3/29/2024 0 Comments Wasteland 3 character buildYou will also want a sniper/perception and someone with high explosives skill (but I got both of these covered through NPC recruits so the points were wasted on my 4 starting characters) My main character focused on assault rifles, another on handguns (not the best choice, to be honest), another submachine guns and sniper, and another shotgun and heavy weapons. I did quite well by having one person a locksmith/weaponsmith, one a field medic/surgeon, one a safecracker, and one a mechanical repairman. Don't worry about the fact that she's high level, the way the experience system works will not stopgap your rookies' progress and it'll give you more possibilities when engaging enemies early on, when you still have little health and can't reliably hit anyone. She's to the left from the beginning of the game and she has high HP and a lot of points in assault rifles. They have better armor penetration and you can get a Crowbar early on, which will cost 2 ap per attack with a mod and deal solid damage.Īnd finally - get Angela Deth after the game begins. If you want melee, I suggest blunt weapons. It's best the ammo use doesn't overlap too much. It governs turn sequence and you want your sniper and assault rifler to be the first ones to go and go before the enemy.Īlso, remember to spread your weapon skills around - assault rifles will shred through any enemy and they come in plenty of fun variations, but they'll eat through your ammo. You also want the Combat Initiative stat to be at least around 12, especially early on, when a random raider can easily injure half of your squad. Get him another weapon, too, like a shotgun or smg, because energy guns are useless on unarmored targets, so you'll just waste bullets. Get yourself an energy weapon character, it'll help out when fighting armored fools or robots. Remember that the check is the Charisma score of all party members combined, so if you want to get party members of higher level, you need to spread it pretty even and pretty high. I ignored it mostly because I didn't care as much about party members beyond the couple of guys you can get and the checks require to have it pretty damn high in most cases. One fool with Charisma wouldn't do bad for the Leadership skill. Whoever you have on "rogue" skills pretty much has to have 10. Intelligence is important, so like Corevi says remember about the milestones. Surgeon is a bit less crucial I found - I've been using it mostly for special cases, like freeing people from bind during a quest. He doesn't see a lot of action, but he sees enough to safeguard the sniper from wasting points on moving away from enemies or switching to the side arm. I made mine a melee guy with lots of mobility so I can spread my team around comfortably and have a guy on retainer to heal them. You should also get a medic with a large focus on First Aid. It'll help you by allowing you to upgrade guns, salvage mods and make money from an early point - you can sell Scrap Metal at the Ranger Citadel for insane amounts of cash, considering the amount of garbage or redundant weapons you'll find along the way. It's a bit of a hassle that I'm not specialized on her, but I don't mind quick saving a bunch of times to get a safe right.Īlso, get a separate character and put a constant amount into Weaponsmithing. In terms of "rogue" skills, I put them into everything lock and trap related. If you got ARs, you don't have to focus on other guns and you can do well enough sliding a point or two into pistols later on and you don't have to constantly switch character. You need someone with Assault Rifles and on at least a couple, if not all, demo/lockpicking skills. They are pretty evenly split in terms of amount of checks - I barely encountered too many Hard Ass checks in the early game, then just before the halfway point you get slammed with a 4-5 one. I went with all three, because I didn't do much else on that character besides sniper rifles, so I felt comfortable doing that. When it comes to dialogue skills, it's hard to say. Put a point in pistols so you can handle stuff like blowing things in the enviro without wasting ammo, but I didn't put more into it - with enough AP you can easily kill two enemies or at least kill one and injure another per turn from a nice distance and for the rest you got your team. Plus, you don't have to constantly switch characters to check if there's a trap or something. It lets you get the drop on people early and start battles with a comfortable lead, and doing that while having to switch around characters isn't exactly that obvious. I suggest making your leader a sniper with Perception.
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