaster Repair man and Alarm (lets u open electronic safe) also has mechanical repair.
Scotchmo
Shotgun 5
Picklocks 2
Safecrack 2
This covers all your loots
I'd rather give characters different stats based on what they're supposed to do, and not worry so much about min-maxing and getting the ultimate combat initiative. For example, your healer doesn't really need the highest combat initiative. It's okay if he gets the last turn, because then he can react to any wounded characters in your party. It's more important to give your healer action points (minimum 8, I give mine 10) so he can give out at least 2 heal effects pr turn, maybe have a couple of action points to move a couple of tiles. Your sniper doesn't need a lot of speed if he/she is gonna stay in the back. I don't really see the point of the fun in giving one attribute formula for everyone.
Sorry yes you need good Leader to keep the 3 NPC's in line and outta the firing arcs.
Your 3 NPC's are your Lootin and Computing ♥♥♥♥♥♥.
Your leader keeps em in line.
Your other three guys sole purpose in life is kill.
There is more than one way to move through WL2 and while combat is important (as folks have noted in this thread) it is not the only thing. I took a balanced approach and thus far is serving me well.
Starting Team:
Mal (Leader)
Skills: Assault Rifles 2/Leadership 2/Kiss Ass 2
5 Coordination
2 Luck
3 Awareness
2 Strength
2 Speed
4 Intelligence
10 Charisma
Anton (Rogue)
Skills: Assault Rifles 2/Lock Pick 2/Safe Cracking 1/Perception 1
9 Coordination
3 Luck
3 Awareness
3 Strength
3 Speed
4 Intelligence
2 Charisma
Christie (Doctor/Hvy Weapons)
Skills: Brawl 2/Hvy Weapons 1/Field Medic 1/Surgeon 1
2 Coordination
2 Luck
3 Awareness
8 Strength
3 Speed
8 Intelligence
2 Charisma
Bruno (Sniper/Weapons Tech)
Skills: Sniper Rifles 2/Weapon Smith 2/Sub-machine Gun 2
9 Coordination
3 Luck
6 Awareness
3 Strength
2 Speed
4 Intelligence
1 Charisma
Here is a video explaining why I allocated points this way:
http://youtu.be/D9xh5hKzHBw
Good Luck Ranger!
Peace,
Mal