Wasteland 2: Director's Cut

Wasteland 2: Director's Cut

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need help on building a powerful team
Hi!
I want to finally finish this game with an ultimate and efficient team...

I want:
1. A leader character who is good at leadership but is still able to fight very well

2. A melee attacker. Should be strong in one of the melee skills. If you think melee is bad please give me an alternative...

3. Some kind of sniper with sniper rifles

4. Some other guy who rounds out the party

How would you distribute their stats?

Which skills are important to have in the squad?

Which quirks would you give them?

Also how can i change the games language on ps4 from german to english?
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Zobrazeno 115 z 24 komentářů
Some people will post exact stat and skill arrays, but I wouldn't go for that. You'll want the fun of building your own characters to your own tastes. I'll just give you some basic advice.

For any combat character, you want to focus on their combat initiative (CI) and action points (AP). You'll want your CI to above 10 if you want to be decent, or above 13 if you want to be great; you'll want your AP to be 8 if decent or 10 if great. Your CI will increase by 1 for every point of awareness or two points of speed. Your AP will increase by 1 for every two points of coordination and for every four points of the sum of your strength, speed and intelligence.

You have some room to play, so fiddle around with your attribute scores and choose what makes you happy. However, remember what I said about your CI and AP, because they'll influence combat more than anything else.

Now, your leader really only needs the leadership skill and a decent charisma score (which determines the radius of your leadership "aura"). 4-6 is usually enough to keep everyone in your aura in most circumstances. Nobody else strictly needs charisma, but be careful because you can get some nice bonuses from NPCs if your party's total charisma is high enough - have only one charismatic ranger and three unlikeable jerks, and you'll probably miss out.

Melee is actually very viable. It takes a few levels to get rolling, but once it does, it can be more effective than most guns. The usual advice is to invest heavily in strength and speed; you probably want both to add up to 16, since you'll probably be able to increase your attributes by four points throughout the game and that will allow you to max both out (which you should).

Sniping is pretty straightforward, but just remember that most sniper rifles take a lot of AP to fire, so pump up those AP if you want to fire twice in one round. The Brittle Bones quirks comes highly recommended for snipers because they need lots of AP but won't move around in combat very much.

Having someone to "round out" the party isn't strictly necessary because all of your characters should have a variety of skills. Generally, your characters should specialize in a few skills rather than putting a few points all over the place, and multiple rangers shouldn't specialized in the same skill. HOWEVER, you'll probably want more than one doctor; you don't want your rangers shrugging their shoulders at each other when your only surgeon is bleeding to death.

Your characters will get two skill points per level with intelligence 1-3, three skill points per level with intelligence 4-7, four skill points per level with intelligence 8-9, and five skill points per level with intelligence 10. I suggest having characters specialize in a number of skills equal to (their skill points per level) + 1. In other words, a ranger with intelligence 4 can specialize in four skills, while a ranger with intelligence 10 can specialize in six skills.

I suggest setting a character's intelligence to 1, 4, 8 or 10 and never increasing it throughout the game. There's not much point to a value in between those; while every point in intelligence will technically go 1/4 of the way towards another AP, putting that extra point into speed or strength will do the same thing plus other bonuses.

Quirks are pretty much a judgment call. However, you should know the following three things: Animal Husbandry will randomly kill your animals if you don't interact with them often, Azzhole will cause flies to buzz around your character, and Raised in the Circus will make your character look like a clown.
Thanks that was a lot of info...

But can someone give me an example of a good stat distribution and maybe give meyour top 5 quirks?
Well, a good melee stat distribution is 2 1 4 8 8 4 1. This gives a healthy combination of CI and AP, and provides you with enough speed to engage your enemies while having enough strength to wear the heaviest armour. The very low charisma may hurt your total party charisma score, though.

Gun-using characters can afford to be a little looser with their stats, because they tend to rely more heavily on their skills and less on things like movement speed, HP, etc.

One thing I forgot to note is that, in my opinion, you should never put points into luck. It will occasionally give you free bennies like random dodges and bonus action points, but most of the time you will be better off putting that point somewhere else. As far as I'm concerned, points in luck is just flushing them down the toilet.

Your choice is quirk will be heavily influenced by that character's build. Don't just pick them willy-nilly, because if you want the most out of them, you have to make sure you make the most of their benefits and downplay their downsides. My top five, however, would be:
  • Delayed gratification - Because you end up having more skill points overall, and the first half of the game is easy enough that you'll survive those first ten levels
  • Brittle bones - but only on characters that will do a lot of shooting and not a lot of moving
  • Thick-skinned - but only on characters where you plan to invest as heavily in their armour as possible
  • Mysophobic - but only on your medic, and only if you have a backup medic
  • Manic depressive - but only on a character that would "normally" be a mediocre fighter; half of the time, they'll get enough of a boost that they get good, while the other half they'll be terrible (but they wouldn't have contributed much anyway)
Thanks!
Which skills do you think are less important and can be minimized or ignored?

And which weapon types arent worth using?
Most skills are useful in at least some capacity, but you can ignore barter, and probably get by without mechanical repair and animal whisperer.

I also would not recommend using shotguns. Heavy weapons and energy weapons aren't terrible but require experience to pull off, so I wouldn't specialize your characters in them in your first game.
the strong Traits are:
Brittle Bones
Disnumerology
Thick Skinned.

Ascetic is generally regarded as not worth it, but every time you start a new game you get the +1 stat and +5 skillpoints..... so you can do Highpool or ag ceneter, pop back to Ranger citadel hit the button to set off the nuke and import your characters into a new game.... and get as Many +1 stat +5 skillpoints as you want

Like 10 in all stats and skills. eventually. (you also get to read books each time)

I tried that once, made a VERY powerful team and was rather bored with them before quitting and making a regular team with the legit strong traits.

So anyways,

Legit team:

leader- Thick skinned, 10 INT 10 CHA. 2 speed 2 Coord ...rest STR. Made this a TANK. Skills of Leadership, Weapon Smithing, First Aid, Surgeon, Smart Ass. Eventually I gave her some combat skills of Brawling and Handguns, but thats not her purpose.
she ended up with 14 Armor and very little could seriously damage her, her main role was healing people up during combat and not dying regardless of what came her way.

Sniper: Brittle Bones. level 50 stats 6/1/9/4/2/10/1
Skills Sniper Rifle, Hardass, Perception, Demolition, had 78 spare skill points at level 50 even after dumping 7 in field medic for Stimpacks and 5 in comp sci for robotist and 2 in weapon smithing for tinkerer. and 1 in surgeon so i can use medical items to revive my team or just cure status ailments.

(start her with 4 Awarness and crank it to 9 at 50 is what I'd suggest)

Assault Rifle. Disnumerology. Made a pair of these, one was Comp Sci/Alarm disarm. the other was Lockpicking/Safecracking. Obviously both were assault rifles. Not alot of spare points left over but still enough to stick 7 in field medic, 1 in surgeon and 5 in comp sci. and 2 in tinkerer.
Stats level 50 (with disnumerology active)
10/2/10/5/6/5/2

You also get 3 NPC slots. the early ones are the best, cuz you can fix their flaws and get the shrine bonuses in AZ.

Tatazuki and Chisel are the melee ones. Vulture's cry and Pizepi are also decent. Ralphy had high toaster repair so... I took him last run so I didn't need to give anyone Toaster Repair. needs to be spec'd in a weapon skill. I did sniper Rifles on him Assault rifles are also good.

Ralphy if you give him the toaster skill and the Toaster Expert Perk. gives a 50% chance to proc for toasters. useful for finding endgame trinkets for your team you might otherwise miss, he can also pull out... weapons from toasters or weapon mods.

He only NEEDs 8 in toaster repair if you want to use the toolkit to get him to 10 for toaster checks, but thats.... extremely heavy. Point is he doesn't even need to occupy a slot on your team for toaster checks if you really don't want but he wasn't deadweight so I kept him.

Pizepi requires a tad of stuff to get, but with the team I used it actually wasn't hard to do. Didn't use her that run because its main point was to see actually how much Ralphy sucked.

and at level 50 he'd just get enough AP for 5 deadeye shots of the PGS1. which is great. and before that he's mostly one Shot of the AMR or other large sniper rifle with a rather good initiative and his stats are going to mean you won't need toaster repair and he'll have good enough luck checks.

his STR is way too low for melee. not enough HP for it IMO.
Do you have a suggestion for a leader build that is also a strong combatant?

Are smgs fun using?

Does a sniper mix well with a skill mule?

Which are the best melee weapons?
Sloty1984 původně napsal:
Do you have a suggestion for a leader build that is also a strong combatant?

Are smgs fun using?

Does a sniper mix well with a skill mule?

Which are the best melee weapons?

this game has an issue. Damage is calculated by PEN/ARMOR. if you have 6 more armor than the PEN of the weapon you get 0 damage, its like 20 % at 5 maybe 50% at 3 difference.

Point is if you don't have enough PEN to beat the enemy Armor its not worth using the gun.

SMG will do less damage and have less range over assault rifles for pretty much the entire game because of this. not so bad in AZ. The reason is assault rifles and bladed get a perk that give them +1 armor pen. which is huge, like 20% bonus damage vs everything really. everything else being equal.

SMG do not get this perk.

Sniper RIfles have high PEN to start with.

Bladed are viable. Blunt I feel preform worse than bladed since they rely more on critical damage but bladed is like 70-80% chance to crit and Blunt is like 30-40% and brawling is like 100% chance to crit.

With combat shooting apparently blunt really shines, without it I prefer bladed, Brawling's damage grows as you level up, so late game (or if you import into a new game) brawling will outshine Bladed. but a level 20 Guy in LA I'd prefer to have a proton axe.

The issue sort of is Blunt has the better perk Charge (+.5 move speed on the first turn) so I'd take bladed and still stick 4 points in Blunt for Charge, unfortunately Tat is pretty stupid so those 10 skill points for the 4 points in Blunt actually are a significant investment.
Sloty1984 původně napsal:
Do you have a suggestion for a leader build that is also a strong combatant?

Are smgs fun using?

Does a sniper mix well with a skill mule?

Which are the best melee weapons?

You really don't need to sweat the leader build that much. It's just one skill. All you'll need is a few extra points in charisma, which won't hurt a ranged weapon user too badly. If you're that concerned, specialize them in assault rifles, because that will usually put them around in the center of the party and it's a hard skill to mess up.

SMGs can be fun, especially with the Psychopath quirk, but they don't hit all that hard, so you're almost always losing damage to enemy armour. They get better the further you go in the game, though. You'll probably find them more fun the second time you play through the game, if there is one.

Sniping isn't the best skill to take with a skill mule because sniping requires a lot of AP, and those points will be going into intelligence. I guess it'll be alright if you put 10 points into intelligence and a whole bunch into coordination.

All of the melee skills are actually quite good. In the late game, bladed weapon users will usually be a little bit tougher and get lots of fairly effective critical hits, while blunt weapon users will move quite a bit faster and get fewer, but MUCH more powerful critical hits. Brawling is a little bit of an odd duck; it's not good at penetrating armour and you can't modify its weapons, but it gets bonus damage from your character level, so high-level brawlers can do a lot of damage even if their strength isn't all that great.
Which quirk would yo give a blade using melee character?

So finally how would you skill a leader character that can also shoot?
I want him to have 6 cha, so where should I take these 5 statpoints from?

I want to use Sniper rifles, Assault rifles and bladed weapons.
which would be a good 4th weapon type to use?
Naposledy upravil lolz.guru/cryyxu; 1. říj. 2016 v 5.41
Anyone please???
Sloty1984 původně napsal:
Which quirk would yo give a blade using melee character?

So finally how would you skill a leader character that can also shoot?
I want him to have 6 cha, so where should I take these 5 statpoints from?

I want to use Sniper rifles, Assault rifles and bladed weapons.
which would be a good 4th weapon type to use?

The issues with a leader that can also shoot.

1.) he doesn't get his own leadership bonus, so thats 20% less chance to hit over the rest of his team.
2.) he's got points in CHA that aren't in a combat stat. with 6 points in CHA thats either 3 AP or 6 initiative or some combination of the two.

So I look at the guy, and give him high INT and high CHA which means he'll level up fast and use him for skills.

You want to shoot with him too, fine. he's just not going to be as good as everyone else because of 1 and 2.

as for guns.

Don't care for SMG or Shotguns. so I guess either Pistols which have crap range, energy weapons, or heavy weapons.

I mean just give your Leader a rocket launcher. its single fire. never misses.

I guess pistols would be third? for guns that don't suck. If you didn't want to double down on assault rifles or something.

If its for your leader, give him pistols or energy sure.

of the 3 powerful traits disnumerology doesn't have an innate speed penalty. Or you could try something else. Tatsuyuki is fine without any traits.
Naposledy upravil red255; 1. říj. 2016 v 18.08
How high should the important skills be in level?

How low is enough for surgeon and field medic?

Which of the npcs do you reccomend me to use?

Which four weaponskills would you give your rangers?
Naposledy upravil lolz.guru/cryyxu; 7. říj. 2016 v 8.55
Sloty1984 původně napsal:
How high should the important skills be in level?

How low is enough for surgeon and field medic?

Which of the npcs do you reccomend me to use?

Which four weaponskills would you give your rangers?

Surgeon with 1 point is enough to prevent death, for skills there are some very difficult skill checks so 10 after items I think there are trinkets for +2 so.... 7+book+2 trinket I guess if you want it minimal and 1 point on everyone else.

Field Medic you can use all the healy items with 7 points in I think. you heal more with more points in. but you'd probably be fine with 7 points

....Sniper rifles and assault Rifles.

NPC's? in the first area you got Ralphy, Tatsuyuki, Rose/Vultures Cry, Pizepi, Chisel and Scotchmo. toward the end of AZ you can also pick up a few more guys but I'd really recommend from this pool And probably not scotchmo.
What do the symbols in the weapon description exactly mean?

Which NPCs would you reccomend me to take with me?
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Datum zveřejnění: 29. zář. 2016 v 16.57
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