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)?
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 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.
Yeah, but that's the problem. He was running away from me to some robots in shadow-y areas where he then died in very short time. I find it too tedious to babysit him under such circumstances. Such companions should have the option to stay in x range to your party at any time. E.g. never ever would that robot run away from me further than one or max. two action points (even the range of 2 action points makes it already annoying to keep him alive. Especially if you are fighting more and harder enemies). The ai in that case just isn't very tactical. Oh there are lotsa hard ass foes in front of us? Don't worry, I'll handle it! *Storms right into the frontlines and dies* For me, the only good and useful non-controllable companion in combat is the Night Terror. And this only because it has 8000hp and doesn't get into combat at all unless you accidentally hit it.