![]() Some of the stats combine together more nicely than others. Wasteland 3 has tons of different skills, stats, and perks from which to build a character.Still, the flow is more similar to XCOM, in that it takes place on a grid, with cover mechanics and turn-based attacks. Wasteland 3 combat follows similar principles to Dungeons and Dragons for determining attacks.We have a deeper Wasteland 3 Character Class Build Guide you should check out to learn more about stats and skills, but here are some general tips and tricks to get you started as well. ![]() There has to be at least one player-made character in the squad at any one time, and you can fill the rest with characters you meet during the story, or "recruits" you design yourself inside your Ranger HQ base, which you get at the start of the game. You're going to max out COO whether at the start or later on - I'd much rather do that early on since it's not like the other options make a world of difference.After the intro, you're given the ability to create two more squaddies or pick from more presets. Besides, what are you going to use those other points on at the start? An extra 2% hit chance from AWR? An extra bit of HP from STR (even though HP gains are retroactive)? So, all in all, 10 COO at the start is already an investment because the AP gains are the most important ones in this game. Two shots + prepare move to get a better angle + two shots - those options are still there. Now, even before you get a rocket launcher, or even if you're not firing rockets, you're still using a sniper rifle. And you'll find a rocket launcher once you reach CO Springs. ![]() Sure, whatever - but, you practically maxed it out anyway. those 4 points would be better spent anywhere else at lvl 1. What are you doing with that extra 2 AP at lvl 2? It’s not like you are firing 2 rockets a round at that lvl. I still disagree that 14 AP at lvl 1 is worth having to dump all other stats. ![]() Small Guns 2 (Handgun or Shotgun?) Weird Science 2 Nerd Stuff 1 Survival 1 The handyman = Co6/L1/A3/St2/Sp1/I6/Ch2 Vicious Avenger Serial Killer. Scout = Co6/L1/A4/St2/Sp1/I6/Ch1 Raider Hater Serial Killer -Īutomatic Weapons 2 (Assault rifle) Sneaky Shit 2 Modding Weapon 1 Modding Armor 1 Leader = Co6/L1/A1/St2/Sp1/I4/Ch6 Bookworm Medical Marvel -Īutomatic Weapons 2 (SMGs), First Aid 1, Leadership 1, and Mechanics 1 ![]() Lockpicking 2, Sniper Rifles 2, Explosives 1, and Animal Whisperer 1 Sniper = Co8/L1/A2/St2/Sp1/I6/Ch1 Goat Killer Serial Killer. UPDATED TEAM IDEA: Tanky Leader (with SMGs), a Scout (high perception, assault rifles), a sniper, and a handgunner/all-around. How common is alcohol in W3? However, if the negative part is still active also when drunk, it's only a 30% increase at most. Second note: the quirk 'Way of the Squeezins' seems interesting. It requires a big investment in Speed, which is a waste of resources from several perspectives. I really have no idea how to optimally allocate the specials here and also what skills should the characters level (some quirks and background seems to be better than others, but still a bit confused here.Īlso, should I consider heavy guns? As far as I get they are a bit more viable than in w2, even if still quite expensive.ĭown here I will update my build after the first suggestions.įirst note: I'll drop melee. My idea was to have a Leader (10 char, light guns), a Scout (high perception, assault rifles) a sniper, and a melee tank. Maybe I can update with post with your suggestions and leave it here for people that are obsessed with minmaxing as I am. I would like to have a party like the one I had in W2, but skills (and stats) here are a bit different so I don't really know it that's the optimal way of allocating skills. Hi guys, I would like to start W3 with an optimal party, that allows me to go through the whole game being able to do mostly everything. ![]()
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