Wasteland 2's release date is drawing near, though many of you may already have access to the Beta version. And inXile is slowly starting the hype machine. Today, a combat trailer! Wasteland 2 is set for release on September 19th.
Can't wait. Was Friendly Fire turned off at the end when the robot that was recruited was debuffing the other robots because the explosion didn't seem to affect it.
Cool trailer. Is that the same voice from FOT? So is the second half of the game the green half (lush vegetation as in the cover art)?
Nope. http://www.imdb.com/title/tt0246614/?ref_=fn_al_tt_1 That was the drill sergeant from Full Metal Jacket (thanks BN). Indeed! We'll be showing more of LA as we near launch.
That's a very good video; and the guy is well cast, a great voice. Combat looks great. Question: Does Jamie [the robot] take damage from the grenade that the ranger tossed next to him, while he was surrounded by enemy robots? (If so, why toss a grenade that will damage a party member; if not... how does that work? If the grenade is damaging to robots, and they are all robots...)
So since the robot doesn't show up in the character portraits does that mean that its involvement will be limited to the area it is found in? And if so, how do we control it? Tactics this and tactics that but NPC-AI isn't always all that reliable so having it kamikaze into enemies could fuck up any strategy you might be planning.
Yeah. This resulted in me having that robot for only one fight... Then it got shredded by other robots and I moved on with my life. It's too hard and annoying to pet that thing.
One of the big frustrations I've had so far is that you can't use skills untrained. You can't throw someone in as an impromptu medic when your medic gets smeared across the wasteland. I'd like to also note that my medic keeps getting attacked first no matter where he is.
That's because they're the medic. *I wish the game would not ID the medics to the enemies until after they are seen patching up fallen fighters.
I have not observed this myself. It might be a result of how you are positioning your party, their combat initiative, damage output, etc. There are dozens of factors that go in to determining enemy actions in combat. I don't believe "is medic" is one of the weights used. You can repair him using Mechanical Repair. You can also use Computer Science to give him the Overclocked buff.
I had to look up the "Red Boots DLC." That's pretty funny. Anyway, the combat looks solid. I'm glad that they have added head-shots.
Damnit that man is funny as shit! I want the option to try disarming a bomb or a siren and watch as the damn thing goes off because my critical failure rate is 98 percent, because i'm stuck in a bad situation and my demo expert got carried off into a dark hole by several large and horny riding armadillos. There are 29 skills, many less useful than others, and very few that make sense that you can't at least try to use them.
Really? I thought that I've tried that, but nothing happened and no x% fixing appeard, so I thought "it's dead, it's gone". Though, I don't remember if the ground was cluttered in dead robots and maybe the cursor didn't lined up correctly or w/e.