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Post by Eorl @ 05:03pm 29/09/14 | 14 Comments
After successfully hitting its Kickstarter goal and exceeding it, inXile Entertainment's long-awaited cRPG Wasteland 2 is finally here, nearly 25 years after the original's launch.

Taking on the reins of the choose-your-own-adventure style writing that has made this series so popular is our own Joab "Joaby" Gilroy, who finds that underneath the minefield of inconsistent tooltips and ugly character models is an old-school experience with new-school tweaks.
It's a wonderfully old-school RPG, something fans of a bygone era can use to scratch that nostalgic itch and new gamers can use to acquaint themselves with how things once were.
Read on for the full Wasteland 2 review.



wasteland 2ausgamers reviewinxile entertainment





Latest Comments
Tollaz0r!
Posted 05:33pm 29/9/14
I give it an 7.5/10

There are some pretty heavy flaws that hold it back.

In combat, enemies cover extreme amounts of distance in 1 turn, often resulting in everyone being within melee range in 1 maybe 2 turns. The enemy AI has a tendency to rush you. It makes positioning your riflemen and snipers a bit redundant.
Going for 'Headshots' is totally not worth doing, ever.

There are at least 2 dump stats out of 7 stats. One of the remaining stats being absolutely superior to the others.

Grenades are perfectly accurate despite the game having a demolition skill.

The absolutely poorly implemented Jaming system. Basically you have a RNG event before a RNG to-hit event to do a RNG damage. Have two RNG moments for failure for every bullet fired to hit is just plain poor design.

Apart from the dodgy, dodgy player models and no display of armour on models (only cloths), the rest of the game is quite good.
Dialog options and ways to complete various quests are varied. Most of the game is well written.

You can make a goat army...


edit: Oh yeah, I'm one of the rabid Fallout 1/2 fans. The game does a pretty good job of post-apocalyptic setting.




last edited by Tollaz0r! at 17:33:14 29/Sep/14
Joaby
Posted 06:26pm 29/9/14
The melee thing was why I have my runner and my ambush strat, although it doesn't always work. I dunno man, I don't agree with you about weapon jamming. I do think the game deliberately increases jamming for no reason in some fights, which is definitely s*****, but most of the time I've found I've got less than a 4% chance to fail on all my guns, which to me represents a critical fail (something they don't otherwise appear to represent in combat).

I agree with you about the grenades though, they're hella OP. Especially when the AI chases you down and sorta clumps up around you.
Tollaz0r!
Posted 06:39pm 29/9/14

which to me represents a critical fail (something they don't otherwise appear to represent in combat).


That's how it should have been. Chance to hit is calculated, then if it misses. lookup a table of 'miss' results and apply accordingly. Weapon jamming would be in that table according the weapon.

As it is, it is a check for each bullet fired, regardless of the 'to hit' calculation (that comes after).

I wish people could about half the distance they could, that would make the combat so much more interesting. It may even be bugged at the moment, I've had plenty of cases where a guy has shot at me and then run about a full screens distance into melee range of my snipers lol.

Also the range of the sniper rifles seems to be less than what most people can run. So it really only takes 1 turn to close the distance of the most ranged weapons in the game. Hopefully it gets addressed with a patch, many people over at RPG Codex are calling out the same problem.

The game is so close to being a great example of RPG goodness, it just falls short in some areas.

I feel the ammo level is about right, not enough to severely gimp you (unless you take lots of 30% chance to hit shots), but enough to make you have to scrounge for it. Sniper bullets are pretty expensive.
Joaby
Posted 10:22pm 29/9/14
I always feel like I have enough 308 ammo. I don't use my sniper much though, my original sniper copped a lead pipe to the head and I had to sorta make do so my shots are low chance to hit unless they're in pistol range pretty much. Constantly scrounging for 5.56 though. Got two assault rifles on my team and it just ruins me. Might have to go back to the Uzi until I get more money.
smegger
Posted 12:29am 30/9/14
I agree about the jamming issue, a lot of my weapons only have a 2-3% chance yet just about every encounter I have a jam at least twice. Oh and the NPC moves, they move too far in a round.
ipggi
Posted 10:55am 30/9/14
For the most part I agree with Tollaz0r. I am a good 30 hours in but I find combat so boring in this game that I try and avoid it at all cost. I don't know why they bothered to make it turn based because compared to Xcom, Xenonauts or Divinity OS there are barely any tactics involved. They may have well made it real-time just to speed it along.

The character development is also lacking. As there is a little incentive for levelling up other than a slight usage score improvement on some weapon usage or skill modifier.

I think these issues plus the repetitive enemy tactics and lack of enemy variety makes the combat and skill usage more of a grind.
tvcars
Posted 08:15am 01/10/14
2/10, not worth the words.
smegger
Posted 01:56pm 06/10/14
Even with the latest patch, I still get freezes on some movie scenes (like in the Temple of the Titan when I finish with giving the evidence), AND the NPC moves, my god! I wish my party could move that far in 1 move! They said in the patch notes that weapon jams are less - well I got 5 characters get weapon jams in 1 round, and they only had 1%-3% chance. Still I am enjoying it. One of my characters had a 113% chance to hit, in 5 shots he missed 4 times!
greazy
Posted 02:20pm 06/10/14
Pix of goat army? holy s***. please
Tollaz0r!
Posted 10:35am 07/10/14
I can't play it currently, with that huge movement range battle are just plain boring.

For instance the spot I'm at, I take the time to setup my team. Take the surprise shot. Than within the very first round 3/4's of the enemy team (most of which were far enough away to be out of sight) are standing in melee range of my team members, it doesn't seem to matter much where I position, it always ends up the same.

It is totally dumb.
beau
Posted 01:51pm 07/10/14
I disagree Tollaz0r
If they are getting that close to you it might be because you don't have enough melee. i.e. you should always place your melee in front of your ranged, that way the enemy always go for them first. Just don't put them directly in front or you will friendly fire.
I have a blunt, blade, and brawler in my squad and each one of them can crit for about 50+ damage.

There are some fights which are just completely unfair, like the honey badgers at the mine, but once you learn how to take them down its easy. (i.e. 1 shot then retreat with remaining AP. Sometimes you need all AP to retreat).

Also re jamming… get someone in your squad to + weaponsmithing, so you can add the -4% to jam modification. All my weapons have a 0% chance to jam. Also the weaponsmithing trait is one of the most beneficial skills to have. I'm about 20 hours in and it has made me soooo much money from stripping all the weapons I pick up. Now I don't have to worry about ammo because I've got so much money.
Tollaz0r!
Posted 07:42pm 07/10/14
They still have spastic amounts of movement regardless of if you have melee or not. They shouldn't be able to consistently close the distance from the start of a fight to your characters within the first round of the fight.
This is just forcing you to have 'melee' characters, giving you less choice in a game that is supposed to be about lots of choice.
smegger
Posted 02:55am 08/10/14
re the jamming: One of my characters had to get to 9 skill to stop jamming on weapons, the amount of ammo needed is stupid, tooling up to finish the last battle I had less than 15 money left. Also found one the second mission area you need such high skills to do anything, even with 10 in some skills I still only had 13% to open/hack anything.

Those who find a computer screen (in act 1), you will can use it once you find a broken battleship (in act 2), but even after using it, the machine still barely worked.
Viper119
Posted 07:37am 08/10/14
To be fair, honey badgers are the ultimate badasses.
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