Cookie Cutter Squad Advice

Check here to discuss Wasteland 2 gameplay topics. Please avoid spoilers in thread titles.

Moderator: Ranger Team Alpha

Post Reply
Posts: 1
Joined: October 14th, 2016, 1:28 pm

Cookie Cutter Squad Advice

Post by Jimmy8085 » October 14th, 2016, 1:52 pm

Evening Rangers

I'm looking for some advice, I do not get anywhere near as much time to game as I used to but would still really like to play and enjoy Wasteland 2 DC, without gimping myself in character creation.

I have played a little of Wasteland 2 before and a lot of the older Fallout games so I know how important character creation can be.

What I am hopeing is that someone can share with me a cookie cutter squad build that will get me started withhout having to spend several evenings reading up on skill choices and the like. I get the general style of play but I am completely daunted by character creation.

Please help a struggling ranger out!

User avatar
Posts: 292
Joined: May 22nd, 2012, 1:35 pm

Re: Cookie Cutter Squad Advice

Post by Gillsing » October 16th, 2016, 9:09 pm

Two days without a reply? I guess I'll take a shot then, even though my rangers are only level 14-17 and I just recently got to the part where Angela Deth inevitably leaves the party. So far I've determined that Combat Initiative is the most important combat stat, as it allows the character to not only go first, but also take turns more often during the fight. My CI 18 Twitchy Brawler regularly gets to take two turns before enemies get to move again, and this repeats during longer battles.

Sniper rifles and melee weapons work very well together, as the rifles can kill enemy gunners before they're close enough to shoot back, and melee weapons often allow fast Rangers to run in and kill raiders who have the audacity to hide behind cover. Assault rifles are apparently supposed to be good, and maybe that is true for the M16, which appears to do sniper rifle damage at its tier. But the range is lower, and lower still when accounting for the accuracy penalty at long range. I don't like wasting bullets, or having my Rangers get hurt, so I prefer to strike where and when the enemy is weak.

Depending on which settlement you'll choose to save in the beginning you'll be able to recruit one of two of the NPCs who get the most skill points per level, so if you want to take maximum advantage of the skills they already have, you won't necessarily want your own Rangers to put points into those skills. Ag Center provides Alarm Disarm 2, Computer Science 4, Handguns 2, Surgeon 4, and 5 skill points per level. (Alarm Disarm 3 would give access to the Ghost perk, which might become useful if the enemies start using the Ambush option more often. So far they haven't used it enough to be worth a perk, and they probably won't. Apart from a couple of gun turrets... Hmm... Could a Twitchy Ghost with lots of Action Points run past them?)

Highpool provides Animal Whisperer 4, Outdoorsman 3, Perception 3, Sniper 3, and 4 skill points per level. (Perception 3 is good for the Tactical Positioning perk, but sadly I find Vulture's Cry too slow to make use of it, especially with Sniper Rifle as her only weapon. Meanwhile my Twitchy Brawler uses it all the time.)

I would recommend maxing Speed on all your Rangers who are supposed to participate in combat, and give them the Twitchy quirk unless you want to try out other quirks. Positioning is very important in combat, and movement speed helps a lot with that. The focus on positioning is also why the AI is so bad at combat. With that in mind, you really don't need more than one or two good fighters to take care of business. Except perhaps for special situations, but I imagine that's when explosives might actually be worth using.

Get Weaponsmithing 2 for the Tinker perk for any Ranger that could use +1 AP and doesn't wear heavy armor. (I haven't tried out heavy armors yet, but they don't seem to be 'heavy' enough to be worth the penalties. Planning to try out one with the Thick-Skinned quirk though.)

Here's four builds that I would recommend:

Scout (CI 18, 8 AP)
Coordination: 2
Luck: 1
Awareness: 8
Strength: 2
Speed: 10
Intelligence: 4
Charisma: 1

By moving points from Awareness to Coordination you could get enough Action Points to fire a sniper rifle twice in a turn, and probably perform better against easy enemies. But when going up against fast and dangerous enemies that might get two turns before that Ranger gets to act, things might turn out very, very badly. Getting the occasional free turn is a way to get in free hits without the risk of taking damage.

Leader (CI 13, 7 AP)
Coordination: 2
Luck: 1
Awareness: 3
Strength: 2
Speed: 10
Intelligence: 1
Charisma: 9

I recommend one high-speed Ranger with maxed Charisma and high Leadership skill who can always be in the right position to give that accuracy bonus to others. Start off with Leadership 4 and get it to 7. There's a +2 trinket and a +1 skill book for the last three levels. Though there's also a +1 Charisma trinket, so I don't know which one I'd use if I wasn't stuck with a CI 6 'leader' who gets left in the dust in just about every fight. (Don't do that.)

Skill Specialist (CI 8, 7 AP)
Coordination: 1 (+1 cow)
Luck: 8 (+8% chance of success to non-combat skills, +1 chicken, +1 trinket)
Awareness: 1 (+1 goat)
Strength: 2
Speed: 5
Intelligence: 10
Charisma: 1

Might want to get the Delayed Gratification quirk for even more skills to gain the benefit of all that Luck. And a sniper rifle, so that this slow Ranger won't have to move to find an enemy within attack range. As for the chicken, so far I've only seen chickens in Highpool. So saving Ag Center instead might not allow for any chickens for a long time. Possibly forever? There's also Scotchmo, who combines Luck 8 with Lockpicking and Safecracking, so that might be something to consider if you'd rather not sink all those points into Luck. Scotchmo doesn't get that many skill points per level though, not even after his first attribute point goes to Intelligence, so his high Luck doesn't get to increase a lot of other skills, especially not considering that both Lockpicking and Safecracking would have to be raised to at least level 9 each, to reach level 10 with skill books, at which point the Master Thief perk would be available. Trinkets wouldn't help with that.

Skill Enthusiast (CI 11, 9 AP)
Coordination: 1
Luck: 1
Awareness: 1
Strength: 4
Speed: 10
Intelligence: 10
Charisma: 1

A more combat-oriented Ranger with lots of skill points. Slightly worse at skills, much better at combat. Certainly worth it when skill levels are more important than chances of success. The higher Strength is there because every fourth level of Strength + Speed + Intelligence gives +1 AP. First attribute point goes to Coordination for +1 AP, unless this Ranger gets +1 Coordination from a cow. But cows run the risk of getting killed in combat, so that's not as viable for this Ranger. (Seems as if the difficulty of Animal Whisperer depends on the area, so in some areas a Ranger just has to equip the +1 trinket to have a decent shot. And then remove the trinket afterwards, with the animal staying, despite the Ranger no longer having even a single level of Animal Whisperer.)

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest