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My Ralphy at level 35 approximately has its main weapon at maximum and the secondary one (shotgun in my case) has it at 7 at that level, I choose it mainly for its toaster ability, but Ralphy is a blank canvas at level 5 when you find it, it can be whatever you want.
PS: I play Ranger difficulty, the one before the last one, it's quite a challenge in the beginning of the game.
PS2: Check out the game "Encased" (early access) or Atom RPG, if you liked Wasteland 2, you will like those 2 games, 100% sure =)
I usely don't spend so much time in games, I love jumping from a game to another, but I was suck by the story and the gameplay, Wasteland 2 is a blast. Speaking about western tactical/RPG,I may take a look at the Shadow Run series.
Have fun!
The only one I have doubts about is the leader, I want the charisma in 6, I would like 7 but I would have to sacrifice some of the other stats, and I think it's fair enough, from level 11 the leader receives 5 skill points per level raised, thanks to the skill books and trinkets I do not need to raise all the skills he uses to 10.
For example, demolition and perception, I raise those 2 skills to 6, with the skill book I put them in 7, and with the trinket "Dowsing rod" I add +3 to the 2, I already have 10 points in each, so it's enough to put 6 points in each skill hehe
The leader is my "skill mule", he has 6 skills, and with 5 skill points per level he can do all of them, also in combat he performs enough, but from the second part of the game, in LA, where I have already been able to maximize his weapon, I put long range energy weapons that I find there.
With a very high evasion (I don't remember the exact number but quite high) using the trinket "Inverted four-leaf clover" and a probability of critical that I think I remember was about 70% critical at level 35 approximately, and with bladed weapons in 10, the tanke is very funny hehe
The 4 of int are needed for the 3 skill points per level.
And the 7 points of strength are a requirement for the best heavy armor in the game, which can be found in the second part of the game, in LA, ask 7 of strength to use it, I am aware of the multiplies of 4 of strength/speed/intelligence, but I need those points like this.
Also let's not forget that at level 10 I get my first point for stats, that point goes to coordination, giving me an extra AP, the total AP of my tanke is 9AP.
It requires 8AP per shot, but with deadeye it becomes 14, you have 12AP, but if you make a shot and save at least 2 AP points, the next turn you have 14, along with deadeye, BOOM x2 xD
I guess your Sniper with have weaponsmith for that extra AP, right? (12 is the godly number on a Sniper).
Also, you may not need that extra point in either Strengh/Speed/Intel for your Tank. 7+10+4=21. 20 attribute points are just what you need for that 5 AP bonus (multiple of 4). Instead, you may spend that point in Coordination or Awareness.
# Ralphy - Second assault rifle, secondary wepaon -> shotgun.
# Vultuere's Cry - Second sniper, secondary wepon -> handguns.
# Pizepi - Second energy weapon, secondary wepon -> Submachine gun
In the second part of the game, in LA, the 3 secondary partners can have their secondary weapons raised to the maximum without problems, they are used in different occasions, not always the main ones work well in all situations hehe
That's why I was asking how many hours it took you to finish the game, because I always stay in Hollywood, but this time I'm going to finish it because Wasteland 3 is close, besides, I think with 626 hours it's time to finish it hahaha
My build for the final game is this (Build initial, then you have to go sumdule points every 10 levels, you know, +1 to coordination for the leader, etc etc.):
Leader (Energy weapon)-> 1-1-4-2-6-8-6 - Quirk -> Delayed Gratification
Tank/medic (bladed weapon) -> 1-1-4-7-10-4-1 - Quirk -> Thick-Skinned
Sniper -> 4-1-6-2-10-4-1 - Quirk -> Brittle Bones
Thief (assault rifle) -> 6-1-4-4-8-4-1 -> without quirk