Wasteland 3

Wasteland 3

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Corinthas Mar 29, 2021 @ 10:33am
Decision paralysis and character builds. Halp!
As normal when faced with choices at the beginning of a game like this i freeze.. I have looked up countless conflicting guides on what characters to build and cannot commit to any one of them.

Leader yeah i want a leader but then Kwon is given leadership points...

Heavy gunner or flamer?

etc.
Last edited by Corinthas; Mar 29, 2021 @ 10:37am
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Showing 1-15 of 18 comments
Du-Vu Mar 29, 2021 @ 10:56am 
You might not use Kwon all through the game. And you can re-spec now. With big guns, you could do both, a heavy gunner who switches to flamer at close range and in tight quarters. 30 levels gives you some room for versatility with perks as long as you're fairly focused with skill points, so pick 2-3 skills and max them out, maybe 4 with high Int, and you can still experiment with perks. Leadership doesn't have to be maxed to be good, having two characters with lower Leadership lets you get the benefit while splitting up the group a little.
Last edited by Du-Vu; Mar 30, 2021 @ 8:08am
Radiac Mar 29, 2021 @ 2:47pm 
My advice (LONG, sorry):

1. There are skills you need on the travel team, skills you can totally ignore, and skills you want a guy on the inactive roster to have, so you can pull them out of cold storage and use them once in a while. The "totally skip it" skills are basically just Animal Whisperer. Not having anyone with any ranks in Animal Whisperer will only really deny you the ability to have a bunch of furry critters following you around. If you WANT that, then fine, build it into your team, but I generally find that they get underfoot a lot and block doorways, etc too much. Also, I personally dislike Melee and Brawling, but you might like them, that's purely a personal preference.

2. The "cold storage" skills are basically Armor Modding, Toaster Repair, and to some extent high-level Weapon Modding, though I'll have to explain that. Armor Modding adds precisely nothing to the travel team's combat effectiveness, until you get it to level 10, where you can then take the one Perk it has, which gives the whole team +5 armor bonus for free. That Perk might look good on paper, but it's mostly worthless. Everyone on your team that's low-strength will be wearing light armor and +5 isn't going to make a real difference. They still get one-shotted by a lot of stuff and party-wiped by Bomb Hoppers. Toaster Repair can be a skill that you put on your bench guy and then take him for a ride once or twice just to open all the toasters you've left behind in places you've visited. There are some decent things to be had from doing the toasters, but most of them are heavy armor pieces, FYI. That said, there's a decent energy weapon in the Sans Luxe toaster that I like to get fairly early. I generally don't use Flamethrowers, so I don't care about the Heating Element Perk. I just like HMGs so much more than flamethrowers at all levels that I only carry a flamethrower around to melt ice when needed. Weapon Modding is a skill I like to have at level 5 on somebody (in my case, Lucia Wesson) so that I can put on the Modder's Kit and get it up to 6, which is the sweet spot for a lot of gun mods I actually like. Also, having a Weapon Modding of 5 is just enough to take the Powder Packer Perk, which I also like. I still level up the bench guy in Weapon Modding though, just for the higher level mods, and for field stripping weapons when I want to generate mods for new guns I just got in the later stages of the game). Some people will tell you to skip Survival. I like it well enough to level Lucia up in it. Let's you skip overworld encounters you'd rather just not do. I think the highest Survival you need for this purpose alone is 7, FYI.

3. As for the "must have" skills, there are books for them that raise your skill by +1, but there's only one book for each skill, and in some cases these books are given out by NPCs who give you an either/or proposition, and if you pick the wrong one, you get some other reward, but not the book. There are also Utility items that can give the wearer a +1 to a skill when equipped, but there isn't one for every skill. Lastly, there are some armor pieces that will give a +1 to a skill when worn (a helmet that does +1 Hard Ass and a hat that does +1 Mechanics). I've done the legwork and I keep a spreadsheet list of every skill and how many points I feel I need to devote to it, whether I get that book or not, etc.

4. You generally want to have each skill covered such that ONE person on the travel team specializes in it. Each person on the travel team will have enough skill points to max out like 3 skills early enough for them to be useful. (EDIT: three skills INCLUDING a combat skill, so a gun skill plus two others). You should be able to devote your last few levels worth of skill points to some "luxury" skill later, but each guy get's responsibility for three skills to be "the go-to guy" in at first. Lockpicking is a particularly points-hungry skill early on, but the payoff is that you get to open safes when you encounter them, and that means getting loot when it might actually help you. Also, picking locks gives bonus XP. My lockpick guy had maxxed Charisma from creation and get a full level above everyone else on the team by level 24.

5. When you promote new people to the travel team, the newbie get's powerleveled to the average level of the team. This means that if you have two high Charisma guys that tend to outlevel everyone else, you can periodically bench everyone else, then re-add those people back to the travel team one at a time and get them leveled to the average level of the two main guys. You can keep the whole team leveled up to the level of the main 2 this way.

6. I think it's a good idea to have a Barter person on the main 6, I use Lucia Wesson for this too. This person get's better money deals throughout the game, and get's all the Barter Perks so that you can generate money in large quantities by saving and reloading until you hit on the Antiques Appraiser proc on the most expensive Junk items. The Perk where you save 20% on buying in bulk is good too, because you buy a lot of ammo and First Aid kits, etc more than one at a time.

7. I prefer ranged combat, so I like to have one Big Gun guy, two Snipers, two Automatic Weapons (usually SMG) guys, and Lucia Wesson working the Small Arms (pistols early, and shotguns later, but she usually just hides and revives/heals people in combat anyway). An argument can be made for having 2 Big Guns guys, but ammo management is tight in the early game of you go that route. The only drawback to having three Sniper Rifles is that the third one tends to end up using a really bad gun for a long time. Ammo isn't really a problem there though, if you keep an eye on it. You might think about retraining someone into Big Guns once you find your second Minigun, maybe.

8. Luck is an Attribute you can always dump down to 1 and leave there, from what I've seen, but if you decide you want it, give it to an NPC that starts with some Luck in the first place, don't waste any points on your main 4.

9. First Aid is a skill you should give everyone at least 1 point in, so that everyone can use First Aid Kits and Injury Kits on everyone else. You still want one person, at least, who is the "go-to guy" for it though. There is only one use for Suture Kits, that I've found, and that's a mission storyline thing actually. Almost everything sustained in combat can be removed using an Injury Kit (except poison, which requires Antidote pills), basically nothing requires a Suture kit, except Doc Parker's mission.

10. Weird Science, Explosives, Mechanics, and Leadership are three skills that you might want to give to more than one person, at some point. I think that these are good candidates for "luxury skills" you take in the late game when you're getting skill points you don't know what to do with. In the early game you still want individuals that do these skills as their "go-to guy" jobs, but later on you might have others take these skills just to get more damage out of their guns.

11. Give the Sneaky ♥♥♥♥ skill to the Sniper guy, there's some synergy there. Then you try to start every fight by one-shotting a guy with the sneaky sniper guy.
Last edited by Radiac; Mar 30, 2021 @ 5:52am
Radiac Mar 29, 2021 @ 3:29pm 
More stuff to consider:

12. Your Character, assuming they have no Quirks or Backgrounds that effect this, will have 6 Action Points, to start with, plus one bonus AP that you get at every even numbered level of Coordination. So generally, I'd start with some even number in Coordination. Usually 4, maybe 6 on the Big Guns guy and/or the Sniper, since those guns take 6-7 AP to fire once. That said, you'll want to get everyone to 10 in Coordination as soon as possible, just for the bonus AP.

14. You get 21 Attribute Points to spread around (minimum of 1 in each Attribute) at creation. When your character hits level 24 (which is right about where the endgame happens) they'll have accumulated exactly 43 Attribute points, which is enough to max out any four Attributes if you keep a 1 in the other three Attributes. That said, you might feel like putting a spare point or two in Strength or Speed here and there along the way.

15. You get 3 Skill points per level, including level 1, plus you get a bonus skill point every time you level up Intelligence (not a bonus point per level, just ONE skill point when you raise Int). Intelligence has other uses, so it's worth leveling up, anyway. Again, you don't have to start with a maxxed Int, though the added skill points are handy in the early game. I often start Int at like a 2 for the added skill point at creation, then level it up when I need a spare skill point now and then until ultimately maxxing it out over time.

16. Your character starts with an innate movement rate of 1.4, meaning that you get 1.4 squares of movement per AP spent to move. Thus, it will cost 10 AP to move 14 squares. The game always rounds fractions down in a way that hurts you, so your best movement rate numbers will be full integer values (like 2.0 or 3.0) or, failing that, half-integer values (like 2.5). If you want faster movement speed, get light armor legs which give speed buffs, and mods for them that give speed buffs. Actually increasing Speed is not terribly efficient, but if it get's you from 2.9 to 3.0 or something, it might be worth it. That said, higher level light armor legs will give greater movement buffs, up to Spectrum Assault legs which give +0.3 unmodified. There are leg armor mods that can give a +0.2 movement rate buff and others that give +0.4 movement buff, but there are only like 4 or 5 of each them in the whole game, if that. The one that gives +0.6 at the cost of -1AP is probably not worth using, given the AP penalty. I'm not going to lie, I save the game before opening armor crates to savescum for armor I can actually use. It also sucks that you generally don't want to mod leg armor early because you can't get more of the good movement mods and they're bind on equip.

17. You probably want to try to get your Big Gunner and your Sniper enough AP per round that they can get two shots off in one turn. Since those guns cost 7 AP to shoot, you need to do some digging to figure this out, but it can be done. There are 2 Utility items that give +1AP (the Anabolic Injector and the Star of Bravery), and both are acquired by doing the Aspen missions. Apart from that, there's a Perk that the Leadership guy has, called Rally, that costs HIM 4AP to use, but gives everyone ELSE in the team +2AP for that round. I always pop Rally as the first thing I do in each fight. This gives the Sniper and the Big Gunner an extra 2 AP. I also like to give the Sniper the Two-Pump Chump Quirk for more AP in the early rounds, because most fights are pretty short. FYI, even if you have more than 1 Leadership guy, each person on the team can only benefit from one Rally at a time. That is, multiple Rallies don't stack.

Last edited by Radiac; Mar 29, 2021 @ 6:49pm
Radiac Mar 30, 2021 @ 6:29am 
18. To answer your question about the Big Guns, I like an all ranged team and I generally avoid the Flamethrowers as a combat weapon. They USED to be able to hit a HUGE area, when you could mod them for added range, but I think they took away the ability to put a scope on them. Anyway, I just like the HMG better. The Minigun is a FANTASTIC weapon in the late game, with the right mods. I put the Shortened Barrel and the Wide Spectrrum Light on mine, along with one of the precious few 38mm Mag scopes you'll find. I tend to want to keep my distance and attack from range, so I dislike the Flamethrower. You're not going to just kill EVERYTHING with a flamethrower, so having to get close enough to use it means you're going to take some return fire at close range, which is just handing the badguys more melee attacks that they don't lose out on from having to move to close distance with you. If anything, I shoot and then move farther AWAY or into cover.

19. I don't usually hack robots, but if you intend to use the Nerd Stuff Perks that encourage you to hack robots and turrets in combat, I would level up that guy's strength and give him heavy armor chest and helmet, but light armor legs with best movement speed mods. Here again, this is a strategy that causes you to have to run into the fight, and I don't like to do that. I treat Nerd Stuff mostly as an out of combat skill.

20. Hard Ass, Kiss Ass, Nerd Stuff, Survival, Barter, and Lockpicking can pretty much go on anybody. They don't STRONGLY effect combat. Sure, Survival will get you some added damage versus drools and growlers, but you'll hardly notice when it does. Lockpicking can get you some decent added XP if its on a high-Charisma guy, but that's gravy too, really.

21. Mechanics, Explosives, Leadership, and Weird Science are all "non-combat, but also combat" skills, which will effect your damage output with Energy Weapons, explosives, etc. You probably want to put the Weird Science skill on somebody that has a chance to actually shoot a decent energy gun. There are some good early Energy weapons to be had in the Big Guns and Automatic Weapons categories, and there are good energy sniper rifles to be had at pretty much all levels starting with the Mega Scope in the Bizarre. There are no good Energy Shotguns or pistols early on, and in the late game they're too late to be of any great use. Your Mechanics and Leadership skills both involve spending AP during combat on things other than shooting, so I'd avoid giving those to people who have high-AP-cost guns. So don;t give Leadership to the Sniper or the Big Gun guy, if you intend to try to get them up to 14 AP and thus 2 shots per round. If you're ok with just firing the HMG once per round, then you can consider HMG Leader guy as an option, but I prefer that guy to have Automatic Weapons or Small Arms. Automatics has a Perk that gives you more AP when you kill a guy, so that's a nice way to get those Rally AP back. The Mechanics person is going to be spending AP to drop turrets, and I use Jodie Bell for this, which means she doesn't get to shoot twice in a round, usually, but then not everyone can. She's the second fiddle sniper, so she does that AND mechanics, AND First Aid, for me. Explosives is a skill you can give to almost anyone, but there are some good Explosive damage guns in the game, though they generally show up fairly late. As such you use it more for defusing mines than anything else. There aren't enough rockets (or enough money to buy them early on) for this to be anyone's main damage output mode. Grenades are ok early on, but get progressively worse as you level up.
Last edited by Radiac; Apr 12, 2021 @ 8:03pm
Radiac Mar 30, 2021 @ 6:49pm 
2
Here's what I came up with for a roster on my third run, on Supreme Jerk this time:

Guy1: Sex Machine, Serial Killer, Starting CLASSIC is 4-1-1-2-1-2-10, skills: Automatic Weapons, Lockpicking, Leadership, 1 rank in First Aid at creation, then in the late game, you'll have some points to play with. I start this guy at level 1 with an AR for the extra range in the first mission, then switch to SMG when I found a good one and a middle tier range enhancing mod for it. I ended up getting an early PDW-01 SMG from the bunker in the NW area just south of the DOE site, so I made his 4th skill Weird Science and used the Incendiary Linkage mod on it, you might not have that option, as that bunker gives out ONE good level 19+ weapon, which might be a second copy of a unique, but it could be anything. Minigun, Ripper, SOCOM, Plasma Hammer, etc. I got a Graviton Shredder once in an earlier run, and I savescummmed it for something good and got the PDW-01 this last time. I eventually gave this guy high enough Strength to wear the Chemtek chest armor, but almost never remembered to use it, plus he was using so many AP to pop Rally in round 1, it was often "Chemtek or shoot one more time.... who am I kidding, dakkadakkadakka...)

Guy2: Goat Killer, Two Pump Chump, Starting CLASSIC is 4-1-2-1-1-2-10, skills: Sniper Rifle, Sneaky ♥♥♥♥, Hard Ass, 1 rank in First Aid at creation, then later I unlock Combat Shooting and level him in that with the rest of his skill points. This guy eventually got the Anabolic Injector as his combat Utility item, and the Veteran Ranger's Star as his out of combat Hard Ass Utility item. That and the armor helmet that gives+1 Hard Ass save you like 9 skill points.

Guy3: Vicious Avenger, Sadomasochist, Starting CLASSIC is 6-1-2-5-1-2-4, skills: Big Guns, Weird Science, Nerd Stuff, 1 point in First Aid at creation, then extra points to play around with in the late game, I spent them on Leadership for more buff procs, and theoretically to be able to Demoralize and then do Suppressing Fire, but I never really used it for that, since I always tried to have him shoot twice. This guy eventually wears the Star of Bravery as his Utility in combat and the PDA out of combat.

Guy4: Raider Hater, Prospector, starting CLASSIC is 8-1-4-2-1-3-2, skills: Automatic Weapons, Explosives, Kiss Ass, 1 rank in First Aid at creation. I gave this guy the second PDW-01 when I found it. He had to respec into Assault Weapons to do that, before this he was Sniper #3 on the team after Jodie Bell. I found this caused him to always have the worst sniper gun, whereas getting a second PDW-01 made him a demigod of damage. But that was my luck with that bunker. That said, Automatics is a good skill, and you can have two guys doing SMGs and ARs if you want to, ammo isn't THAT tight, plus this guy shoots rockets/throws grenades sometimes. You'll have a few points to play with in the late game, but not as many as everyone else, because this guy doesn't get to use a skill book for his combat skill, unless you try to make him a melee guy. Or you could retrain him into like Animal Whisperer, Brawling, and Toaster Repair, at some point, read the books for those skills, then retrain him AGAIN into other skills and reuse the book points more efficiently, at the cost of money, which you'll be able to afford. No utility item is integral to this guy's build, which is basically "leftovers" from the other 3 people, plus the NPCs I knew I wanted. I gave him the Spiked Collar most of the time.

Guy 5: Kwon at first, then Jodie Bell for the long haul. I level Jodie in Sniper Rifle, Mechanics, and First Aid, leaving her 3 points of Animal Whisperer alone until I have to retrain her, which is hopefully never. Later on I give her some Weird Science for the energy sniper rifle damage (she'll probably have at least a Neutron Projector by then). Jodie uses the Mechanic's Tools as her Utility item at pretty much all times, unless I need to don the Stethoscope to get an early First Aid Perk.

Guy 6: Lucia Wesson. I level her up in Barter early to get better deals and most importantly to get the Antiques Appraiser Perk ASAP. She also takes Survival so that I can avoid random encounters in the overworld when traveling to The Bizarre etc. I level her Weapon Modding to 5, take the Powder Packer Perk, and leave it there. With the Modder's Kit you'll get, you can raise her Weapon Modding to 6, which is enough to mount some good mods on the fly. I also level up her First Aid so that she can be my roving healer, since Small arms have short range and her only combat ability is to run up and shotgun baddies that are only SLIGHTLY still alive. Later on she'll have free points to spend on whatever, and a Jackhammer with an Extra turkey Choke for some added combat punch, but you may be waiting a log time for that. Lucy wears the Binoculars in the kodiak for added Survival, and the Monocle when dealing with storyline dialog.

Everybody levels up Coordination as fast as they can, except maybe Jodie, who ranks up Awareness first, so we have someone with high awareness to spot buried treasure. The late game extra skill points go into Combat Shooting on Guy2 and some mix of Leadership, Mechanics, Explosives, or Weird Science on everyone else, depending on what kind of gear you find and how you want to roll.

That bunker south of the DOE site is a real jackpot if you save the game right before you click on it. If you get a Plasma Hammer or Proton Axe out of it, you got rooked. Reload and keep hitting it until you get a high tier ranged weapon, would be my advice. I kept doing that until I got a unique, and hit the PDW-01 on like the 8th try. There were miniguns and Rippers and lots of Power Gauntlets that I passed on. And as I said, I had gotten a Graviton Shredder in a previous run of the game.

Last edited by Radiac; Apr 13, 2021 @ 8:39pm
AlyG69 Apr 13, 2021 @ 1:38pm 
i have been looking like crazy for a good/ great guide thats up 2 date and i have to handed to you man this rocks thank you very much @Radiac

thx to the respec option im planning to use companions only, so i will be using
Kwon, Lucia, Cordite and i guess either jodie or pipeze (or first jody then pipezi)
Question 1: will not having the quirks/backrounds hurt my SJ game with these companions using your builds?

Question 2: Im going 1 melee guy (i just have to have a melee/bladed or blunted guy in all my games) who should i replace him with AR or Sniper?
Last edited by AlyG69; Apr 13, 2021 @ 1:56pm
peterstevens Apr 13, 2021 @ 1:51pm 
♥♥♥♥♥♥♥♥♥. Radiac wrote a fantastic guide for rookies and vets alike. Nice work.

The only thing I will add is this - you get four rangers for free. In my current play through (first since the latest update) I took Kickboy and pal cause I wanted the trinkets not realizing that they counted towards my four. As a result I wound up making three custom rangers (3rd one cost me), turned Kickboy into my skill mule, and have been rolling with three companions as opposed to two. I have definitely gotten some dialogue I've missed previously as a result.
Mobydick9 Apr 13, 2021 @ 1:57pm 
Outstanding information, well done and thank you!
Radiac Apr 13, 2021 @ 4:31pm 
Sniper rifles use up less ammo and do more damage per shot, but also use more AP to shoot. SMGs use less AP and do good damage, but use more ammo and have shorter range. There are not many range-enhancing mods that you can get either. I'd lean towards the Sniper Rifle, as I ran two snipers for all three of my game runs so far, including one on Supreme Jerk difficulty. You may want to rum a melee guy, but I'd personally not recommend that. And if you DO decide to do one, you might want to try retraining from something else into melee later in the game when your guy can get to level 10 in the melee skill and take all the perks. That way you don't have to suffer through the low levels with really subpar damage. The other problem with Melee Weapons as a skill is that the book for it comes in fairly late. It's up in the Northwest part of the map, somewhere. You get the Brawling book a lot earlier.
Last edited by Radiac; Apr 13, 2021 @ 8:35pm
AlyG69 Apr 14, 2021 @ 12:07pm 
Originally posted by ENDER:
https://www.reddit.com/r/Wasteland/comments/il4nj5/minmax_team_builds_for_supreme_jerk_difficulty/

There you go.
i read this one few times Ender, but its 7 month's old are you saying this is still relevant?

AlyG69 Apr 14, 2021 @ 12:09pm 
Originally posted by Radiac:
Sniper rifles use up less ammo and do more damage per shot, but also use more AP to shoot. SMGs use less AP and do good damage, but use more ammo and have shorter range. There are not many range-enhancing mods that you can get either. I'd lean towards the Sniper Rifle, as I ran two snipers for all three of my game runs so far, including one on Supreme Jerk difficulty. You may want to rum a melee guy, but I'd personally not recommend that. And if you DO decide to do one, you might want to try retraining from something else into melee later in the game when your guy can get to level 10 in the melee skill and take all the perks. That way you don't have to suffer through the low levels with really subpar damage. The other problem with Melee Weapons as a skill is that the book for it comes in fairly late. It's up in the Northwest part of the map, somewhere. You get the Brawling book a lot earlier.

Thx for the info Radiac, really appreciate gonna follow your advice and try melee later if dont like it can always switch back (i have to plan build carefully cause respeccing costs alllot) hehe
Radiac Apr 14, 2021 @ 1:28pm 
You should probably save the game right before you retrain the guy, then do some fights, then decide if you want to keep the changes or reload from that save. You also might want to try giving the melee guy Animal Whisperer and recruiting the Honey Badger from the Massacre Site. I hear that's the best combat pet you can get, and if you're going to put one guy in the line of friendly fire from all of the AoE attacks you have, then you may as well get your money's worth out of it. That map is in the highest level radiation zone though, not far from Yuma. Also the best close combat armor is probably the Exoskeleton Chest with a mod in it for energy/fire/cold/explo damage resist. It has this Earthquake ability that looks really interesting, but I never got around to using it, so I don't know if it's actually any good. To get it, you have to give the Patriarch the Peek and Poke action figures that you get out of certain toasters. Actually, the BEST heavy armor is probably the Nukular Armor, but it won't do you any good given how late you get it. I suppose the Verchitin Armor set is probably really good too. I don;t really know, as I haven't really played with it much, and not at all in melee.
[Slayer] Apr 14, 2021 @ 2:25pm 
Originally posted by AlyG69:
Originally posted by ENDER:
https://www.reddit.com/r/Wasteland/comments/il4nj5/minmax_team_builds_for_supreme_jerk_difficulty/

There you go.
i read this one few times Ender, but its 7 month's old are you saying this is still relevant?

For the most part yes. I am running two smgs, two snipers, one LMG/rocket, and one shotgun. They can kill everything. You can just use that as a starting point and you can change it up. The game is flexible, just don't really use ARs that much. they suck pretty bad.

Also basic synergies. You want close range high speed characters to have mechanics, animal whispers, and nerd stuff since you need to be close enough to use the extra skills to charm, glitch, or disable generators. Lock picking I normally just put on my sniper. Sneaky ♥♥♥♥ should be on the mechanic as well so you can run through detection to primitively disable generators. First aid for healing is also good on high speed high leadership characters as well.
Last edited by [Slayer]; Apr 14, 2021 @ 2:30pm
Player#2201 Apr 17, 2021 @ 2:38pm 
+1
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Date Posted: Mar 29, 2021 @ 10:33am
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