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Wasteland 2[message #333758] Tue, 17 June 2014 13:08 Go to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
46 hours into this beta now , so how does it play ?
Pro's - Huge ... absolutely HUGE game .
definitely a (whisper it) Fallout lineage .
good story and characters .
once you get used to the control system and keys it's fairly intuitive .
No real faults as yet .

Compared to Fallout 2 it's a (small) step up .
Compared to JA2 it's a step sideways ....

Cons - Graphically average .
combat is ok , though compared to JA2 it lacks polish .
some npc's lack individual faces , they all are identical , but , yes it's only a beta and this will be easily remedied before release .

Worth buying into chaps and chapesses ! Very Happy



Re: Wasteland 2[message #334906] Sun, 10 August 2014 12:19 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
140 + hours in so far , restarted a few times and loving this game ! Full release is Sept. , it's a great game , fully deserving of being compared to JA2 (original ) and simply put , if you liked Fallout2 , this'll light your candle !
Turn based gaming at it's best .
A few graphical flaws , but nothing really damaging gameplay .



:animread: Very Happy :goodnews:


Re: Wasteland 2[message #335581] Sun, 07 September 2014 13:09 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
e sure to check out the new combat trailer narrated by our own
Latest from Wasteland 2 , you WILL love this game , I promise ! Smile






General Vargas:


YouTube


Re: Wasteland 2[message #335957] Sat, 20 September 2014 15:21 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
Watched this video and a few lets plays and went home to steam and bought a copy.
Just about to fire it up, fingers crossed I will enjoy the game. Will pop back and let you know Smile
Re: Wasteland 2[message #336003] Mon, 22 September 2014 04:02 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
I have about 10 hrs in the game now, its a very good game so far.
Character selection is so so, what I do is make one guy be "me" and if killed game over.
I am about to restart again as I cant find enough ammo, need some squad pointers I think.
To me its not quite as good as fallout tactics or icewind dale but better than divinity original sin.
lockie give me some build hints Smile
Re: Wasteland 2[message #336024] Mon, 22 September 2014 21:05 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
I left off playing for a week or so , just to be able to start a new game all the way to California ! You will be hampered for a while until you have a full complement of a squad with varying talents/skills . It doesn't matter ! That's the replay value right there - new squad , new way to play . try saving Highpool first , then next playthrough save Ag centre. I've started on easy to allow a good vision of the game , then when I'm confident no deaths of 'my' ranger , play it on experienced . Makes sense as it can be frustrating being killed or losing team members . It's worth the money and more , people here will love it . There are little bugs/glitches , but so far nothing important on the latest build . Almost 180 hours in so far .

:laugh:


Re: Wasteland 2[message #336029] Mon, 22 September 2014 21:30 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
Umm, how do I know which guy is supposed to be me? The first one I picked for the team?
Re: Wasteland 2[message #336032] Mon, 22 September 2014 21:38 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
The first pick is your choice for merc , you input stats and skills of your choice dont think you'll get all required skills at the first team , choose wisely young Ranger, it's easy to get the hang of it , persevere it's worth it .

:crossed:


Re: Wasteland 2[message #336033] Mon, 22 September 2014 21:49 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I'm in Highpool now (pretty much ended up doing exactly as you suggested by going there first) and I must say that game is very very good. I have Fallout 1 and 2 flashbacks all the time while I'm playing it and I like it.

I noticed you need ALL the skills in game if you want to go 100%, even the silly toaster repair skill. I like that, gives meaning to skills. Many RPG games go with some skills used all the time while others next to never all really never. This game does it better from what I see.
Re: Wasteland 2[message #336037] Mon, 22 September 2014 22:13 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
The toaster repair skill can throw up some surprises when used on a simple toaster Smile


Re: Wasteland 2[message #336038] Mon, 22 September 2014 22:16 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Invest a few points in animal whisperer .... that MAY help further down the line , but only if used at the right time(s) . One of the npc's later on will have this skill , but there are so many npc's to choose/reject , decisions , decisions.... :laugh:


Re: Wasteland 2[message #336040] Mon, 22 September 2014 22:50 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I found some npc character that joined me with that skill. Do they stick around?
Re: Wasteland 2[message #336042] Tue, 23 September 2014 01:04 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
Will try Highpool first, I tried AG center first and ran out of ammo, went back to venders and they had none, Rose left me as I never finished the AG, went to Highpool after, got some ammo.
But Rose never came back and I still ran out of ammo. Plants are killing me, bugs are all over my team. Plant guys explode and damage me. My medic dies as she cant hit anything with a shotgun.
Game is fantastic fun...Back I go again with a new team.
Are crate/safe items random?
Re: Wasteland 2[message #336043] Tue, 23 September 2014 01:23 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I looked some streams on twitch.tv of this game and saw 2 top streamers getting thrashed hard by the game. Funny thing is that they got killed by a single freaking toad near the start of the game. I guess they lack experience in positioning and using weapon roles properly from JA2. I was watching one of them as he kept trying to shoot toad at point blank with sniper rifle. I couldn't stop grinning and feeling sorry for the guy at the same time (I was multitasking Smile).
Re: Wasteland 2[message #336045] Tue, 23 September 2014 05:42 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
I was going south and trigered the Highpool and AG missions and so I thought I had to go there first.
So on this go I went north and straight to the radio tower, now I seem have plenty of ammo.

The worst thing the toad did to me was steal one of my guys gun with his long tongue, got a laugh from that one. Smile

[Updated on: Tue, 23 September 2014 05:43] by Moderator

Re: Wasteland 2[message #336057] Tue, 23 September 2014 21:17 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
I found some npc character that joined me with that skill. Do they stick around?


As long as you want them , or if you offend them they will leave .


Re: Wasteland 2[message #336058] Tue, 23 September 2014 21:19 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
Are crate/safe items random?


Yup . As for ammunition , use the club/sickle etc to save ammo , this isn't a walk in the park , even on easy !


Re: Wasteland 2[message #336059] Tue, 23 September 2014 21:21 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
So on this go I went north and straight to the radio tower, now I seem have plenty of ammo.

The worst thing the toad did to me was steal one of my guys gun with his long tongue, got a laugh from that one. smile


The anims for the animals aren't great . Try whispering to one...... :laugh:


Re: Wasteland 2[message #336060] Tue, 23 September 2014 21:22 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
A wee tip , get your retaliation in first ...... Wink


Re: Wasteland 2[message #336162] Fri, 26 September 2014 04:55 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
The vendors have nice guns and armor for sale but I hate to buy anything due to the shortage of ammo.
Is money pretty easy to earn? Ihave about $900 but spend a lot on ammo.
Really enjoying the game, not far into the game but it lets me go as slow as I want.
Hope it sells well and spins a few expansion or good mods.

[Updated on: Fri, 26 September 2014 04:56] by Moderator

Re: Wasteland 2[message #336232] Sat, 27 September 2014 06:08 Go to previous messageGo to next message
Mauser

 
Messages:799
Registered:August 2006
Location: Bavaria - Germany
Well, i finally got into it too and so far, i am really enjoying it.

The lack of full spoken dialog is rather noticeable for a modern game and the tactical turn based combat is rather basic, but the roleplaying elements, setting, story and humor are great and very enjoyable.

I especially love the (screaming) goats and the Night Terror. :blah: :greengrin:

also everything seems to work and to be rather polished, only bug i ran across until now is that some of my core rangers seem to lose their clothing sometimes, running around the wasteland nekkid.

Also the guns and ammo types do not really make that much sense concerning their stats.

Overall, as enjoyable as Wasteland 2 is in itself, it also shows you how goddamn complex, expansive and sophisticated the 1.13 system has become in terms of features, tactical options, gear and all.
It would take an awful lot of modding work to get Wasteland 2 even halfway near that level of sophistication and feature density.

Also, Wasteland 2 characters still cannot hold a candle to the original JA2 ones. Especially the lack of communication options and personality traits within the group dynamics costs a lot of atmosphere for an RPG.
All RPCs are simply silent and never talk much, also never to each other.

In these regards, InExile could have delivered so much more. But maybe they'll do that with a DLC or expansion patch in the future, like Shadowrun Returns did with Dragonfall.

And honestly, i think we can count ourselves lucky if Full Control delivers a similar level of content and polishing on JA:F release as Wasteland 2 did, considering both are using the essentially same engine with very similar features and game mechanics, albeit different focus. And of course JA:F having a far smaller production budget that Wasteland 2 had.

Still, Wasteland 2 is clearly a worthy sucessor to a gaming classic and worth every penny. A far from perfect, but nonetheless very well done game. Would love to see more of that.

[Updated on: Sat, 27 September 2014 06:12] by Moderator


☆★GL★☆
Re: Wasteland 2[message #336240] Sat, 27 September 2014 14:34 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
only bug i ran across until now is that some of my core rangers seem to lose their clothing sometimes, running around the wasteland nekkid.


:laugh: Haven't seen this one at all , no actual bugs found so far for me at least .

I agree with all your points Mauser , and am just a wee bitty doubtful that JA2 F will be anything like as good as Wasteland 2 , alas .


Re: Wasteland 2[message #336257] Sun, 28 September 2014 04:11 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
One really annoying thing I have in game is the guns jamming. Quite a few times I have had all 5 of my squad having jams, I mean a 3% chance to jam and all 5 jam in a row....and then do it 2 more turns in a row. In anger I just shut game down.
Re: Wasteland 2[message #336269] Sun, 28 September 2014 13:04 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Yeah , it happens , better weaponsmithing stats help though .


Re: Wasteland 2[message #336297] Sun, 28 September 2014 22:29 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
What I don't like in this game is the way attribute/skill system works. Essentially, there is no relation between attributes and skills at all. For example - awareness attribute and perception skill, by definition should be similar or even same things. However, in game one is skill and one is attribute which are not related in any way. Makes no sense at all to have a awareness 1 character with 10 perception and be able to pass all perception skillchecks just like a 10 awareness/10 perception char would. Not to mention that most of the bonuses from awareness attribute belong to speed attribute instead. However, if you want to move early and often during combat, awareness stat will give you more then speed stat. Silly beyond belief.

Or the fact that you get scopes or mags by disassembling guns that simply don't have that (like small or even power scope from plain revolvers).

Lots of very weird design decisions in game. Things that neither make sense nor are a benefitial to the game.

Still, the game is lots of fun, no question about it.
Re: Wasteland 2[message #336305] Mon, 29 September 2014 00:23 Go to previous messageGo to next message
grim

 
Messages:288
Registered:July 2006
Location: France
Uriens
Lots of very weird design decisions in game. Things that neither make sense nor are a benefitial to the game.

Yes, exactly. And it's very sad because :
1) Most of them were pointed at during alpha/beta
2) They ruin (hum, damage) the global experience, the imersion, which is crucial for such a game.
Re: Wasteland 2[message #336382] Wed, 01 October 2014 23:37 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Heading for Sunny California....... guns at the ready of course ! :rifle:


Re: Wasteland 2[message #336659] Tue, 14 October 2014 01:04 Go to previous messageGo to next message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
The combat is, um, not to my liking, thats polite way of saying it.
I set up up squad, shoot one shot, then they all rush me.
If the combat stays like this I will never finish the game.
Re: Wasteland 2[message #336691] Wed, 15 October 2014 02:03 Go to previous messageGo to next message
Mauser

 
Messages:799
Registered:August 2006
Location: Bavaria - Germany
zippythezip
The combat is, um, not to my liking, thats polite way of saying it.
I set up up squad, shoot one shot, then they all rush me.
If the combat stays like this I will never finish the game.


The combat is fine, although comparatively simple. But also rather fast paced.

Just make liberal use of ambush mechanics and explosives and there is little challenge.

The thing that is far worse is, that the weapon class system is completely unbalanced.

currently, assault rifles simply offer the best blend of range, firepower and AP cost. Also Assault rifles can be most extensively modded, further boosting their allround versatility and power. SMGs are merely assault rifles with shorter range and less AP cost overall.

Machineguns are pretty much useless, except for the minigun, which at least provides good damage and armor penetration. But since you cannot mod them, their chance to jam is way too high.

Shotguns simply lose out to assault rifles and SMGs, since their Ap cost is too high for the damage they do and their wide spread makes hitting allies and NPCs too likely to be of much use in many combat situations. Also they have a too limited range and armor penetration capability. ARs and SMGs simply take down single enemies way more reliable and precise.

Pistols at least can be modded for more range, bigger magazine and less chance to jam, making them somewhat useful as close range backup weapons with low AP. Still not as useful as assault rifles or SMGs.

Sniper rifles are so-so, most of them simply lose out to a thoroughly modded assault rifle with range extension mods, which generally boasts lower Ap costs per shot as well as burst fire ability. And whilst you can easily take out most enemies with one good burst from AR or SMG, sniper rifles often need 2 shots or more to realiably take down a single enemy. And you rarely will be able to pop off more than one shot from a sniper rifle per turn, compared to one to two bursts from the others.

Energy weapons vary in power and usefulness, but only truly shine against heavily armored targets.

Right now, there simply is little reason to not completely rely on assault rifles and SMGs, as they simply provide the most versatility and firepower and are effective against all enemy types. Also ammo is never really an issue past the first few hours.

Melee weapons are rather effective, so having at least 2 melee specialists in the team really pays off, since they can effectively prevent the enemy rushing the ranged shooters and also put pressure on ranged enemies, reducing their effectiveness. Put a plasma hammer on a quick and heavily armored ranger and he'll easily drop one enemy per turn.

Generally speaking, the whole combat system is rather poorly balanced and the equipment system is even worse, especially the guns. There simply is no real consistency there and not the slightest bit of realism either, further limiting the valid tactical options, which are already pretty limited. Mostly due to the lack of any morale or suppression system, which makes basically all enemies little more than suicidal zerg rushers.

Right now, pure, unadulterated raw firepower and damage output (and armor penetration) trumps everything, whilst range is a mostly secondary concern, as long as it is around or above 20 squares.

Stealth is a complete non-issue, only cover and high ground grant any useful bonuses that can really make a difference in a fight, since most enemies are so quick, that they will manage to close in to melee range within one or two turns at most.
So dropping those rushing enemies as quickly as possible is the key to success in most battles, which means firepower equals stopping power equals combat effectiveness. So tatical finesse is really of very little concern, beyond choosing target priorities.

[Updated on: Wed, 15 October 2014 02:14] by Moderator


☆★GL★☆
Re: Wasteland 2[message #336721] Thu, 16 October 2014 01:26 Go to previous message
zippythezip

 
Messages:39
Registered:January 2013
Location: Nova Scotia, Canada
Mauser
zippythezip
The combat is, um, not to my liking, thats polite way of saying it.
I set up up squad, shoot one shot, then they all rush me.
If the combat stays like this I will never finish the game.


The combat is fine, although comparatively simple. But also rather fast paced.

Just make liberal use of ambush mechanics and explosives and there is little challenge.

The thing that is far worse is, that the weapon class system is completely unbalanced.

currently, assault rifles simply offer the best blend of range, firepower and AP cost. Also Assault rifles can be most extensively modded, further boosting their allround versatility and power. SMGs are merely assault rifles with shorter range and less AP cost overall.

Nicely put,
I gave up on shotguns and my squad is also mostly armed with assault and pistols as close range back up.

Machineguns are pretty much useless, except for the minigun, which at least provides good damage and armor penetration. But since you cannot mod them, their chance to jam is way too high.

Shotguns simply lose out to assault rifles and SMGs, since their Ap cost is too high for the damage they do and their wide spread makes hitting allies and NPCs too likely to be of much use in many combat situations. Also they have a too limited range and armor penetration capability. ARs and SMGs simply take down single enemies way more reliable and precise.

Pistols at least can be modded for more range, bigger magazine and less chance to jam, making them somewhat useful as close range backup weapons with low AP. Still not as useful as assault rifles or SMGs.

Sniper rifles are so-so, most of them simply lose out to a thoroughly modded assault rifle with range extension mods, which generally boasts lower Ap costs per shot as well as burst fire ability. And whilst you can easily take out most enemies with one good burst from AR or SMG, sniper rifles often need 2 shots or more to realiably take down a single enemy. And you rarely will be able to pop off more than one shot from a sniper rifle per turn, compared to one to two bursts from the others.

Energy weapons vary in power and usefulness, but only truly shine against heavily armored targets.

Right now, there simply is little reason to not completely rely on assault rifles and SMGs, as they simply provide the most versatility and firepower and are effective against all enemy types. Also ammo is never really an issue past the first few hours.

Melee weapons are rather effective, so having at least 2 melee specialists in the team really pays off, since they can effectively prevent the enemy rushing the ranged shooters and also put pressure on ranged enemies, reducing their effectiveness. Put a plasma hammer on a quick and heavily armored ranger and he'll easily drop one enemy per turn.

Generally speaking, the whole combat system is rather poorly balanced and the equipment system is even worse, especially the guns. There simply is no real consistency there and not the slightest bit of realism either, further limiting the valid tactical options, which are already pretty limited. Mostly due to the lack of any morale or suppression system, which makes basically all enemies little more than suicidal zerg rushers.

Right now, pure, unadulterated raw firepower and damage output (and armor penetration) trumps everything, whilst range is a mostly secondary concern, as long as it is around or above 20 squares.

Stealth is a complete non-issue, only cover and high ground grant any useful bonuses that can really make a difference in a fight, since most enemies are so quick, that they will manage to close in to melee range within one or two turns at most.
So dropping those rushing enemies as quickly as possible is the key to success in most battles, which means firepower equals stopping power equals combat effectiveness. So tatical finesse is really of very little concern, beyond choosing target priorities.



nicely put.
I gave up on shotguns mostly due to hitting my own team too often, and also use mostly assualt and pistols for close up when pressed.

[Updated on: Thu, 16 October 2014 01:29] by Moderator

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