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Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe
The only unique weapon I saw that seemed worthwhile was the super crit doom heavy machine gun, and I only found that at the very end of the game. I might have been tempted to use them if I'd been able to figure out what they did, like there's a special knife that gives the "opened up" effect, there's no in game explanation why that is, or why it's worth sacrificing half your blade guy's DPS in order to use it.

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The Berzerker
Feb 24, 2006

treat me like a dog


I liked this game a lot (I'm just going to LA) but the amount of bugs and insane amount of crashing on PS4 caused me to stick it in an envelope and mail it back to where it came from. I'm glad I rented it. I like it a lot but I don't think I'd get much replay value out of it because of how frustrating the crashing is, it wouldn't be worth it. I have had 1 PS4 game crash on me once before this, this game crashes like every 5-10 minutes.

I figured I'd send it back instead of just brute forcing my way to the end, maybe I will rent it again if the PS4 version gets patched or something but I think I'll just play Binding of Isaac until Fallout 4 comes out.

Tempora Mutantur
Feb 22, 2005

If you keep Lex until the final fight, can you hack him back after Cochise takes him over, or does hacking not work on synths? Kind of wish I didn't spoil that part for myself.

EricFate
Aug 31, 2001

Crumpets. Glorious Crumpets.

S.T.C.A. posted:

If you keep Lex until the final fight, can you hack him back after Cochise takes him over, or does hacking not work on synths? Kind of wish I didn't spoil that part for myself.

I've never thought to try that. I'll test it since I'm close to that part on my current playthrough. I suspect no.

The Blue Pyramid
Mar 1, 2009

:poland: :poland: :poland:
Kiepski to nie
kaktus;
Pić musi!

:poland: :poland: :poland:
Loving this game so far. I'm still relatively early in the game but I had a couple questions-

1- Is it a bad idea to get weapons that are too good too quickly? I finished Ag Center and have been exploring for a while now, and have 3 $500 weapons in my party so far that makes most combat fairly simple, though at times challenging. I did run up against two encounters that were impossible (high level raiders and higher level robots) but I'm worried if I buy the best gear too early it'll trivialize the game.

2- Is there any way to boost XP for a single party member? My close combat dude with just bladed/smg/hard rear end/brute force is about 500xp behind most of my party (I realized the importance of charisma a bit late) and its slightly problematic as most of my party has disparnumerophobia. Any way to get his XP up closer to the rest of the party? Give him 1 field medic and have him heal everyone between battles?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

The Blue Pyramid posted:

Loving this game so far. I'm still relatively early in the game but I had a couple questions-

1- Is it a bad idea to get weapons that are too good too quickly? I finished Ag Center and have been exploring for a while now, and have 3 $500 weapons in my party so far that makes most combat fairly simple, though at times challenging. I did run up against two encounters that were impossible (high level raiders and higher level robots) but I'm worried if I buy the best gear too early it'll trivialize the game.

2- Is there any way to boost XP for a single party member? My close combat dude with just bladed/smg/hard rear end/brute force is about 500xp behind most of my party (I realized the importance of charisma a bit late) and its slightly problematic as most of my party has disparnumerophobia. Any way to get his XP up closer to the rest of the party? Give him 1 field medic and have him heal everyone between battles?

1. Get the best gear that you can when you can. The only consideration would be if the random encounters aren't dropping a new ammo type yet, maybe hold off on the upgrade if you cant top afford to buy ammo refills. Otherwise, even with the combat running impressively fast despite being turn-based (good job devs), the less damage you do, the more time you spend in combat. The more combats you skip with outdoorsman or whatever the survival skill is called, the less skilled and equipped your whole team is, unfortunately. So the best way to speed up random encounters is to make your attacks hit and hit as hard as they can.

2. Having one guy behind a little bit isn't a deal-breaker. You can give him a +Cha trinket and spend his every tenth levels stat point on charisma or whatever, but unless you did that along with giving him another common xp generator skill or two in addition it field medic, it won't really make that much of a difference unless you're using 10 of the crappy med kits after every fight. Personally, I'd just live with it, give him stat ups for combat stuff and work on making him a focused badass. If you limit his skills and role, being a couple levels behind won't matter when he's the first one to max out a weapon skill.

Ahundredbux
Oct 25, 2007

The right to bear arms
Oh wasteland, sometimes you want to do a big combat encounter.

Other times the RPG-7 is your best friend :madmax:

docbeard
Jul 19, 2011

I feel like I have been stuck in Titan Canyon for like ten thousand years. The Ag Center (which I honestly didn't mind) was like a quiet afternoon in the park by comparison.

homullus
Mar 27, 2009

docbeard posted:

I feel like I have been stuck in Titan Canyon for like ten thousand years. The Ag Center (which I honestly didn't mind) was like a quiet afternoon in the park by comparison.

I recently got to Titan Canyon for the first time (I restarted the game soooo many times in both editions) and it has sapped my will to continue. I don't mind the kind of boring random wilderness combats, but the big maps with all the walkingggggg to resolve the quests are the central frustration for me. I would rather follow the turtle.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
Yeah, Titan canyon is....a lot of walking. Still figuring out who to support, but even if I execute my escort and proceed to murder everyone the combats themselves aren't very challenging. But the walking...there's a lot of switchbacks.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
DBM is really the only Titan option that doesn't result in hideous amounts of corpses.

Relin
Oct 6, 2002

You have been a most worthy adversary, but in every game, there are winners and there are losers. And as you know, in this game, losers get robotizicized!
I barely started W2 then saw the dc was coming. is there a good guide for character creation in w2dc floating aorund, since i assume some things have changed?

homullus
Mar 27, 2009

Relin posted:

I barely started W2 then saw the dc was coming. is there a good guide for character creation in w2dc floating aorund, since i assume some things have changed?

What's changed the most is that you need a good guide for character creation a lot less. In general, any guide to chargen in vanilla will still apply to the DC, except that you will be less unhappy if you deviate from it.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Party Plane Jones posted:

DBM is really the only Titan option that doesn't result in hideous amounts of corpses.

and even then they cause a lot of collateral damage. Sorry, amigo salesman and fart-boys. :(

docbeard
Jul 19, 2011

homullus posted:

What's changed the most is that you need a good guide for character creation a lot less. In general, any guide to chargen in vanilla will still apply to the DC, except that you will be less unhappy if you deviate from it.

Truth. Probably the best advice I can think of (and this is speaking as someone who gets obsessive about character creation in games like this) is not to get obsessive about character creation in this game. There are a lot of good choices now, and relatively few bad ones.

Some specific things that have changed aside from obvious stuff like the perk/quirk system (I think; I've only played the DC, so this is all based on reading I've done):

Pretty much all weapons are worthwhile now, and assault rifles are no longer king, though they're still fine weapons. I'm not especially impressed with shotguns (though I hear they get better later on), and energy weapons are really situational, but pick what you want. Still makes sense to diversify so your squad isn't fighting over ammo.

Precision strikes are insanely useful, especially for low-AP low-damage weapons like handguns.

Unless you switch the option off (and why would you), skill checks will automatically use the best skill rank in your party. So there's no real need to put, say, all your container-opening skills on one person unless you want to concentrate the XP bonuses or whatever. I believe this does not apply if you don't have everyone selected, or if someone's far away or whatever. This also applies to perception (and you don't even have to have it switched on, though I usually do as having the visual indicator of the range in which you can see mines is helpful). Your party members will still gleefully run into minefields your perception character has spotted, so be careful.

It's well worth taking two ranks of weaponsmithing on drat near everyone; the Tinker perk which is unlocked gives you +1 AP when wearing light armor. Most of the perks are pretty straightforward in what they offer, and there are a lot of interesting options here. The leadership perks are quite nice, and make it well worth investing in even if you don't care about your NPCs going rogue. Also, if you've got a character with high Charisma, take some ranks in Smart-rear end; the Radiant Personality perk basically means you probably won't have to worry about hitting charisma barriers when recruiting NPCs ever again.

Some of the quirks are really nice; you can game disparwhateverthefuckophobia (the one that gives you stat bonuses or penalties based on whether your level is even or odd) by only levelling up when you have enough XP to hit even levels, though the bonus is less impressive than it used to be as of the most recent patch. Brittle bones is basically a free +2 AP for anyone who doesn't have to be super-mobile (snipers in particular shine with this one). Two-Pump Chump is also very nice (again, especially for snipers); I don't find that most battles last longer than two rounds anyway (though I suppose that could change later in the game). Psychopath is quite nice for anyone using burst weapons in particular. Most of the other ones are pretty straightforward in what they offer and what they cost; I think most of them probably have a situation where they'd be useful. Right now my squad is rolling with Ascetic (on my leadership character, since I wanted to squeeze an extra attribute point in early on; doubt I'd do it again, but it's working out fine and I don't really miss trinkets on her), Heavy-Handed on my blunt weapons specialist (Again, I'm not sure I'd do it again but I can't argue that it's not effective), Two-Pump Chump on my sniper, and Delayed Gratification on my INT 10 skills lady. 6 skill points per level is kind of awesome.

I think they've rebalanced some of the NPC stats.I honestly haven't been impressed with any NPC's combat utility as compared to my rangers, but they're nice to have around all the same, if only to fill out skill gaps in your party. Also, as of the latest patch, the infamous NPCs disappear after you dismiss them bug is gone.

Galewolf
Jan 9, 2007

The human gallbladder is indeed a puzzle!
I think I broke the game a bit earlier than intended due to scraping every bit I can find and being able to buy three upgrades for my snipers and AR guys. It was like, evenly matched or even required careful planning before and now I'm just one shotting the heavy hitters from miles away and vomiting 5.56 if they get close.

I just found a trader as a random encounter and upgraded my poo poo to 10-17 dmg sniper rifles to 60-70 ones and kitting AR dude with an M 16 + mods.

I wonder if this is like intended or just plain luck?

nerdz
Oct 12, 2004


Complex, statistically improbable things are by their nature more difficult to explain than simple, statistically probable things.
Grimey Drawer
I stopped playing this game shortly after release at the point where you travel to another region. Now I got the director's cut and drat, this game is just too drat long and slow for me to start all over again. I completely lost the will to keep going after the rail nomads quest, which is so poorly designed and makes you go back and forth between both village chiefs a ridiculous amount of times (and ended badly even though I passed all conversation checks and looked everywhere). And I still have to go through the canyon and the Danforth battle to reach my earlier stopping point, which just makes me want to give up.

The ugly, bland aesthetics do not help at all, neither does the random drop system, which only makes me not care at all about drops and hate them when I continuously roll ammo types that I don't even use until I run out. Some weapon types are straight up worse than others and the perks aren't really that interesting. Poor quest design (reach Santa Fe, guess what? Here's more loving repeaters!). Lock and safe difficuly levels feel like they have no connection whatsoever to the quality of the contents.

I really wish they had gone for a more solid, concentrated experience than what we got here. I also expected a lot more improvements from the director's cut, just like in Dragonfall. From the trio of oldschool RPGs (alongside shadowrun and pillars), this one really feels like the weakest in all aspects. Which is sad, because it kills my hype for Torment.

Alchenar
Apr 9, 2008

Galewolf posted:

I think I broke the game a bit earlier than intended due to scraping every bit I can find and being able to buy three upgrades for my snipers and AR guys. It was like, evenly matched or even required careful planning before and now I'm just one shotting the heavy hitters from miles away and vomiting 5.56 if they get close.

I just found a trader as a random encounter and upgraded my poo poo to 10-17 dmg sniper rifles to 60-70 ones and kitting AR dude with an M 16 + mods.

I wonder if this is like intended or just plain luck?

No, game progression is terrible.

Fruits of the sea
Dec 1, 2010

Galewolf posted:

I think I broke the game a bit earlier than intended due to scraping every bit I can find and being able to buy three upgrades for my snipers and AR guys. It was like, evenly matched or even required careful planning before and now I'm just one shotting the heavy hitters from miles away and vomiting 5.56 if they get close.

I just found a trader as a random encounter and upgraded my poo poo to 10-17 dmg sniper rifles to 60-70 ones and kitting AR dude with an M 16 + mods.

I wonder if this is like intended or just plain luck?

Well the downside to the nice kit is that once you start encountering npcs with the same poo poo, they too, will able able to one or two-shot your party from afar, especially at the start of an encounter when you are standing outside of cover. The weapons progression reminds me a lot of the original stalker, where the first third of the game is spent desperately plinking at max range with poo poo pistols and rifles, and the rest is a cakewalk with highly upgraded assault rifles.

Heavy neutrino
Sep 16, 2007

You made a fine post for yourself. ...For a casualry, I suppose.

Relin posted:

I barely started W2 then saw the dc was coming. is there a good guide for character creation in w2dc floating aorund, since i assume some things have changed?

The only thing I'd advise you to keep in mind really is that Combat Initiative is king. Fights tend to be rather explosive on both sides (assuming that hits land) and having your fighter characters go first usually means that several enemies never even get a turn. It also seems like CI's impact on turn speed is strictly linear -- a character with 17 CI will act twice before a character with 8 gets their first turn.

Otherwise you can look up perks and weapon AP costs in order to minmax something but that's really bleh the game isn't all that hard anyway.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
I wouldn't say combat initiative is linear, they've got some stupid equation hundreds of lines long for the drat thing. I'd say at twice the CI you'd probably get 3 turns to every 2 of theirs, it's just that with how lethal combat is that most practically works out to 2:1 in most situations.

Krinkle
Feb 9, 2003

Ah do believe Ah've got the vapors...
Ah mean the farts


This game has moments but goddamn does it annoy me.
Titan canyon was awful. From the guy who said "you convinced me you can help, FOLLOW ME" and promptly hosed off into the fog of war never to be seen again without leaving even so much as a quest log in his passing, to the fact these guys want me to help them by gaining the monk's trust but shoot me for talking to monks. Then when I find their base they come out, shoot me again a couple times, then in what I can only assume is a huge loving bug she abruptly decides I passed the test and will I put my guns in this gun safe and come with them into the execution chamber visitor's lodge. Yeah gently caress you lady. Not falling for it.

Is there some way to get past the checkpoint 1 without talking to the monks? I don't understand their plan or how I'm supposed to join them when doing what they told me to means they shoot me forever.

That has been bugging me for a while. Now I'm in california and i'm trying to escort this shitbag npc past this gauntlet and I have literally never seen an escort NPC have such a deathwish before. He won't give me even one loving turn before he blows all 10 AP sprinting past my defensive line and dives neck first into a pack of wolves giving me an 'i got this' thumbs up.

I'm so loving tired of reloading.

veni veni veni
Jun 5, 2005


The whole Monk subplot was a mess.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

Krinkle posted:

I'm so loving tired of reloading.

gently caress the DBM, if you progress enough through the zone you realize they're just as bad as everyone else. I ended up just walking into their base and executing every one of them out of spite, then completing the zone for the monks.

Alchenar
Apr 9, 2008

At least the memory leak has finally been fixed so reloading isn't as painful as it was. I don't particularly like the game. But I don't hate it like I did back when I tried to play it at release - I came back to it knowing what I was getting into and I'm going to get my money's worth out of one complete play-through.

But every single opinion I have about the game design ends 'And that's why Bioware/Bethesda/Whoever started doing it differently about 10 years ago'.

Captain Rufus
Sep 16, 2005

CAPTAIN WORD SALAD

OFF MY MEDS AGAIN PLEASE DON'T USE BIG WORDS

UNNECESSARY LINE BREAK

Gerblyn posted:

gently caress the DBM, if you progress enough through the zone you realize they're just as bad as everyone else. I ended up just walking into their base and executing every one of them out of spite, then completing the zone for the monks.

Titan Canyon is rough, but the Mannerites are a special form of irritation. Fetch quests full of things you probably sold to a vendor and visiting lots of little maps. ( Save gloves, shampoo, toaster heating element, amongst other things provided you just don't decide to murder the gently caress out of the entire town.)

THIS_IS_FINE
May 21, 2001

Slippery Tilde
Throw in another vote for get me out of this drat canyon.
Does it end?

docbeard
Jul 19, 2011

Kampfy Von Wafflehaus posted:

Throw in another vote for get me out of this drat canyon.
Does it end?

In the deep dark hills of Eastern Arizona
That's the place where I trace my bloodline
And it's there I read on a hillside gravestone
You'll never leave Titan alive

Platystemon
Feb 13, 2012

BREADS

Mister Bates posted:

I spread my speech skills out around the party instead of putting them all on one person, am I the only one who does that? My charismatic leader had Kiss rear end, my ultra-smart tech/repair person had Smart rear end, and the big strong dumb brawler had Hard rear end. Seems like a way better option than cramming them all onto one character, because you can spread the skill point cost around, instead of having to pour all a character's levels into speech skills to get all the options.

This was the last page, but the reason I spread the –rear end skills around because it lets me go into conversations with +1 trinkets for each of the skills (+2 for smart rear end eventually).

If all your speech skills are on one character, you can only boost one skill at a time.

Heavy neutrino
Sep 16, 2007

You made a fine post for yourself. ...For a casualry, I suppose.

Krinkle posted:

Is there some way to get past the checkpoint 1 without talking to the monks? I don't understand their plan or how I'm supposed to join them when doing what they told me to means they shoot me forever.

The only way I've found to just go in guns blazing. At least the DBM leader guy reacts to your just shooting every monk and raider you see by talking to you like you're his best buds when you first meet him.


NESguerilla posted:

The whole Monk subplot was a mess.

Yeah, I think there was some potential to write something compelling with the premise but it just ended up extremely retarded.

docbeard
Jul 19, 2011

Heavy neutrino posted:

Yeah, I think there was some potential to write something compelling with the premise but it just ended up extremely retarded.

If the DBM had been closer to being the ruthlessly pragmatic paramilitary force they presented themselves as and less cartoonishly evil, and if the Mad Monks hadn't been quite so willing to become suicide bombers over traffic disputes, and if accomplishing anything hadn't taken like a week, they could have really had something, yeah.

In a lot of ways, Angel Oracle felt a bit closer to what Titan's Canyon should have been. (Yes, I know, lots of running around, lots of sidequests that involve hanging onto random objects, but I felt like both factions were interesting, both kind of had a point, and I could see arguments for leaving either of them in charge. Though, in fairness, no way in hell would I give the Mannerites or the Robbinsons a working nuke either. I kind of feel funny about the Rangers having a working nuke, much less any of these other idiots.)

I'm actually really enjoying the game (I feel like I'm about 3/4ths of the way through), but there is so much room for improvement.

Alchenar
Apr 9, 2008

It's just extremely unclear why the DBM need a nuke to control the canyon. They're supposed to just need the Monks to not have a nuke in order to be able to take over, but doing the sensible thing and defusing the nuke so nobody has any nukes results in death for everyone.

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.
Playing through Titan. Kinda telling that the first thing you run into is "gently caress you rangers!" *Heal their guys* "Thanks, but gently caress you rangers!"

After the first attempt in the canyon I knew that guy would just run off and get himself killed by the uncaring Honey Badgers, so I was able to anticipate him and save his rear end. I think the game itself was surprised he didn't die, as he froze in place until I got to the end of the path.

Decided to play it straight. Kept the monk with me until I got to the base, gave them their mutagen ooze, dropped off the monk, went back to the canyon and slaughtered every last raider group, because we're rangers and give no fucks about suicide bombers. Spoke with the militia guy (after hacking their turrets) and decided to poke around further.

Probably going to cleanse the earth of everyone there, but we'll see how the squeezins shake out.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Alchenar posted:

It's just extremely unclear why the DBM need a nuke to control the canyon. They're supposed to just need the Monks to not have a nuke in order to be able to take over, but doing the sensible thing and defusing the nuke so nobody has any nukes results in death for everyone.

They want the Nuke for the same reason the Monks do, it prevents others in the region from launching a concentrated attack on their center.

The funny thing is if you send the nuke to the Monks, they aren't the ones who detonate it. Matthias' spy, Dr. Kyle, is the one who does it.

Samuel Clemens
Oct 4, 2013

I think we should call the Avengers.

I thought there was a way to get the DBM in charge without giving them access to the nuke. That seems like it'd be the most stable outcome for the region, at least in the short-term.

Dr. Quarex
Apr 18, 2003

I'M A BIG DORK WHO POSTS TOO MUCH ABOUT CONVENTIONS LOOK AT THIS

TOVA TOVA TOVA

Alchenar posted:

But every single opinion I have about the game design ends 'And that's why Bioware/Bethesda/Whoever started doing it differently about 10 years ago'.
Well and this is why those games are more popular, because those decisions seemingly have wider appeal. But just because a new different cool thing comes up does not mean we should stop appreciating the pre-existing cool things!

(I do imagine another revamp of skills, at the very least, for the I-hope-likely Wasteland 3)

Alchenar posted:

It's just extremely unclear why the DBM need a nuke to control the canyon. They're supposed to just need the Monks to not have a nuke in order to be able to take over, but doing the sensible thing and defusing the nuke so nobody has any nukes results in death for everyone.
I kind of liked that every group was equally obviously unfit to control a nuclear weapon, it made it easier to know what to do. The Diamondbacks just seem kind of like any other agitator group that wants a nuclear weapon for intimidation/deterrence purposes.

Also related, why do the merchants all collectively go literally crazy in Los Angeles? And is the merchant you encounter in that first settlement south of your landing zone seriously the same merchant you can rescue in Titan Canyon? I swear they have the same name...

Alchenar
Apr 9, 2008

Quarex posted:

Well and this is why those games are more popular, because those decisions seemingly have wider appeal. But just because a new different cool thing comes up does not mean we should stop appreciating the pre-existing cool things!

(I do imagine another revamp of skills, at the very least, for the I-hope-likely Wasteland 3)

But it's not cool though. At their core all the skills function identically - rank x rolls against difficulty check y to open the safe/disarm the mine/shoot the bad guy. There's nothing interesting about the system at all. Even with precision shots the combat isn't particularly deep or interesting and balance is all over the place. There's nothing really original or compelling about the story or the characters.

I mean I can still sum up the game with the complaint I had back after release: "It's 95% combat and the combat is mediocre at best"

crashdome
Jun 28, 2011
Wait. Are we talking Bioware/Bethseda games or are you still talking about Wasteland 2?

No Dignity
Oct 15, 2007

crashdome posted:

Wait. Are we talking Bioware/Bethseda games or are you still talking about Wasteland 2?

Wasteland 2 has separate skills for Lockpicking and Safecracking, which are functionally identical mechanically, that alone is far more redundant than anything Bethesda or Bioware have produced since the 90s. The whole skill system seems an attempt to give an illusion of breadth whilst remaining very simple in systems design, there's absolutely nothing to differentiate the Knowledge skills from each other despite nearly all of them overlapping thematically with similar skills and transparently functioning in exactly the same fashion. Fallout 3/NV managed to roll Lockpicking and Safe Cracking into Security and Computer Science and Alarm Disarming (lol) into Science without being any worse off from a systems design or a roleplaying perspective as for nearly everyone, choosing between such arbitarily differentiated and essentially similar options just isn't an interesting choice.

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Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
The big difference here with skills is that you have access to a large team, like in most tabletop roleplaying games. The skill load is meant to be distributed in a manner more closely resembling reality.

Picking a lock, cracking a safe, disarming an alarm and bypassing security software all do the same thing in basic function, yes; they give a player access to something they would not have otherwise. In a party based game going for verisimilitude, none of those activities have much real world overlap. In a primarily single player game, that form of redundancy is often just frustrating to a player and handicaps them by encouraging weak, unfocused builds.

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