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- Jan 28, 2011
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Again, I submit to you that you are pulling this information out of your ass. A quick look at weapon tables proves that the same tier weapons do similar base damage, and then you have shotguns like SPAZ 12 or Jackhammer that do well over 50 base damage with a single shot, while also having the ability to burst fire x3.Shotgun? really? Maybe you are playing some magic inxile build that makes shotguns not to be crap.
I can do upwards of 150 dmg with a 6 AP 3xshot attack with an assault rifle on a single mob with arizona assault rifles, i can get 2 of those off on an assault rifle build character, 300 damage or more depending on mobs. then comes along my shotgun character, that needs to be up close to mobs, have them wonderfully lined up in such a way as to do damage to more than one to be worth the AP cost, that has limited ammo capacity, that forces me to maneuvers my squad around as to not be hit by friendly fire, and maybe does a magical number of 50 damage per hit.
Yeah, shotguns are awesome.
AK-47:
http://wasteland.gamepedia.com/AK-47
vs Tactical shotgun:
http://wasteland.gamepedia.com/Tactical_shotgun
Proof that shotgun can do well above 50 damage:
http://wasteland.gamepedia.com/Jackhammer
http://wasteland.gamepedia.com/Spaz_12
Assault rifles generally have an advantage of doing more critical damage and having more ammo with the ability to burst fire, BUT they can only shoot at one target, and if the enemy is too close you have to move away to be effective. They also cost more AP to use, so you will get less shots per turn. I cannot repeat this enough, but doing 150+ damage to an enemy that has 20-30 HP points left is a waste of AP. When you are surrounded with 3-4 enemies that are already wounded, not having a shotgun specialist or a handgun specialist is going to make you take needless damage, because you can only deal with one enemy/turn most of the times. That is why my shotgun specialist has the most kills. He is usually the last to take the turn, so I position my party of long ranged damage dealers away (which I have to do anyway, due to assault rifles being useless if the enemy is standing right next to you). My shotgun specialist can then attack multiple targets and positioning is not that big of a problem that you make it be. Does it take some extra planning ahead? Yes. But you have to know how to use shotguns effectively. It is certainly a viable weapon, but it requires tactics and planning ahead. Imagine that!
Again, look at the links I posted. AK-47:I'm pulling this information out of my playing sessions where shotguns are all but useless until you get to the high tier ones in California.
So why is that a problem for a shotgun user, exactly? You wound them with long range weapons, then you run closer to them with your shotgun specialist and finish them off without having to worry about friendly fire you complained about.Look at the enemies you have in Arizona. RSM and raiders in general usually stays at range and behind cover if they can,
Exactly, but again why is this a problem for a shotgun specialist? He does have some range with his shotgun you know? More than enough to avoid being caught in a blast, while those zombies are really slow and its not hard to run away if you get swarmed, especially while having long range support.AG centre mobs you dont want to be anyone near them when they die
Not from my experience. 2 or more robots with 500+ HP makes it difficult to dispatch before they get too close, and then you also have those jumping spiders that are hard to kill as hell while they can jump to you in 1 turn, combined with smaller robots with blades that have high speed and will surround you within a turn. My shotgun specialist is extremely useful to have around robots....robots are mixed affair but the ones that get up close you can easily dispatch before they get near enough to involve your shotgun specialist.
Your whole starting premise here is completely wrong. You assume that shotgun usefulness is determined by its dps, which is the same as trying to determine the usefulness of a tank by how much dps they do. As I already explained. I don't use my shotgun specialist as my main damage dealer. I use him as support to finish off multiple enemies with one shot. It has nothing to do with ammo, but with efficiency! This makes my other characters much more efficient, because they don't need to waste a whole turn for doing 150+ damage to an enemy that has 40 HP left.except for the giant ones, but those have such massive HP pools that your shotgun all but tickles them, while 2 assault rifle specialists can take them down in one round if you get off crits.
My viewpoint: Graphics are huge improvement over original Fallout games
I am really not impressed what I see. The game showed a lot of promise until the shift in the release date.
Am I the only one who suspects that the good people were moved to Torment, and the rest of the work on WL2 was given to 2nd rate people?
The comparison is silly for obvious reasons. Wasteland 1 was one of my favorite games ever, and I consider the sequel OK. Not particularly good, and definitely not bad... OK.
Compared to the original Wasteland, it has
- better combat (considering that combat is a weak point in this game, you can guess how it was in WL1)
- a better character system with more options, but still not too much variation
- much better balance
- a bit less of the 'wacky wasteland' feeling and weird charm (most of the 80s stuff is just shoehorned in), but world-building is still OK overall
- less interesting approaches to problems, more linearity (most areas are either super-linear or consist of a single smallish map with a single objective, especially in LA)
- less internal consistency (the areas were made by different people probably months/years apart, and it shows)
- a bit better writing and dialogue (this was almost nonexistent in WL1)
- better use of video/audio features instead of pure text
- much more content, though much of it is samey
Shotgunman very good. The enemy AI exhibits the tendency to immediately plant itself into your face. If you form yourself into a battle line shaped like a short L, with your shotgunman leading the arm and the rest of your force on the base, enemies will basically line themselves up for an excellent enfilade shot before you've even taken your first turn. KA-BLAM! If you have a second shotgunman, you can even adopt a U formation which will allow you to enfilade the enemy line as it plants itself against you from both sides, often wiping out 3 or 4 enemies in a single barrage before they've even taken a swing at you. I haven't tried it sense the patch, though, so perhaps now that enemies don't have randomly unlimited movement capability, they might plant into your face a lot less.So why is that a problem for a shotgun user, exactly? You wound them with long range weapons, then you run closer to them with your shotgun specialist and finish them off without having to worry about friendly fire you complained about.Look at the enemies you have in Arizona. RSM and raiders in general usually stays at range and behind cover if they can,
What you need for dealing with those spiders isn't SPECIFICALLY a shotgunman, but a pointman. Those things will leap and hurl themselves at the first thing they see. This means if you have one partymember standing way ahead of the rest, they'll all hurl themselves upon your pointman, and the rest of the party hanging back will be safe, protecting your pets and other NPCs. This job is, of course, quite well suited for a shotgunman, since he will find himself buried in enemies.Not from my experience. 2 or more robots with 500+ HP makes it difficult to dispatch before they get too close, and then you also have those jumping spiders that are hard to kill as hell while they can jump to you in 1 turn, combined with smaller robots with blades that have high speed and will surround you within a turn. My shotgun specialist is extremely useful to have around robots.
Maybe he went to Highpool instead.PS. Also, since you seem to think that having a melee character is quote: "much more efficient" for mopping up, go to AG center and tell me how that works out
Highpool was kind of bland, the destroyed AG center was slightly annoying
Man, L.A. is much better than Arizona.W2 started off fine, went to shit by canyon area and never really recovered (so I didn't really enjoy about 70% of the game... to put it mildly).
Man, L.A. is much better than Arizona.W2 started off fine, went to shit by canyon area and never really recovered (so I didn't really enjoy about 70% of the game... to put it mildly).
Better cities, lots of sidequests, coolfactions, less filler comat. Arizona felt like small peaceful bits, connected by huge combat corridors. Cali is different.How so? It's just more of the same.
It's the most reactive world I've seen in years!Quests are fine until you realize how shallow and non-reactive the world and the NPCs are.
My viewpoint: Graphics are huge improvement over original Fallout games
Artistically? You gotta be kiddin me.
The quests... oh god, the quests. The C&C makes me weep. Hollywood was the straw that broke my fucking radscorpion's back. You free the slaves, nothing happens. You blow the glowing things, nothing happens. You discover that pimp woman had a whole slave complex behind her room, there is nothing you can do or say about it.
The bugs. TB combat that doesn't end when enemies near you die and that forces you to crawl across the square panels in turn-based mode across half the map because some thing or other ah fuck this shit.
There's nothing good about it other than the post-apoc vibe. To me this game is shovelware to be forgotten and never replayed.
Yes, generally speaking, but in this case you were actually correct Kemosabe.To each his own then.
The game is good however it doesn't deliver an experience as tight as Fallout(s).
However I'm glad that the game was made and I look forward to Wasteland 3. It would be a shame not to be done.