Wasteland 2: Director's Cut: Difference between revisions
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* Consider giving all your characters a couple of points in Weaponsmithing in order to unlock the Tinkerer perk which increases a character's max AP by 1 when they're wearing light armor. This is one of the strongest perks in the game and available very early on. | |||
* Perception is an important skill to prioritize as unlike with other skills, it's impossible to tell when your skill level is insufficient because you will simply walk past whatever you missed. Also, if you use the Perception skill in your hotbar, a circle will appear around your character which shows your detection range at all times. | |||
* Outdoorsman is not a priority skill, but you will probably want someone who isn't Angela Deth to have at least 6 ranks in it before you reach the second half of the game as at that point random encounters ramp up massively in difficulty and it'll take a bit for your equipment to catch up. | |||
* Items received from repaired toasters can usually be given to an NPC somewhere for a reward. Whether the NPC in question is someone you've already met 15 hours ago or won't meet for another 15 hours is a different matter, but some of the rewards are very useful. | |||
* Ending a combat turn with 1 or 2 AP remaining will conserve 1 AP for your next turn, whereas ending a combat turn with 3+ AP remaining will conserve 2 AP for your next turn. Ambushing will not conserve any AP. | |||
* When possible, use your sniper to start fights by taking the first shot from afar, but make sure to switch away from party control to individual character control first. | |||
* While Precision Strikes seem useless at first due to their accuracy penalties, later in the game when your accuracy is better they become incredibly useful. Headshots deal a lot of bonus damage once you can overcome the accuracy penalty, and the various debilitating status effects can be very powerful against strong enemies. | |||
* There's a skill book for every non-combat skill in the game that gives a free rank in the skill when used. They're best used when increasing the skill would otherwise cost 6 skill points as before that skill increases are still cheap and the final skill increase that costs 8 points takes a while to get to and can usually be compensated for with a skill-increasing trinket. No skill books exist for weapon skills. | |||
* You can manually attack some obstacles such as explosives or doors to destroy them. Ammo permitting, clearing a minefield with a shotgun is a great deal faster than individually disarming each mine. Note that doing this to containers will destroy the items inside of them, although you can use explosives on safes. | |||
* After leveling up, consider saving up your skill points instead of using them right away unless you need to increase a weapon skill or want to reach a specific perk. This way, if you end up facing a skill check you can't quite beat, you can use the saved skill points to increase the specific skill that you need. | |||
* Once you gain access to your item stash, you can use it to stash your leftover quest items that you otherwise can't get rid of, such as outdated radiation suits. | |||
* Stashing your extra ammunition is preferable to selling them, you don't want to find a huge upgrade to your current gun only to find that it uses an ammo type you just got rid of due to it being "useless". | |||
* When you gain access to the interior of the Ranger Citadel relatively early on, one of the vendors inside will pay a premium for all the junk weapon parts you've most likely accumulated. It's one of the best sources of revenue in the game. | |||
[[Category:Games]] | [[Category:Games]] |