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[Wasteland 2] 14 major areas to explore. One to press your balls against.

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    MirkelMirkel FinlandRegistered User regular
    I recently learned that there's supposed to be an interesting grave near the Hoon homestead but I couldn't find it. Can someone tell me where it is?

    It's inside the Hoon homestead map, on the left side. Pretty easy to find really.

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    Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Mirkel wrote: »
    I recently learned that there's supposed to be an interesting grave near the Hoon homestead but I couldn't find it. Can someone tell me where it is?

    It's inside the Hoon homestead map, on the left side. Pretty easy to find really.
    Weird, I cleared the mines and checked back there but didn't see it. I'll go back, thanks.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
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    HefflingHeffling No Pic EverRegistered User regular
    I recently learned that there's supposed to be an interesting grave near the Hoon homestead but I couldn't find it. Can someone tell me where it is?

    For the graves, at Aspen:
    You get the option to recruit Victory (the 2nd son) and there's a map of the Patriarch's gravesites in his room. If you take him to the gravesites he gives extra dialogue and in some cases unique items. I haven't dug into this, as I want him for my evil playthrough.

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    DemonStaceyDemonStacey TTODewback's Daughter In love with the TaySwayRegistered User regular
    edited September 2020
    eMoander wrote: »
    Ah, makes sense (and also way less exciting than I thought it was).

    And yeah my chicken was critting for more than my small arms Lucia, so I'm not down on animal companions per se. It's just ridiculous that we can't control their positioning or their AI and that they can block character movement. Like any one of those three things would make it manageable, but nope.

    Actually sounds incredibly strong if your sniper is one shotting guys.

    Put them on ambush and just let enemies run at you. As long as they have ammo the enemies will just all die before they get to you.

    Also I just got some BUSTED weapons.

    My shotgunner was already hilarious with both extended range and extended choke arc. Just blasts half the map.

    But then I got a shotgun that dealt more damage per shot... and shoots 3 times per attack... for the same AP. Holy shit.

    And I also picked up the Man-Cannon
    Nerf Maverick!
    and promptly put on the -1AP mag. And grabbed the .50 sniper while I was at it.

    Team is bonkers broken now.

    Not even done the second main quest arc yet and already 4 of my characters have what i think are their last weapons.

    DemonStacey on
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    DanHibikiDanHibiki Registered User regular
    urahonky wrote: »
    I love this game but the minute long loading screens are absolutely brutal. Especially when you screw up and hit Quick Load instead of Quick Save so you hurry and go back to loading an Autosave.

    I got it installed on an NVMe hard drive and the damn thing still takes forever to load. It's absurd.

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    HeirHeir Ausitn, TXRegistered User regular
    Arg, I'm getting stuck on "enemy turn" in battle when I first go to
    Union Station near Denver. I was driving towards denver and picked up a radio signal from what I assume to be Robot Ronald Reagan?

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    MirkelMirkel FinlandRegistered User regular
    Heir wrote: »
    Arg, I'm getting stuck on "enemy turn" in battle when I first go to
    Union Station near Denver. I was driving towards denver and picked up a radio signal from what I assume to be Robot Ronald Reagan?

    Yes, that is buggy. What worked for me was changing the dialogue choice from hardass to not using any skill. It'll be fixed in the next patch but getting patches for consoles or the game pass always take a while.

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    HeirHeir Ausitn, TXRegistered User regular
    Mirkel wrote: »
    Heir wrote: »
    Arg, I'm getting stuck on "enemy turn" in battle when I first go to
    Union Station near Denver. I was driving towards denver and picked up a radio signal from what I assume to be Robot Ronald Reagan?

    Yes, that is buggy. What worked for me was changing the dialogue choice from hardass to not using any skill. It'll be fixed in the next patch but getting patches for consoles or the game pass always take a while.

    Yeah I just read the patch notes from Friday where they said it was fixed. :bigfrown:

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    CroakerBCCroakerBC TorontoRegistered User regular
    edited September 2020
    Heir wrote: »
    Mirkel wrote: »
    Heir wrote: »
    Arg, I'm getting stuck on "enemy turn" in battle when I first go to
    Union Station near Denver. I was driving towards denver and picked up a radio signal from what I assume to be Robot Ronald Reagan?

    Yes, that is buggy. What worked for me was changing the dialogue choice from hardass to not using any skill. It'll be fixed in the next patch but getting patches for consoles or the game pass always take a while.

    Yeah I just read the patch notes from Friday where they said it was fixed. :bigfrown:

    Be careful though.
    Right after the Fishlips conversation, you can get into another fight as you enter Union station, with some gang leader who wants to overthrow him.
    If you open the fight yourself, before initiating dialogue with her, you get the same enemy turn stuck issue. Fixed it by walking my melee guy into her dialogue, then opening up with everyone else right after.

    CroakerBC on
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    HeirHeir Ausitn, TXRegistered User regular
    CroakerBC wrote: »
    Heir wrote: »
    Mirkel wrote: »
    Heir wrote: »
    Arg, I'm getting stuck on "enemy turn" in battle when I first go to
    Union Station near Denver. I was driving towards denver and picked up a radio signal from what I assume to be Robot Ronald Reagan?

    Yes, that is buggy. What worked for me was changing the dialogue choice from hardass to not using any skill. It'll be fixed in the next patch but getting patches for consoles or the game pass always take a while.

    Yeah I just read the patch notes from Friday where they said it was fixed. :bigfrown:

    Be careful though.
    Right after the Fishlips conversation, you can get into another fight as you enter Union station, with some gang leader who wants to overthrow him.
    If you open the fight yourself, before initiating dialogue with her, you get the same enemy turn stuck issue. Fixed it by walking my melee guy into her dialogue, then opening up with everyone else right after.

    Yep! Just hit that one too.

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    MirkelMirkel FinlandRegistered User regular
    For me the second fight didn't crash, but what pissed me off about it was I shot a rocket into them and all that happened was that they yelled something, the rocket vanished and then combat started. If a bunch of goddamn hostile cannibal gangsters is standing there looking for trouble, just let me ambush them properly, sheesh.

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    HeirHeir Ausitn, TXRegistered User regular
    Mirkel wrote: »
    For me the second fight didn't crash, but what pissed me off about it was I shot a rocket into them and all that happened was that they yelled something, the rocket vanished and then combat started. If a bunch of goddamn hostile cannibal gangsters is standing there looking for trouble, just let me ambush them properly, sheesh.

    Yeah I tried that the first time and promptly reloaded when the rocket was sucked into another dimension somehow.

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    HeirHeir Ausitn, TXRegistered User regular
    Also, fun little spoiler about the Liberty encounter
    So you know how she ambushes you near Denver with two giant murder robots? I used a trainer to cheat and kill her, seeing what would happen.

    The game just flat out ends. You get a short ending, very little info or epilogue. Just...done.

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    SyngyneSyngyne Registered User regular
    So apparently there’s a really easy way to kill a certain very shiny giant enemy.
    Ramming the golden scorpitron with the Kodiak instakills it.

    This also trivializes a certain endgame path.
    I was very surprised when I rammed the Patriarch’s vehicle and it ended the fight.

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    MirkelMirkel FinlandRegistered User regular
    Syngyne wrote: »
    This also trivializes a certain endgame path.
    I was very surprised when I rammed the Patriarch’s vehicle and it ended the fight.

    It's not super-hard fight, is it? I just shot it with energy weapons and it died fairly quickly. I didn't even have any KOs. I did chain-stun the guards (AE melee strike, goat mortar), no idea how hard they even hit.

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    UselesswarriorUselesswarrior Registered User regular
    DanHibiki wrote: »
    urahonky wrote: »
    I love this game but the minute long loading screens are absolutely brutal. Especially when you screw up and hit Quick Load instead of Quick Save so you hurry and go back to loading an Autosave.

    I got it installed on an NVMe hard drive and the damn thing still takes forever to load. It's absurd.

    That’s got to be a Unity issue... makes me feel better about the console load times.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    UselesswarriorUselesswarrior Registered User regular
    I wish you could respec companions and / or they were better speced. As it is I feel like adding a companion in means I need to recreate my rangers to match the new skill setup. Also adding a companion means taking a combat disadvantage for some more story elements. That’s a trade off that just feels like terrible design.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    GoumindongGoumindong Registered User regular
    Mirkel wrote: »
    Syngyne wrote: »
    This also trivializes a certain endgame path.
    I was very surprised when I rammed the Patriarch’s vehicle and it ended the fight.

    It's not super-hard fight, is it? I just shot it with energy weapons and it died fairly quickly. I didn't even have any KOs. I did chain-stun the guards (AE melee strike, goat mortar), no idea how hard they even hit.

    Nothing at that point should be terribly hard. I beat the fight in one round without taking damage and didn't even have the two companions i had spent the game with. On the second hardest difficulty.

    Re companions: It would be nice, especially early, if you could repesc companions. But ultimately it doesn't matter much because levels matter so much more than starting allocation and because its easy to get all the "important" skills from your main crew. I finished at level ~22-25 of 35 which meant that my team had everyone with 3 or 4 attributes maxed and 3+ skills maxed plus a smattering of other things, with so many perks i could not spend them all on some characters. Later characters seem to be better allocated in general as well.(i thought that fish lips and cordite were pretty decently allocated as an example)

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    Corporal CarlCorporal Carl Registered User regular
    edited September 2020
    Question about Wasteland 3 co-op (on PS4). Do you create your character is single-player, and use them in co-op, or can you only create your character(s) when you start co-op.

    I’m planning to buy this (and a mate too), and want to know if we can create our character(s) in advance. We’re only planning to play it 2 evenings for 2 hours each, so I hope we can dodge a few bugs/crashes the first week(s).

    Corporal Carl on
    PSN (PS4-Europe): Carolus-Billius
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    UselesswarriorUselesswarrior Registered User regular
    Question about Wasteland 3 co-op (on PS4). Do you create your character is single-player, and use them in co-op, or can you only create your character(s) when you start co-op.

    I’m planning to buy this (and a mate too), and want to know if we can create our character(s) in advance. We’re only planning to play it 2 evenings for 2 hours each, so I hope we can dodge a few bugs/crashes the first week(s).

    Everything I’ve heard about the co-op suggests it’s totally broken right now. You may want to give it a month or 2.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    edited September 2020
    It's kind of a bummer how my animal companion(s) just don't act in 75% of encounters.

    Unrelated: Fastback mentioned a mechanic I could recruit at the Bizarre, but I've been unable to find them. Anyone got a hint?

    Iron Weasel on
    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
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    SyngyneSyngyne Registered User regular
    It's kinda of a bummer how my animal companion(s) just don't act in 75% of encounters.

    Unrelated: Fastback mentioned a mechanic I could recruit at the Bizarre, but I've been unable to find them. Anyone got a hint?

    Talk to everyone by the bar.

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    FranganFrangan Registered User regular
    Goumindong wrote: »
    Shotguns however...

    Yes. Shotguns are totally OP. Add a quick magazine mod, put it in the hands of a 14 AP character and you can get 7 rounds of death out every time. More if you get lucky or get a leadership buff. In the end-game, it's rare for a shotgunner not to clear the entire map in the first round.

    Developed a hard sci-fi RPG with base building and survival elements called Titan Outpost. It's on Steam.
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    BionicPenguinBionicPenguin Registered User regular
    I made the mistake of having my leader use shotguns. I mean, it's still good, but it's basically one less shot and a bit at the beginning of each combat (because of the 4 AP for Rally).

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    DanHibikiDanHibiki Registered User regular
    So do you need to do all the side quests before the main quests or else you auto fail them?
    cuz i finished the Zealot quest and now everyone in the Monster market is dead. WTF?

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    AlphaRomeroAlphaRomero Registered User regular
    DanHibiki wrote: »
    So do you need to do all the side quests before the main quests or else you auto fail them?
    cuz i finished the Zealot quest and now everyone in the Monster market is dead. WTF?

    Some stuff does have a timer on it. That market one I got a reminder from the mafia guy but ignored it MAINLY because I couldn't be bothered dealing with the loading involved in getting there. Then it was just resolved eventually on its own.

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    GoumindongGoumindong Registered User regular
    Certain things have timers on them but the timers are pretty obvious and pretty short. If you get a radio call about something that is happening you should go fix it right then. I also had that happen to me because I figured the mafia guy would lose and it wasn’t my problem.
    I made the mistake of having my leader use shotguns. I mean, it's still good, but it's basically one less shot and a bit at the beginning of each combat (because of the 4 AP for Rally).

    So don’t rally? Its not even that great anyways. The main thing you will get is the +crit bonuses from all the leader multi-kills you’re going to rack up.

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    DanHibikiDanHibiki Registered User regular
    edited September 2020
    ugh... I wish they did those more obviously. Like mark it as such and then I'll know that garbled radio message I got is actually important. I mean I get so many pointless ones, how am i supposed to tell them apart?

    Just do that stop watch from Dead Rising.

    Eh... something to do on my replay I guess.

    DanHibiki on
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    GoumindongGoumindong Registered User regular
    So let’s look at rally and why you shouldn’t be using it except maybe lategame

    On the surface it looks pretty good. Spend 4, get 10 for a net of 6 AP.

    The problem is that 4 AP is far more than twice as good as 2 AP. There are three actions in the game that can be used for 2 AP, using a quick slot drug/food, Overcharging your weapon, and marking a target. Quick slots are 1/combat and drugs/food have long enough durations they can be consumed before combat. Overcharging is 1 AP and not everyone will have it or a weapon to utilize it. And marking is similar and has a cooldown

    There are a few actions that can moderately benefit. Anyone who is 2 AP away from a second shot can benefit... but this only pushes their second shot up by 1 turn(provided they were going to ready rather than defend).

    As a result, for the most part rally gets used on movement or defense. Now both of these are pretty good. But movement also makes it more likely that you’re going to be outside of the leadership radius on the next turn or for the primary action, thus negating significant bonuses. Defending is good but only if your characters have high evasion to begin with otherwise enemy accuracy is high enough that -10% to hit even in cover isn’t a lot.

    So why is 4AP twice as good as 2? Well 4AP lets you do the majority of the actions in the game. Shoot a pistol/shotgun, shoot an smg/AR, throw a grenade, throw a turret! It’s only 1 AP away from using a flamethrower and is 2 from launching a rocket.

    Now none of this would be all that important if AP was fixed. But most characters will modify their AP over the course of the game. And this means that your squad will almost always exist in a situation where the 2AP doesn’t get them its maximum advantage and when it does it will likely be imposing its maximum disadvantage to the rallyer.

    Think about maximum AP, which is 11. If you hit max AP then youve for these amounts of AP for your characters. AR/SMG 11/13 or 14/16. Everyone else 11/13. Rally character 7. A HMG is 7 AP so they get little. A sniper rifle is 6 so they get a +1 turn second shot. The AR gets probably nothing. If they’re SMG they’re gonna leave leadership range on their move. If the theyre AR they’re gonna run out of targets in range most likely. They might get a third shot if they don’t score a kill. The pistolier/shotgunner gets a 1 shot bump if things are still in range. Melee gets max advantage but also leaves leadership range.

    So unless your team is all pistol/snipers at this point you’ve traded guaranteed actions for some evasion. This isn’t to say rally is totally worthless. If you have a character that uses consumables only and has high impact one turn but none the rest (like a rocket launcher guy) then you won’t have anything to do with your AP anyway and might as well rally

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    urahonkyurahonky Resident FF7R hater Registered User regular
    I'm still stuck without a chassis. I've captured Valor... I have the mechanic from Bizarre (Randy Gett). But my Full House is still incomplete... it says I need to talk to Daisy but she's pissed at me for not killing everyone in the casino. So I'm not sure how to complete that quest.

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    urahonkyurahonky Resident FF7R hater Registered User regular
    urahonky wrote: »
    I'm still stuck without a chassis. I've captured Valor... I have the mechanic from Bizarre (Randy Gett). But my Full House is still incomplete... it says I need to talk to Daisy but she's pissed at me for not killing everyone in the casino. So I'm not sure how to complete that quest.

    And I'm pretty sure I just solved it. I talked to the smuggler woman outside Downtown Colorado Springs and she had her boys join me and I just got the achievement for getting the base up and running.

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    urahonkyurahonky Resident FF7R hater Registered User regular
    Ohhh there's an update available for Wasteland 3 PC... Let's go ahead and start the download....... 3.75GB?! Holy hell!

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    UselesswarriorUselesswarrior Registered User regular
    urahonky wrote: »
    Ohhh there's an update available for Wasteland 3 PC... Let's go ahead and start the download....... 3.75GB?! Holy hell!

    Is there a change log somewhere?

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    urahonkyurahonky Resident FF7R hater Registered User regular
    urahonky wrote: »
    Ohhh there's an update available for Wasteland 3 PC... Let's go ahead and start the download....... 3.75GB?! Holy hell!

    Is there a change log somewhere?

    I couldn't find one. Still having the Rally bug though so that's not fixed unfortunately.

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    AretèAretè infiltrating neo zeed compoundRegistered User regular
    I had a really great time up till the Gipper section, interest wavered and wobbled a bit, took a break beat Avengers campaign then found myself back in Colorado fully invested again.

    I beat it the other night, everything post liberty for me was pretty intense since I sided against the patriach.

    I didnt play WL2 so had to do some reading afterwards to get a better understanding of some characters, overall had good time and wow is the soundtrack next level good.

    Didnt think I would have a somber cover of wang chung stuck in my head for days but here we are!

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    MirkelMirkel FinlandRegistered User regular
    Aretè wrote: »
    I didnt play WL2 so had to do some reading afterwards to get a better understanding of some characters, overall had good time and wow is the soundtrack next level good.

    Didnt think I would have a somber cover of wang chung stuck in my head for days but here we are!

    Not sure if it is because I'm not american but some of the "epic" songs playing over bigger battles just annoyed me a lot, especially one song that was on a very short repeat. Felt like it was a 30s loop.

    On the other hand the stuff playing on radio when you drive around in the Kodiak was pretty good.

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    urahonkyurahonky Resident FF7R hater Registered User regular
    Yeah those patriotic songs playing over people getting murdered was pretty great, imo.

    Also killing the gibbers was the highlight of the game for me so far. I hate Reagan though.

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    McHogerMcHoger Registered User regular
    Alright. I've finished Wasteland Remastered. Finished replaying Wasteland 2. Finally ready to play 3 and I've got some questions for those who've spent a lot of time with the game.

    What ratio of created rangers to NPCs have you been using? Do you find that NPCs add a lot or are they kind of just there like in Wasteland 2?

    Are there any skills that seem like they don't need max investment of skill points to be useful?

    Is skill points per turn = number of skills invested still a pretty good rule of thumb?

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    MirkelMirkel FinlandRegistered User regular
    Get Bartering to 7 (and stop there) and the perk, that's a game changer. Kiss Ass and Hard Ass were IMO very lackluster, you can skip both if you want. Lockpicking should go all the way to 10, Explosives need to go to around 8 I think and highest Survival check I saw was relatively low, maybe 6? 8 at worst. Nerd Stuff needs to be capped as well, so many computers to hack. Mechanics allows you to insta-kill turrets but it needs to be on a front-line guy because those turrets are usually behind the enemy. Some weapon skills have a game changing perk at 10 (Brawl, Automatic Weapons), for others that 10 skill perk isn't very good. For example shotguns just need the lvl 7 perk Devastation, same with bladed melee and Hack and Slash. Weapon/Armor modding are both necessary but you can do them at the Ranger HQ with a disposable character if you want.

    You can focus on about 3 skills per character.

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    GoumindongGoumindong Registered User regular
    Get Bartering to 7 (and stop there) and the perk, that's a game changer. Kiss Ass and Hard Ass were IMO very lackluster, you can skip both if you want

    I think that the final fight with liberty might be impossible without it on the higher difficulty levels. Though I don’t know if you can get the jump on her if you do talk things out and don’t have one of the asses then you will have the enemy get a full round while you’re in the open and that means you lose.

    I ended the game at level 25 ish and found that taking more NPCs than required was a detriment. There are a few interactions that some NPCs have but if you don’t do the thing they want at/by the end then you cant use them for the end section. This means that if you use a bunch of NPC you’re going to be down folks for the end fight as you can’t make everyone happy.
    and you can’t even loot their corpse if Angela Deth offs them before you can do anything about it. So say goodbye to any tricked out weapons they have

    Regarding skills:

    Weapons have a relatively linear progression except at the very end. Weapons at skill levels 8-10 are pretty similar to each other with only some special aspects that may or may not work out for you. As an example the rank 10 shotgun does explosive damage, but does about the same damage as the rank 7 single shot shotgun and much less than the rank 7/8 automatic. Most of the rank 10 weapons won’t be such that you will have a lot of use out of them unless you designed a character to do so knowing what the weapon looked like before hand.

    Similarly many guns can be modified in ways that negate or replicate the advantages of the later ones. So hold off on skipping over 8 weapon unless there is something specific you want to use or a feat you want.

    Explosives are the most common interactable, and also the strongest early game combat skill as it both increases damage and lets you use better rocket launchers. Explosives should be ranked to 10 relatively quickly. The person who has explosives does not need a primary weapon as rocket launchers and grenades are hella strong.

    Lock picking is the second most common interactable but can usually be bypassed by shooting the door in question.

    Sneaky Shit is the least common interactable but the interactions have the most consequence since not having it tends to trigger combats. It also has combat implications (particularly for AOE options) and so should be a priority on one of your AOE characters (it has a great capstone)

    Mechanics and Nerd Stuff are probably tied for the next most common interactable. Mechanics let’s you shut down turrets which is nice. But the biggest advantage is being able to throw MG turrets at like rank 3/4. And the associated perks that make that better.

    Weird science gets really good lategame on almost every character but mainly for the first and second perk.


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