Wasteland 2 melee. General Character Skills in Wasteland

According to Gary "NaCl" Wolfe incorrect information. I got it by helping the AGZ capture the Temple of Titan (by the way, this is insanely profitable, because the player becomes a witness to the storming of the temple and gets ALL the loot from a lot of those killed), then the AGZ is asked to supply them with a real warhead, but I deactivated it, returned to the Temple and took Wulf. Accordingly, the requirement for its accession is the control of the AGZ of the Temple of Titan, and not the delivery of a warhead to them. Just the warhead is better to neutralize, for which they will be praised in the Rager Citadel.

Then, according to Angela, it is worth adding that she is being recalled and she will leave the detachment, i.e. there is no point in downloading it, it is better to take Chisel at level 8-9 instead of it, for this, after the high pool, you need to advance to the rail nomads.

In general, regarding satellites, especially when playing on max difficulty, the first one should be taken Screaming Vulture in the high pool, then it is replaced by Pizipee from Darwin. (since subsequent enemies will have a lot of armor, and there will be very good energy fluff in California) , then we replace this bum with Garry Wolfe. Well, the third Companion is a Chisel, replaced by Brother Thomas. (because in the end it’s insanely difficult at maximum difficulty and it’s impossible to go through fights without a second medic / surgeon, especially the battle with the synth before going to Hollywood) Brother Thomas is a very good fighter, though the group is losing badass skill, but it's only needed in two places in all of California.

I also want to add that you should not neglect charisma, each point increases the experience of the whole group by 5%, playing with 25 charisma you will have an experience boost of + 125%. But the most useless characteristic is luck !! With luck 1, crits from the 95th Kalash make up 36% in my opinion, there will be 4 luck, the crit will be 40%, which does not make the weather at all. The same applies to loot - bonus loot in boxes is always trash. Then the most useless stat is strength, 2 points per eye) It's better to take 10 intellect for at least one Persian to boost skills. In battles, the key stat is not AP, but initiative. 10 OD and 9 ini, much worse than 8 OD and 14 ini, because in the second case, the Persian moves three times while the first one makes 2 moves. At the maximum difficulty of the game, the enemies have very strong damage and only high frost can pull out fights without injury. So that your Persians would just go first, set up ambushes, etc. And with wounds on first-aid kits, you can go broke) At the end of the game, the initiative should be at least 15-16, i.e. bonus stats at 10th, 20th, 30th levels should be invested in perception. A Persian with an initiative of 16 makes two moves in a row before a Persian with an initiative of 8 makes a move, then 2 more moves, during which a Persian with frost 8 will definitely die))

In my opinion, the most “fallout” fallout after the second one is Wasteland 2 in full version, which is the Director's Cut. In the era of mirror remakes of games and movies, this thing is very happy with both the old spirit and new solutions. Therefore, I suggest digging a little under her hood in terms of GameDev mechanics.

Let's start with the most important thing - this game follows the good old formula "World, game, players". Modern high-budget projects are aimed at ensuring that the player decides what and how happens in the world, and does not miss any important actions. Maximum content in one pass, so that nothing is left behind the scenes. This is the way of a good film. The path of good play is a realistic world that lives in an ecosystem that can only be shaken with the strength of one person with very great difficulty.

So, the world of Wasteland 2 doesn't care about you. There are no last-minute happy arrivals to save everyone, no NPCs waiting for something. real time. For example, when you enter Highpool, there is a house on fire. We didn’t have time to extinguish it - well, it will stupidly burn. The second important aspect is a cool constantly moving plot, rather characteristic of its twists and turns for the Bioshock series. Captivating from the first minutes, without a long buildup. And this story is really high resolution. Constantly offering a harsh choice between morality, order and law.

And those are three different choices.

world, game, players

Let's start with the first and foremost. World more important than the game and the game is more important than the players. This means that we see a certain global picture of events, and really feel like not an all-powerful hero, but a team that works with what we have. sign of good adult game. The difference is very simple, and can be easily demonstrated using UFO as an example: Enemy unknown(old under DOS) and XCOM: Enemy Unknown (new 3D). In the first game you play ecology - the aliens don't care about your plans and deadlines, they just play the planet. In the second, all triggers rest on your achievements. The alien base appears strictly after the captive capture chain. If you do not take a prisoner, you can develop for a very long time before it appears. Then the observation ship appears supposedly after the launch of the hyperwave decoder, but it does not start until you have the ship you need to intercept - and so on.

In second place after the world should be the game. If the players are more important than the game, then the game begins to "cheat" in their favor. Most often, this is done for casual players, so that they are not afraid of the complexity and do not leave. In the same Fallout 3 NV, it is quite difficult to find something after the first third of the game that can effectively kill the main character (this is generally typical for all Morrowind series). In general, the superiority of the game over the players is most easily determined by irreversible choices. For example, this is the loss of fighters in Jagged Alliance, the closure of certain Fallout endings as the action in the cities, problems with food and wounds in This War of Mine, in general, the ability to somehow mess up and ruin almost everything. Remember the same series Far Cry– it’s very difficult to do something that doesn’t go along the plot rails. Or the same dragon age where these rails are generally nailed to the protagonist's head. Another symptom - roughly speaking, you cannot go and meet an exp that is an order of magnitude stronger than you. And here it is quite real.

And in Wasteland, the plot is short, the world is conditionally closed, but at the same time we are left with so many excellent chances to shoot ourselves in the foot that all this more than replaces the complete openness of the world and the variety of the plot. In this game you survive, live, not watch a movie.

And yes, the game wobbles quite well in terms of strange player actions. For example, in Shadowrun: Dragonfall you can't mow in towns, but here you can. Only inside the game there is also a special mechanic for such a case - General Serpent Vargas will send a special mopping up squad after you. Which, by the way, you are introduced to at the end of training as an example of an unattainable ideal.

High definition scene

Your first task is to survive. Everything in the first part is dedicated to this. Your world is a small piece of wasteland, surrounded on all sides by radiation clouds. With difficulty, it is possible to get food in the experimental agricultural center, and water - with no less difficulty - in Highpool. Add to this a rather low speed of movement (on foot), communication with walkie-talkies and a mass of hungry raiders. This is a world where everything around is dangerous, and you can not have time to come to the rescue. A vivid example of how you can not be in time is given at the very beginning when two settlements are attacked simultaneously.

In terms of storytelling, the game does two very big things that determine the ability to give "bookish" detail. Firstly, it, like the good old text quests, by and large, can be played without graphics.

This is a game of two screens - render and text. If you play tactics - yes, here is the screen in front of you, everything is as it should be. But if you're into a hardcore RPG, there's something even cooler here. At the bottom of the screen there is a log screen, which displays the radio interception, the thoughts of the heroes and what they see.

This text feed describes everything directly in megabytes of text. You walk, and there, with a quiet buzz and clatter, a text appears describing what exactly is happening around. In battle, there is also a battle log, familiar to us from the second Fallout.

Look, here is the text part about the bar:

Here is what is on the main screen at this time:

Or like this in a dialog:

Most of the semi-detective and subtle quests involve reading these descriptions. And there are so many useful things that you just feel how cool it affects the game.

The second cool thing in the presentation of the plot is a very competent work with a walkie-talkie. Perhaps she is the coolest here, much cooler than in the same Stalker (which had previously been a model of a radio game for me). The same walkie-talkie is woven into the interface like a native one and eliminates a bunch of unnecessary RPG elements. For example, leveling up is done insanely cool - you need to call the control and report that the squad is alive, the status is such and such. Fighters can be assigned regular and extraordinary ranks - these are the levels. By the way, when a character from the control room is nearby, the same can be done right in the dialogue with him: a walkie-talkie is not needed.

Important negotiations are constantly going on on the radio, cries for help come into it, open air is heard in it, sometimes extremely interesting intercepts slip through, like a dialogue in “unknown Slavic” - “Cheburashka, this is Shapoklyak, we are ready to go through the mountains.” And in the second part, the walkie-talkie also becomes a way of knowing the world - the Mannerist show alone is worth something.

These walkie-talkies are part of the world; all security rests on them. Therefore, one of the main tasks of the rangers in both the first and second parts is to maintain the towers and set up their repeaters.


And here is the local Ostankino TV tower.

A high resolution the plot is when there are a lot of details, but each of them is thought out and is not taken from nowhere. This gives a good study of the world. Here are a couple of examples of such precise work:


See what the guy has in his hand? A machete made from a sharpened sign. Very suitable for a savage in a post-apocalyptic world.


Each character is well developed, everyone has a bright personality and a memorable character.


A chance meeting, a 20-second episode that does not affect anything - and what a beauty from the point of view of role-playing!


Crazy Interiors


ancient temples


Magic items. In addition to this book, there is also a jar of cucumbers that cannot be opened, a pre-war Furby that Pisepi Jorren never parted with, and other wild things.


Reading with great pleasure

In general, you can enjoy every detail - more text has been written for the game than for a couple of books, and the "ears" of rapid development do not stick out anywhere. I must say that thanks to Kickstarter, the game received a budget even before work began, so it was made by Brian Fargo not as a thing for making money, but as a work of art. Where everything is just right.

And sometimes there will be surprises like the first meeting with a nuclear mortar shell. You will see the achievement yourself.

Interfaces

Interfaces incredibly cool convey the spirit of the old school, hardcore. The same dialogue essentially boils down to the good old choice of branches and answers from 1-20 options. But it can also be conducted using the text field - do not select words, but simply ask questions to NPCs.

Of course, ready-made options cover 95% of the branches, but sometimes there are also interesting ones. Plus, a cunning player who has read all the texts in the lower screen can deduce and ask the right question before the game decides that it should appear in the dialogue.

Pan Andrzej Sapkowski in "There is no gold in the Gray Mountains" once said that good fantasy book can be identified on the map. Same with interfaces. tactical games: The most important thing is the map. Here is the local one:

Pay attention to how it exactly matches the place itself in spirit and lighting:


By the way, this thing on the left is the only metaphor - access to the world map.

And global:

Tactical view:

Another good old hardcore thing is that when you want to do something not directly obvious, you have to go and apply the appropriate skill to the appropriate item. As in a quest - first you need to guess that one fits the other, and then do it. The interface is like in F2 - choose a skill, poke at what you want to feel with it. The game makes hints only for very obvious things, such as a computer with a password - hacking, a locked lock - hacking, and so on.

Cruelty and realism

The formula "world, game, players" gives the game absolutely incredible realism. And at the same time - determines its cruelty. For example, there are many situations where you can just watch but cannot help.

Example (plot spoiler)

In a former Ranger Center taken over by the Red Scorpions, you meet a farmer whose wife was raped and stabbed to death. When your team arrives, he's just digging a grave for two. In the dialogue, he explains what exactly he is doing, and that there is no longer any point in living for him - and, having finished his work, he lies down there and shoots himself. In parallel, in the same place, a dying woman on the other side of the plateau is crying on the air - and she cannot be saved either, there are no medicines for her illness. It's just the world, that's how it is.

Survival games are generally characterized by some cynicism and cruelty. Here it goes into a special strain - you begin to understand why survival often requires keeping enemies alive.

Another spoiler

The best example is the resolution of the conflict with the Red Scorpions. First you see these and similar atrocities in the first part of the game, and then get to their main point in the second. And suddenly it turns out that he actually wanted the best, it just turned out to be such garbage. And it is logical not to kill him, but to help him - and he will someday help the rangers later. Personal (and there is a lot of it, I will not spoil it) gives way to the need to survive.

So somewhere in the middle of the game, you can happily find another sign of adulthood - it has no "dark" and "light" sides. Neither good nor bad, and everything is constantly changing. Sworn enemy becomes best friend, there are often horrors behind a beautiful facade, real hell is going on in the most prosperous cities ... The game asks you every time how ready you are for this and how ready you are to accept someone else's point of view. Perhaps the best illustration of this approach is the dialogue between Hiro and the cop from Avalanche:

- Well, yes, I was chasing the Creepy. What did you think? That I was trying to catch up with Raven?
- Something like that. I mean, he's a bad guy, right?
- Definitely. So if I was a cop and if it was my job to catch the bad guys, I would be chasing Raven. But I am the Guardian of Order, and my job is to restore order. Therefore, I, like every Guardian of Order in the city, do everything in my power to protect the Raven. And if you feel like trying to find the Raven yourself in order to avenge your colleague, whom he killed, forget about it.

Hiro is offended by the very idea.
- That's why everyone tells me: do not mess with Raven? Are they afraid, the devil, that I will attack him?
Violinist points with a glance at the swords:
- You have something.
- Why would someone protect Raven?
- It's not the smartest idea to declare war on a nuclear power.
- I'm sorry, what?
“God,” Violin shakes her head, “if I knew how little you know about what is happening here, I would never let you into my car. I thought you were some kind of serious CAC special operations agent. Are you saying you really don't know anything about Raven?
Yes, that's exactly what I want to say.
- Okay. I'll tell you - so that you don't get involved in something and cause even more trouble. Instead of a cannon, Voron has a torpedo with a warhead that he stole from an old Soviet nuclear submarine. This is a torpedo designed to destroy a group of combat aircraft carriers in one fell swoop. Nuclear torpedo. Have you seen the stupid sidecar attached to Raven's Harley? Now, that's a hydrogen bomb, man. In combat readiness and on the platoon. And the detonator is connected to electrodes implanted in his brain. If Raven dies, the bomb will explode. Therefore, when Raven appears in the city, we do everything in our power to ensure that he is given a warm welcome.
Hiro just stands with his mouth open, and I.V. has to answer instead.
“OK,” she says. “We will stay away from him, I say this on behalf of my partner.

For example, one of the most important troubles in the world begins with the fact that a guy sends carrier pigeons so that the world does not starve. And when you find out how to ensure security in the local New Reno and WHO is needed for this, or rather, who remains the only kind and honest, you also go a little nuts. But I won't spoil the fun.

So, each time you choose what is more important - personal enrichment, morality, law or order. And common sense often so distorted that it directly makes you feel in the place of the hero.

Again, I repeat, there are no bad or wrong choices in the game - and sometimes opening fire instantly will be the best dialogue option. When the game does not punish you for this, you will finally understand that you really change the world and influence the future. And at some point, the save function becomes redundant. She only insures against game crashes, but you understand that, in general, she is not needed. Because the world is alive and cool.

Atmosphere and small details

Of course, the game would be incomplete without flirting with old version and a good dose of black humor. Here are a couple of examples:

This is a remake of the cover of the old Wasteland from the 90s - it was all in pixels. A direct link between generations. It suddenly turns green in another part of the world. Yes, yes, the world after nuclear war- not necessarily a wasteland.

Role-playing game slips in every aspect. Even in interface elections:

Of course, the good old reprise from westerns with a visit to the cemetery:

A mandatory point of the program is a meeting with a geek:

Markers confirming that the game was made by their guys on the board. Because they remember what it is:

Description: Creation of characters, battle group in Wasteland 2.


Creating characters, a battle group in Wasteland 2 is not an easy task, one might say creative.
There are many options here.

Battlegroup Arahnas.
The main thing is OD + initiative and the number of experience points that gives us per level.
That's why basic set such:
coordination - 6 (sniper has 8),
luck - 1,
perception - 3 (first of all, we raise it to 4 when increasing the level),
strength - 4 (for a heavy truck 6),
speed - 4,
intelligence - 8 (the doctor has 10),
charisma - 1 (the commander has 4).

Intelligence gives us a rapid increase in skills - 4 points per level (at the dock - 5).
The combination of perception coordination and speed gives the optimal 10 AP and 9 initiative (after the first increase in perception to 4, the initiative becomes 10).

Weapon.
Two assault rifles do almost all the work, which is why you need 10 AP, for two shots.
This is the most successful weapon in the game, a long range of combat, lethal (single), there is the option of firing a powerful burst at a fat enemy.
Addition of a sniper and PP.
Over time, an energy gun (for robots) and a grenade launcher will be added, but it makes no sense to study them at the beginning.

I distributed persuasion skills among all team members, but there is an option to make one negotiator (did not try).
Weapon skill at first one, raising it to 5-6 we get high accuracy.

So, the main composition.
Commander


The main difference is charisma, when you first raise the basic skills (level 10), we raise it to 4. Charisma must be 4 , otherwise there will be problems with the passage. Armed assault rifle, the second weapon is a grenade or a pistol according to the situation.

Doc


The main difference is intellect, because. the rapid development of the main skills of treatment, surgery, computers is necessary. Armed with an assault rifle, the second weapon is a pistol.

Heavy truck - burglar


The main difference is strength, we dump junk on it, especially since it is he who opens the chests, it’s very convenient. Armament is either PP or shotgun. I chose PP, because. there are interesting models, and the shotgun is not very convenient to use.

Sniper


The main difference is coordination 8, 11 OD. Mechanic, gunsmith.

Construction.


Building a semi-circle so that no one is standing on the line of attack and it would be possible to shoot enemies who came close (the game sins with a quick approach of enemies close).
Chief and Doc on the first line of defense.
The second line is a heavy truck and an additional character. Armament PP, shot, PPSh.
The third line is the sniper.

The appearance of the characters should be such that you can easily distinguish them on the battlefield.
I have stormtroopers in helmets, a sniper in a raincoat, a hefty heavy truck.

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Went on sale. We will talk about the pros and cons, about met expectations and broken hopes, about the expediency of certain elements of the gameplay next time. Now, we will focus exclusively on game mechanics and its features. In other words, let's try to carve a kind of guide (or guide) for Wasteland 2.

Choose a battle quartet.

Let's start traditionally with character creation. You will be given the choice to either take a ready-made hero, or create your own. The maximum group size is four people. If you decide to limit yourself to a smaller number, then the system will warn about the dangers of the Wasteland, but still let you in. However, let's go in order. You need to assemble a team wisely. You will definitely need a healer, a technician and a burglar. Fighters are fighters, but if you don’t have a single tech-savvy hero in your group, then many secrets of the game hidden behind doors and locks will pass you by. If this circumstance is greatly neglected, then the whole plot can stall until you hack, open, knock out, repair.

In the very first location, one more hero will join you, who is a good fighter, so you can save on combat strength by recruiting humanitarians to the team.

Toasters, as the key to the knowledge of the Wasteland.

However, taking a ready-made character, you lose the pleasure of digging into the settings of a new hero, whom you will be asked to create on your own up to four. Try also to create diverse specialists. The team will not interfere with a sniper, melee fighter, medic and technician. At the same time, the techniques in the game are different. There is a computer direction, there is a general electronic-mechanical direction, there is a weapons one, and there is a toaster one. Yes, yes toaster. In the hero's settings, there is a separate ability to repair toasters. The developers rightly hint that the ability to repair toasters is greatly underestimated, so one of the heroes definitely needs to shove this skill. In general, a gunsmith will be able to modify weapons, a computer scientist will be able to hack systems, a general technician will be able to repair many other things. Also, do not forget to give one of the heroes the ability to pick locks, as well as knock out, destroy obstacles with brute force. Useful skill. There is also the ability to remove alarms, but it cannot be classified as an essential skill.

There is safety in numbers?

In this case, you will have to sing a separate song during character creation if you intend to go through the game alone. Not everyone likes to travel in a crowd. Some lone wolves prefer to lead one hero. Therefore, here, instead of a jazz quartet, you will have to pull out a solo. First of all, we supply the hero with the ability to heal, break locks, knock out doors, the ability to close combat and shoot from any weapon of your choice.

It is better not to touch any of the humanitarian skills such as the skill of talking, trading, and the like. In regards to the distribution of basic skill points, throw everything into action points, luck, strength, and intelligence. Now, as for the weapons. In no case, if you decide to go alone, do not pump a sniper rifle to your hero from the start. The fact is that at the start the character will receive a weapon, and this weapon will be the one that skill is pumped more deliciously. No matter how cool sniper rifle, it takes a lot of action points, and you cannot shoot at close targets from it. The situation is complicated by the lack of ammo at the initial stage of the game. The fact is that raiders in the Wasteland, and simply enemies in standard locations, are not shy and immediately try to shorten the distance as much as possible by running up to you. They are not even delayed by the fact that it would be convenient for them to hide behind cover and comfortably shoot from there. And so it will be forever. Well, if there is a crowd around you, and if you plan to play alone, then immediately lay down for close combat. If you study heavy weapons, then in the early stages you will simply chop up enemies from the very first turn. They will take much more damage than they would have been enough, but after a couple of battles, your modest ammunition load will run out, and your barrel will fall silent. Therefore, it is better to choose not very powerful weapons that work at close range. Well, a bat or machete would also be nice to have.

At first, while your hero will be very vulnerable, you will mainly collect pistols and revolvers of various kinds from defeated enemies. Therefore, upgrade your hero in such a way that he feels good with captured weapons, and then we'll figure it out further.

But enough about the heroes, it's time to go directly to the game.

Gameplay and its nuances.

You can go in a crowd, or you can go alone. The minus of the crowd is that all the experience gained is shared by everyone. The advantage is that it is easier to pass. There will always be one main hero in the crowd, appointed by you, who will search corpses, dig, hack, etc. In order not to litter his inventory, it is better to choose the option with the distribution of trophies - an extremely useful, although simplifying the gameplay contraption, as well as the automatic search of the corpses of all enemies at once.

At the start, be sure to take a shovel. You will have to dig already at the very first location, so it is better to immediately place the shovel in one of the quick slots. When trading, you need to speak on behalf of a character sharpened by a conversational skill. The group has common money, no one hides anything from anyone, they buy everything at once.

It is better to run up to locked gates, doors and similar objects, where theoretically a trap can be placed, with one hero, and not with a crowd. The one with more lives. To do this, press the spacebar, select one hero and control it. The rest stand aside. The button that activates the space bar is located at the bottom left of the screen.

Always read the dialogues, understand the meaning of what you said. Already in the very first location, you can be rude to the ranger, who will easily put down your entire group. Therefore, if you are rude, be prepared to answer for the words.

Also note the button on the top right. The button is called "call". It activates communication with the center, unless, of course, the radio will finish. Having passed the location, and not knowing where to go, having lost the thread of the plot, be sure to press this button to report to the center and receive new tasks. Also, in the process of traveling around the world, your group will certainly catch signals coming from different directions. Sometimes you will be asked to help, save, you will be sent signals S.O.S. and similar cries for help. Also, oases will appear on the map, where you can fill the flasks. Therefore, do not immediately click on the far point, choosing the path to 5 parts of water. It is much smarter to walk in small steps, so as not to return later and carefully examine the area around.

We start to fight.

Now for the fights. If you've played XCOM: Enemy Unknown, then the entire combat process will seem very familiar to you. For starters, it's a good idea to have a character in the group who has developed vision, who can detect enemies before they detect you. Until you shoot, what is happening will go in real time, so press Ctrl, aim at the enemy and press the trigger of the left mouse button. If you have selected the entire group, then everyone will shoot at once. As a rule, the very first shot, especially at the beginning of the game, will be the last one for the victim. The rest will be more difficult. The rules are: you need to stay in a heap, do not disperse, do not stand idle, reload, duck down, if possible, and do not shoot at a difficult target, saving ammo.

First, a few words about obstacles. A target that is behind cover is much more difficult to hit, at the same time, cover gives a bonus to the accuracy of the person being covered, so if you can, hide and shoot from behind cover, since the enemies immediately run towards you. Another thing is that such locations do not always exist. Often you have to fight in the open field.

In the game, you cannot shoot aiming and selectively at body parts, but there is an option to "headshot". It makes no sense to use it at the beginning: firstly, the chances of missing are greatly increased, and secondly, even without a headshot, the damage will be sufficient for a traditional marauder, with which the Wasteland is teeming with. As you develop, you can use this opportunity, but it is better to do it exclusively with a sniper.

It's not easy to catch one with a single shot. From a machine gun is much easier. In general, the habit of arranging characters in such a way that frendly-fire does not have a single chance is a good habit, as is the competent use of cover objects, which, although not a 100% panacea for hitting, still make life much easier .

Finally, you need to be advised to take care of the ammunition. Don't be fooled by the fact that at the very beginning your group is well armed. Enough to meet with a group of marauders in the Wasteland two or three times, and some heroes will start to run out of ammo. Therefore, do not neglect melee weapons such as heavy gloves, bats, boards with nails, axes, etc. Well, as soon as pistols and cartridges begin to pour from the enemies, then competently and evenly distribute weapons and ammunition for it throughout the group, making sure that one hero does not have a bunch of cartridges in his inventory that are suitable exclusively for the weapon of a teammate who forced to save on every shot. If you have to fight with not very dangerous enemies, then it is better to brush off with a stick than to put a whole machine-gun burst into a feral, aggressive, but weak dog.

On this basic guide to the game can be considered complete. But we will definitely talk about Fallout fans and their relationship with Wasteland 2, but next time.