Wasteland 2: Weapons - Everything you need to know

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  • Опубліковано 28 жов 2014
  • ► Wasteland 2 - Weapons: wasteland.gamepedia.com/Wastel...
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    Wasteland 2 contains a huge number of weapons for your to shoot, beat and blow up your enemies with, but sometimes this can get a little confusing, however we are here to help with everything you need to know about weapons.
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КОМЕНТАРІ • 13

  • @DraconiusDragora
    @DraconiusDragora 6 років тому +29

    A few things:
    1) AP cost compared to Damage;
    First take in account, even if you can only shoot once, if you down ONE guy with that shot, it is better than Shooting Twice and taking down ONE guy.
    So this is misinformation by a huge amount.
    Example I had one Sniper Rifle that took 5 AP did 20-24 damage relatively making my sniper be able to shoot twice, so in two turns I would be able to shoot 4 times doing from 80-96 damage.
    I upgraded but oh no, the new Sniper takes 6 AP instead of 5! What a waste but wait there is more. This new Rifle deals 40-48 damage per shot. In two turns I could shoot 3 times. Making me do 120-144 damage. For just ONE attack less, I am literally outdoing the old sniper. Do the math, don't just state a misinformed bs that people state because they heard it from other games.
    So basically you do require to do some math, if the Damage upgrade is that of 1-2 more damage, then yes, it is not worth it. But when it is clearly doubling the damage output, or nearly doubling it, then it is a upgrade.
    Otherwise, just get a bladed weapon, put Leather Straps and Light Weight on them, and go to down, with a low, low cost of 2 AP per swing, not counting the 3-4 AP needed to get in range of course. After all I have one Ranger which gets 12 AP per turn, so she can swing 6 times then, but again, being in the open kinda makes any melee class die quickly, so you would need some good Armour on them + get 10 str just to have tons of con. But that is a problem in itself as the weapon would miss more, you would get less AP per turn, so again, doing some Math for SCIENCE it is not a viable option. I am sure people have done it, but the best is to have a balanced team.
    2) Armour, Armour Penetration and Conductive Armour.
    Energy weapons are weak against Non-conductive armour, thus giving a multiplier from 0.5x to 0.7x doing quite a heavy downgrade on damage.
    But on people/synths that are conductive, they get between 2.2x up to 2.8x damage multiplier, nearly tripling the damage.
    Different weapons have different Armour Penetration, lets say you have a guy with 4 armour, but your gun only does 3 Armour penetration, you will then get a lower damage output from your weapon.
    However if your weapon has 4 Armour penetration, the armour and armour penetration is equalized, making you do 100% of the damage. having 1 point over the armour with armour penetration doesn't do anything, Armour penetration is only to Negate the negative effects on damage output on weapons.
    3) Weapon classes:
    Each weapon class has their ups and downs.
    Category Melee;
    Blades:
    The blades are some of the lowest costing weapons. Where with the right modifications in late game, they will cost 3 AP per swing.
    They rely more on critical hits, than raw damage output, some of them have a chance to cause bleeding. But they have lower Armour Penetration so keep that in mind.
    Blunt:
    Blunt weapons cost more AP to use, but they have higher raw physical power, and have the highest Armour Penetration of the melee weapons.
    Do keep in mind, they do have a lower hit chance, and very low Crit chance, so keep that in mind.
    Brawler:
    Unmodifiable but have a high chance of stunning, knocking people down on their arses, and more, for their low damage output, they can whop in a lot of quick jabs. From experiance, they have some of the highest hit chance in the game, even untrained.
    Assault Rifles:
    Jack of all trades weapon, they do good damage, they have good Armour Penetration, they have good range, they just don't excel at anything.
    Their speciality is the ability to change between Single Shot, and Burst Fire modes on certain weapons in this class. Which gives them a good fighting edge.
    Sniper Rifles:
    High damage, good crit rate (Even with 1 Luck, I have quite a good deal of crits), good armour penetration.
    Downsides, high AP cost (But worth it), Accuracy is based on Skill, Perception, and range of target.
    Getting Limber is recommended as kneel firing, adds Accuracy bonus.
    SMGs:
    Fast Fire, but overall wastes a lot of bullets, it is the spray and pray gun, I technically never use them, and when I did, I never really found them to be good enough in early, mid, or late game.
    Heavy Weapons:
    High AP cost, fires between 7-9 shots per use, relatively extremely bad in early game, but late game, they get better (The 3 is a god send), recommended to get Combat Training skill book for this weapon though.
    In Early game it has low damage, mehish armour penetration, but later game, they do decent to good damage, and can whop out a strong punch. Also they have a good chance of hitting multiple targets in a row (Depending on how they are lined up).
    Energy:
    A must have, even if people say they are shit in early game. Well to be true, in majority of the game where you go up against human combatants and animals, they suffer on the damage points. However they are extremely good against metal armoured targets, and synths.
    Handguns:
    A short range, low ap cost weapon with decent damage, low costing bullets (From my experience at least.), they are meant to be used as a side arm, so use them as a side arm.
    Example your sniper has been charged, so can't use the sniper rifle, well the pistol will work well for close encounters specially since they have no negative range modifiers up close.
    Shotguns:
    Relatively the AoE damage of the game, they work in cones that can be altered by the Choke modifications. They are good at dealing with swarms of bunched up animals, or people without armour. They do relatively small damage against armoured targets, but it adds up on how many you can hit. Also have no negative range modifiers in point blank state.
    The Demolitions, I never use, I always make scrap out of the rocket launchers, and the bombs I just sell to buy ammo/gear.
    For an "All you need to know" guide, you skip over everything, and didn't even look into the statements that people come with.
    Again if you can double your damage output by sacrificing 1 AP per use, I will take that option, as it saves ammo, as well as more damage is REQUIRED later in game. So don't just play the early game, look into WHY damage matter, why Hit Accuracy matter, WHY the AP costs goes up.

    • @nobodyjustacreep
      @nobodyjustacreep 2 роки тому

      Hes not just stating it for no reason tho... The loading screen in the game tells you the exact same thing he said, its a tip the game gives you. So not really misinformation

    • @tonyking6417
      @tonyking6417 Рік тому

      So bro any way to make a good smg build?

    • @DraconiusDragora
      @DraconiusDragora Рік тому

      @@tonyking6417 I haven't been able to build, or find a way to make SMGs good. But if you can lug around a lot of ammo for them, and can funnel enemies into groups, you might be able to use that for advantage, increasing the overall damage output, as well as less ammo wasted on just spraying and praying to hit. But you will be vey ammo starved in the beginning to mid game.

  • @cocoman11111
    @cocoman11111 9 років тому +2

    Is that Solomon's theme you have playing there?

  • @5TailFox
    @5TailFox Рік тому

    Also, if your enemies are wearing armor made from conductive materials (like metal and such), or if you're fighting against robots or cyborgs, who are likely to have inherently conductive components, your energy weapons do more damage. So, depending on what they may be wearing, an enemy that might've taken multiple shots to put down with a normal gun, may only take one shot to put down if you shoot them with a laser gun. Even if the stats for the laser gun are significantly weaker than the stats for the normal firearm. Yeah, it's weird.

  • @MrTBSC
    @MrTBSC 6 років тому +1

    imho they should have integrated energyweapons into the other classes than being their own but still have the "no jam" and "strong vs conductive/weak vs light armor" simply so your group has bit more choice regarding weaponeffects than to what appears to be simply damageupgrade between weapontiers .. fallout as the spiritual predeccessor should have done the same
    also should have added flamethrowers to shotguns as a heavier coneweaponclass with a burndebuff ..

  • @RoninVargaz
    @RoninVargaz 7 років тому +1

    You're doing a weapons video on Wasteland 2 and you're not informing about the "Robert Bowling weapons"?

    • @aleksejjovanovic986
      @aleksejjovanovic986 Рік тому

      LOL, those are too good and dont go into Weapons cathegory, its Super Weapons.

  • @Patadude100
    @Patadude100 7 років тому +1

    Well that was a lot of misinfo

  • @kangaxx4396
    @kangaxx4396 9 років тому +5

    Please, learn to pronounce

  • @sargondp69
    @sargondp69 3 роки тому +1

    No. Lots of this is misleading, wrong, incomplete. Seems to be put together by someone who has barely played, or not even played the game but read another article to post a video.