Wasteland 3

Wasteland 3

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Traveler Sep 19, 2020 @ 10:46pm
Boom build?
Does building a character around explosives make any sense?

Rockets and grenades are expensive and dangerous if you have friendly fire turned on. Worse is when there are friendlies around; even a little splash damage can cause npc problems and deaths of the wrong people can cause you to loose team members.
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Showing 1-15 of 52 comments
Traveler Sep 20, 2020 @ 12:39am 
I have Big Guns + Explosives on one character. She only uses the skill to disarm mines and traps anymore. Think a different secondary would have been better.

Wish the game had respec.
Kaerius Sep 20, 2020 @ 1:29am 
Originally posted by Traveler:
Wish the game had respec.
The save editor allows that.

And yes, explosives pairs best with small arms. Draw! is silly powerful with it, if expensive.
I gave that combo to my leader, so I also get to upgrade the rockets to nukes often, drawback is that the nuke residue hurts animal companions.

Big guns should just be paired with damage booster skills like weird science and mechanics(bonus points if you maximize fire damage bonus, and also add toaster repair).
Traveler Sep 20, 2020 @ 2:45am 
I started of with a premade pair because I thought they'd add interesting dialog, that hasn't turned out to be the case. Second run I'll just build my own characters.
stretch Sep 20, 2020 @ 3:19am 
Whack the explosive under-barrel mod on your weapon of choice. I think there is only the one so be very sure before you do.

There really is not enough ammo for the req 10 skill nuke firing bazooka thing and even rocket ammo isn't really common enough to build an entire character around rockets and have him use them every fight exclusively.
Kaerius Sep 20, 2020 @ 7:24am 
Originally posted by stretch:
Whack the explosive under-barrel mod on your weapon of choice. I think there is only the one so be very sure before you do.

There really is not enough ammo for the req 10 skill nuke firing bazooka thing and even rocket ammo isn't really common enough to build an entire character around rockets and have him use them every fight exclusively.
Put the mod on the Jackhammer.

I use my leader as fight starter, usually with a rocket, but sometimes just with the shotgun. Get a multikill and pop rally. Next turn reload the rocket launcher for a cheaper shotgun shot.

But when I really need to down a group of enemies, I have the option to rain half a dozen rockets on them.
Last edited by Kaerius; Sep 20, 2020 @ 7:24am
[JdG] Pejman Sep 20, 2020 @ 7:33am 
you have firearms that also have explosive dmg (an SMG and shotgun as leg and you can mod weapon to have explosive dmg)
talemore Sep 20, 2020 @ 8:01am 
Weird science provide rocket launchers who uses energy
I'm thinking about high impact, the description says: hit by "rockets or grenade"
The meson cannon is considered a "rocket" but it maybe just stupid text
Traveler Sep 20, 2020 @ 10:22am 
Originally posted by talemore:
Weird science provide rocket launchers who uses energy
I'm thinking about high impact, the description says: hit by "rockets or grenade"
The meson cannon is considered a "rocket" but it maybe just stupid text

I like this canon. I have it on my Weird Science guy who also uses the shrink ray..
talemore Sep 20, 2020 @ 11:12am 
Originally posted by Traveler:
Originally posted by talemore:
Weird science provide rocket launchers who uses energy
I'm thinking about high impact, the description says: hit by "rockets or grenade"
The meson cannon is considered a "rocket" but it maybe just stupid text

I like this canon. I have it on my Weird Science guy who also uses the shrink ray..
I used shrink ray early on but it consume too much energy and now I have all with energy weapons. The tech chick has explosives, mechanic and weird science. I would had put into charisma if I knew I could spawn nuclear rockets, it uses 4ap and can be charged up at the 2nd round
Aralys Sep 20, 2020 @ 11:28am 
High Impcat allways Crit with Rockets and Grenades and with Pyromaniac and Explosiv Expert plus Skill from Toaster and Big Guns u will kill most of the Mobs on Start
SeriousCCIE Sep 20, 2020 @ 11:29am 
I don't think a boom build is viable. Rockets cost too much even if you build up barter on someone and save most of your junk sales for after you've perked up your barter skills.

That said--I have one character that focuses on brawling with a secondary of heavy weapons and explosives.

Provided that there's a reasonable opportunity to hit 4 people and gas tanks besides, he'll be the one to make sure that happens. Depending on the flaming ruin and how much that spreads, he'll then either run up and start punching clowns (at least, dependent upon location), and if the opportunity presents itself, fill them with bullets as he makes his approach.

I'll usually not have his melee weapon equipped and instead have explosives and big guns or two big guns depending on my read of the situation, and then after it merits using melee, swap out the least applicable weapon for close range (maybe keeping a flame thrower equipped) and march him into the fray.

it helps to keep such resources status resistant and with a good combat speed, but there is only so much one can do to allow for such flexibility when relying on one indivudal to be so accomodating. Also, he throws grenades.
quadZe Sep 20, 2020 @ 12:14pm 
An explosive build is really strong and fun to play with once you have enough money to buy rockets whenever you need them. You know how a sniper can take out one enemy while sneaking? A rocketeer with sneak can take out entire groups with a single rocket!

Here's my build:

- Background: Explodomaniac (+15% explosive damage)
- Quirk: Pyromaniac (+25% fire and +25% explosive damage)

Attributes:

- Coordination 10
- Luck 2
- Awereness 2
- Strength 8
- Speed 10
- Intelligence 10
- Charisma 2

Skills:

- Big Guns
- Explosives
- Sneaky ♥♥♥♥
- Small Arms

Weapons:

- Niddhog Heavy Machine Gun (shoots explosive ammo by default)
- A rocket launcher

Perks:

- Anything that increases your damage and survivability

- You only need the DRAW! perk from Small Arms (Your first attack after reloading an empty weapon costs no AP) because you need to reload your rocket launcher after every shot which means you will only spend 2AP to fire a single rocket. Broke AF!

- Mortar Blast doesn't actually uses ammo (you still need atleast one to use it - probably a bug)

Last edited by quadZe; Sep 20, 2020 @ 12:24pm
Legadian Sep 20, 2020 @ 12:18pm 
Sounds great, but you left out the part where your guy is constantly on fire.
talemore Sep 20, 2020 @ 12:22pm 
There's always medkits
quadZe Sep 20, 2020 @ 12:22pm 
Originally posted by Legadian:
Sounds great, but you left out the part where your guy is constantly on fire.


It's only 15% chance to catch on fire while using explosives and even if you do, who cares? Fire deals mediocre damage in early game and barely does any damage in mid/late game.

Fire resist is also a thing.
Last edited by quadZe; Sep 20, 2020 @ 12:28pm
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Date Posted: Sep 19, 2020 @ 10:46pm
Posts: 52