![]() But you'll lose her eventually, so make sure Rose has a few points in Outdoorsman by that point. Don't put any points into it at first, since Angela Deth starts with 3 points. Plus you still get exp for successfully avoiding encounters (though not much). Why? Most random encounters are not profitable on SJ - you expend more ammo and medkits than you make back in loot. ![]() Outdoorsman is actually a really worthwhile skill. With her INT 10, she gets an insane amount of skill points, so use her as your skill character and keep your starting 4 rangers combat-focused. Rose is an awesome character, and is the sole reason why you're better off doing Ag Center over Highpool, despite it being much more difficult and not being able to get ammo from dead enemies or vendors there. Energy Weapons start off weak, but get better as the game goes on and you come up against more heavily armored opponents. Maybe it gets better later, but I haven't found any decent weapons for it yet. You can't afford to burn through 5.56 ammo early in SJ, so don't pick this skill. They use the same ammo as your Assault Rifles, but do a lot less damage per bullet. They have an extra mod slot, and can use burst-fire which sniper rifles can't. Assault rifles and sniper rifles are king, with assault rifles slightly better. I think handguns are a better short-range alternative. SMGs are almost as useless for the same reason as shotguns, except they have a longer range and the better ones are not totally ineffective against armor. So the only opponents you'll get close enough to shoot are the heavily-armored melee enemies, against whom your shotty will do no damage. They have a short range and are only effective against unarmored opponents. You want all of your characters to have a primary long range weapon (Assault rifle or sniper rifle) as well as a secondary weapon (handgun or energy weapon). You want to take a pot shot at enemies from long range, then use your remaining APs to retreat so that he can't fire back. On SJ, melee skills are useless except for the very beginning. Only on SJ is it remotely interesting, because of how overpowered your enemies are and how easily you die. Unfortunately, it lacks much in the way of tactics and becomes pretty tedious. ![]() You're going to be shooting, so you only need to move into cover occasionally.įirstly, combat is a big and largely unavoidable part of Wasteland 2. Combat Initiative = extra turns in combat = more shots = enemies die faster After doing some reading I came up with a single "good" build and my 4 characters are essentially clones in terms of attributes.Ĭoordination: 6 (plus any extra attribute points you receive later)Īwareness: 10. Sadly for game balance, you can't afford such a balanced party on SJ. I also had a dedicated Melee character, a sniper/medic and a techie/energy weapons guy. In SJ though, you can't afford to have any characters worthless in combat. My first time through I made the mistake of making a "Face" character with high intelligence, charisma, speaking and leadership skills. As the combat is MUCH more difficult on SJ than easier settings, it means you really need to build your characters properly from the beginning. I'm a fair way through the game on SJ difficulty, and after much frustration and several restarts, I've learned a few things.
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