Wasteland 2

Wasteland 2

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Iavein Sep 24, 2014 @ 11:58am
Party build
Hey there.

Can anyone who played the game a bit give me some advices on building a balanced party? I want to deal with things such as hacking, lockpicking etc... but not to suck at combat (at least not much, as I prefer to focus on story and exploring). Thanks in advance.
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Demonbox Sep 24, 2014 @ 12:06pm 
Story and exploring are rewarding in WL2, but combat is still the main focus of the game.
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...
Sentient_Toaster Sep 24, 2014 @ 12:09pm 
One bit is that in general, you should avoid duplicating non-combat skills (with certain exceptions). Normally you'll be able to call upon your specialist to do whatever it is so expertise matters more than breadth.

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).
꧁꧂ Sep 24, 2014 @ 12:11pm 
Don't know how far along you are in the game but I tend to build my party, around which location I save first. If I plan on taking care of High Pool I don't make one of my starters a Sniper type, and if I plan on Ag Center I don't worry about Comp Sci/Surgery (can't remember which one). Also, I've had no trouble personally having two of my starters work with Sub Machine guns, the ammo for those, atleast for a long while at the start, was always very plentiful and cheap.
Iavein Sep 25, 2014 @ 8:32am 
Thanks for your contribution!
Gamefever Sep 25, 2014 @ 8:43am 
Honestly there isnt any reason why you should make any of your primary Rangers proficient in non combat skills. Your mains are always with you and honestly they will likely be the only proficient combat specailists that your going to get and keep over the course of the game.

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.
Last edited by Gamefever; Sep 25, 2014 @ 8:46am
Medra Sep 25, 2014 @ 8:44am 
Nvm answered already. Thx masterpainter
Last edited by Medra; Sep 25, 2014 @ 8:47am
Gamefever Sep 25, 2014 @ 8:48am 
Nope,

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
Bad Burger Sep 25, 2014 @ 9:13am 
I don't really agree with masterpainter78 that every character should have the same attributes or that his attribute build is the ultimate solution, for example why have so low charisma on your leadership character, his leadership radius will be tiny. With only 2 strength, any melee character will not be able to wear certain armors and they will have low health for a "tank" character. Also, when you are new to the game and not aware of what kind of NPCs are out there, it's hard to build a party based on what NPCs you are going to recruit.

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.
Gamefever Sep 25, 2014 @ 9:16am 
For Leader take 4 for intelect and 7 CH, put remaining point into any slot that gives CI or AP.

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.
Mal Sep 25, 2014 @ 9:31am 
Szczøtmeister,

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
Iavein Sep 25, 2014 @ 12:44pm 
Well, after your thoughts I've made a team consisting of tech/utility skills guy (maxed intelligence and charisma), two combat oriented guys (assault rifles, second one energetic weapons+SMG, with one/two different "utility" skills) and a -ass/leader sniper. Time for the game to verify this.
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Date Posted: Sep 24, 2014 @ 11:58am
Posts: 11