Wasteland 2

Wasteland 2

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Mobs now appear to have infinite movement
After the patch I now have to deal with enemies that appear to have infinite movement. Making the already difficult final battle in the prison simply impossible. Any chance of a refund untill this game is actually worth a full release?
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Đang hiển thị 61-75 trong 219 bình luận
Smoker 26 Thg09, 2014 @ 6:41pm 
Nguyên văn bởi RobotCowhand:
Video is here. Heavy gunner moves damn far, I've seen them move twice this in previous attempts, all the way from around the fence. Followed by a lobber that moves pretty far. It's also pretty cool when the gunner does 2 burst fires and then moves.

https://www.youtube.com/watch?v=V510NouEgIc

This is so annoying.
Balalaika 26 Thg09, 2014 @ 6:48pm 
Nguyên văn bởi Harukage:
Thats stupid. Why to have a sniper when shotguners and heavies can sit on your face whole day?


Nguyên văn bởi sea:
Enemies do not have "infinite movement". Some have a high Combat Speed stat and AP, which governs how far they can move per turn. If you make Rangers with such stats you'll be able to run that far too.

So a solution to this is overwatch or ambush ability for players. Why the ♥♥♥♥ not? They close in on me at the start of the game. A freaking rifle man runs up to my face and shoots me? WTF is wrong with this picture?
Lần sửa cuối bởi Balalaika; 26 Thg09, 2014 @ 6:49pm
Sarcastro 26 Thg09, 2014 @ 6:58pm 
Had a guy come from out of the fog of war, proceed to then run through the heart of my group, take a hard left and then run up the ramp and up my left flank to my sniper. Not sure the total distance but it took about 10 seconds game time and I have to admit I was a little winded just watching it.

Seems a few simple changes could fix this.
Harukage 26 Thg09, 2014 @ 7:03pm 
Nah. Actual Prison is far worse. Had a heavy gunner who went down the ramp, took left then back to ramp, then a huge hook to my team acroos a whole fkin prison, walked pass my team, passed through the prison gates, turned right walked along the wall, then turned back and stoped somewhere at the middle of a wall. Took him like minute.
Nguyên văn bởi rocco.salvetti:
Many enemies can run longer than the sniper rifle range making long range weapons most of the times useless. Bad game design choice that requires a fix asap.
Totally agree.
Balalaika 26 Thg09, 2014 @ 7:27pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=319057639

Lol with a rifle, cause you know, gota get in there.
Lần sửa cuối bởi Balalaika; 26 Thg09, 2014 @ 7:29pm
Romulus 26 Thg09, 2014 @ 9:05pm 
Nguyên văn bởi kancho anego:
http://steamcommunity.com/sharedfiles/filedetails/?id=319057639

Lol with a rifle, cause you know, gota get in there.

Dat A.I. tho.....:P
Mister44 26 Thg09, 2014 @ 9:20pm 
Nguyên văn bởi WeekEndRonin:
Nguyên văn bởi Nock Churris!:

Reports I have seen is that melee does (comparatively) ♥♥♥♥ all damage towards the end of the game, and has a fairly high effective AP cost due to the movement required.

It's true, in LA my brawler does 0 damage to robots, despite having high strength and high crit. Also my Blade expert does crappy damage as well. Energy weapons are the way to go for end game it seems.

If your brawler is doing 0 damage then you must not be using an appropriate fist weapon. You should be able to get a Boomfist from most any vendor who sells weapons. My brawlers do 100+ critical hits with it.
Balalaika 26 Thg09, 2014 @ 9:22pm 
Like I said overwatch or ambush ability will fix the charging enemy madness.
Romulus 26 Thg09, 2014 @ 9:25pm 
Nguyên văn bởi Mztr44:
Nguyên văn bởi WeekEndRonin:

It's true, in LA my brawler does 0 damage to robots, despite having high strength and high crit. Also my Blade expert does crappy damage as well. Energy weapons are the way to go for end game it seems.

If your brawler is doing 0 damage then you must not be using an appropriate fist weapon. You should be able to get a Boomfist from most any vendor who sells weapons. My brawlers do 100+ critical hits with it.

Is it available in Arizona? All I saw was brass knuckles and power fists. Just repaired the fence in LA and found the 1st farm.
Nguyên văn bởi kancho anego:
Like I said overwatch or ambush ability will fix the charging enemy madness.

Not unless it's enough firepower to kill outright.

One thing that would make sense would be if wounds also imposed a brief debuff (AP and accuracy reduction) based on damage done in that hit vs. maxcon. Somebody who's completely unencumbered and charging at you with a machete may not be outright killed by a pistol shot, but the trauma should probably at least slow him down briefly.

That might cripple melee too much for balance reasons, though.
Romulus 26 Thg09, 2014 @ 9:36pm 
Nguyên văn bởi kancho anego:
Like I said overwatch or ambush ability will fix the charging enemy madness.

Would be ok with ambush giving a damage/accuracy bonus to the shooter plus every hit removing some ap from the charging melee guy.
Lần sửa cuối bởi Romulus; 26 Thg09, 2014 @ 9:37pm
Big Daddy 26 Thg09, 2014 @ 9:48pm 
Nguyên văn bởi Harukage:
Devs say it is made so for mobs far away from you to be able to join a fight without spending 3 turns to reach you or something like that. Only... AI abuse that to run up to you face and stay there for the whole fight. Only sharpshooters are trying to take distance and use cover.
This is the most stupid thing I have ever heard for a design decision, especially for a game that supposedly having combat and tactics being an important element. Maybe, just maybe, that players bought this game because they *like* planning and playing out the combat turns?

Hey, why not just go the way of Bard's Tale I, where I just set who's in the front and who's in tha back, then all the front guys can trade bashes with the enemy while those in the back use ranged? Even better, add a "Quick Combat" option so the computer dukes it out for you within 5 seconds?

I find it hilarious for the devs to worry about the actual game taking too long, when they think it is ok for me to have to waste over a minute loading intro movie every time I start the game, just so I can hear a loud BOOM and skip it within a second.

Duh! Having the enemy spend 3 turns to reach you is why we have snipers in the first place. That is called "tactics". If the devs have trouble writing an AI to handle that, may be they shouldn't pick a game with heavy tactics element to write.

I guess it is time to just mothball this game until the devs actually took some time to balance the game.
Romulus 26 Thg09, 2014 @ 9:53pm 
Nguyên văn bởi oliverkh:
Nguyên văn bởi Harukage:
Devs say it is made so for mobs far away from you to be able to join a fight without spending 3 turns to reach you or something like that. Only... AI abuse that to run up to you face and stay there for the whole fight. Only sharpshooters are trying to take distance and use cover.
This is the most stupid thing I have ever heard for a design decision, especially for a game that supposedly having combat and tactics being an important element. Maybe, just maybe, that players bought this game because they *like* planning and playing out the combat turns?

Hey, why not just go the way of Bard's Tale I, where I just set who's in the front and who's in tha back, then all the front guys can trade bashes with the enemy while those in the back use ranged? Even better, add a "Quick Combat" option so the computer dukes it out for you within 5 seconds?

I find it hilarious for the devs to worry about the actual game taking too long, when they think it is ok for me to have to waste over a minute loading intro movie every time I start the game, just so I can hear a loud BOOM and skip it within a second.

Duh! Having the enemy spend 3 turns to reach you is why we have snipers in the first place. That is called "tactics". If the devs have trouble writing an AI to handle that, may be they shouldn't pick a game with heavy tactics element to write.

I guess it is time to just mothball this game until the devs actually took some time to balance the game.

Exactly, they are making the disadvantage of having a melee weapon redundant. There's a reason why the invention of gunpowder changed warfare completely. If the devs are worried ranged will be op, boost melee damage so that they are deadly @ close range but vulnerable at range.
Lần sửa cuối bởi Romulus; 26 Thg09, 2014 @ 9:54pm
caps 26 Thg09, 2014 @ 10:04pm 
Nguyên văn bởi endoric:
i have to say this is so not the case. with the exception of those dang 'waskily wabbits' i think movement of AI is no big deal

I have the same experience, I really think these guys that are having issues don't have a somewhat balanced squad and rely too much on range and overlooking speed and awareness attributes. I have one melee with 2,1,4,8,8,4,1 speed and I can close in fast and still get a hit with a crowbar. If that guy's in the front, my sniper at the back rarely gets targeted since the AI likes to hit whatever's closer to them as if they also prioritize thier hit chances.
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