Home » CHIT-CHAT » All About Gaming » Wasteland 2
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Re: Wasteland 2[message #336162]
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Fri, 26 September 2014 04:55
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zippythezip |
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Messages:38
Registered:January 2013 Location: Nova Scotia, Canada |
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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 Report message to a moderator
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Private 1st Class
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Re: Wasteland 2[message #336232]
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Sat, 27 September 2014 06:08
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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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 Report message to a moderator
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First Sergeant
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Re: Wasteland 2[message #336691]
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Wed, 15 October 2014 02:03
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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zippythezipThe 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 Report message to a moderator
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First Sergeant
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Re: Wasteland 2[message #336721]
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Thu, 16 October 2014 01:26
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zippythezip |
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Messages:38
Registered:January 2013 Location: Nova Scotia, Canada |
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MauserzippythezipThe 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 Report message to a moderator
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Private 1st Class
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