The Companions So Far, v4.0 (So Many Spoilers)

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SagaDC
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The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 6th, 2014, 2:27 am

Phew, another Beta, another batch of Companion tweaks (a few of them moderately baffling). Anyway, I've done this enough that you know the drill. Gonna do a quick run-through of the eleven recruitable NPCs currently implemented in the Arizona area. Technically there's fifteen, because there are three separate recruits you can get from Titan Temple and there's Lexicanium in Damonta, but I haven't finished running through those areas yet. I'll add them some time later, probably tomorrow evening. :)

EDIT - And I'm done updating! All fifteen companions are listed. There have been some hints that there's a new "secret" companion, but if so I haven't found them yet. :P

Angela Deth - Good While It Lasts
CO 8 LK 1 AW 6 ST 4 SP 6 IQ 4 CH 2 (31 Total)
Level 14 - AP 10 - Init 14 - Weight 93 - MAXCON 91
Skills: Assault Rifles 6, Blunt Weapons 4, Brute Force 5, Kiss Ass 3, Outdoorsman 2, Weaponsmithing 2 (56 Total)
Equipment: Ace's Wrench, Faded Letters, M1 Assault Rifle (with 40 rounds), Pain Relievers

Location: Ranger Citadel

General Notes: Not much to say here. Angela has stayed completely the same since the last build, other than a few dialogue tweaks and slightly more involvement in a few minor or unmarked quests. She's also still a temporary party member, though since she sticks with you for the first third of the game, this may or may not be an issue (especially if you're not planning on replacing her until you get one of the late-Arizona companions).

Pros: Solid Combat Stats; Decently Focused Skills; 2 Extra Attribute Points; 5 Extra Skill Points; Very Fast (10 AP + 14 Initiative); High Level; Unique Weapon (Ace's Wrench); Easy to Recruit (just talk to her!); High Level of Plot Involvement and Unique Dialogue
Cons: Temporary Party Member; Judgemental (responds negatively to some actions, such as murder)

Final Rating: Still 8 / 10


Ashley Brygo - Daughter of a Legitimate Businessman
CO 6 LK 2 AW 6 ST 2 SP 6 IQ 4 CH 2 (28 Total)
Level 1 - AP 9 - Init 14 - Weight 69 - MAXCON 20
Skills: Heavy Weapons 2, Sniper Rifles 2, Submachine Guns 2 (12 Total)
Equipment: Greaser w/ 30 .38 Caliber Rounds, Hunting Rifle w/ 20 .30-06 Rounds

Location: Ranger Citadel

General Notes: Ashley Brygo is one of three special recruitable NPCs that can be found just outside of the Ranger Citadel. She's essentially an "emergency" NPC for players that somehow lose a party member, or who've decided to try their hand at a singleton play through (with NPC Companions filling out their party) She's actually not bad, with a build that's very close to what most players might use for a stereotypical sniper. Plus, she's tied to a character from the original Wasteland, so - bonus. She's well-built for the purpose she's intended to serve, which is as a stereotypical sniper for a party of Rangers that is, for whatever reason, missing a character. Best to recruit her quickly if you're planning to use her, though, because as a Level 1 character she's going to be pretty useless to any experienced squad.

Pros: Decent Stat Line-Up (though her CO could stand to be higher); Decent Skill Selection; Decently Fast (9 AP + 14 Init)
Cons: Fragile (2 Strength); Very Low Level (1); Tricky to Recruit

Final Rating: 8 / 10


Chisel - Arizona's Most Wanted
CO 6 LK 3 AW 5 ST 4 SP 4 IQ 4 CH 2 (28 Total)
Level 7 - AP 9 - Init 12 - Weight 93 - MAXCON 56
Skills: Blunt Weapons 2, Brute Force 2, Hard Ass 2 (12 Total!!!1!11!1one)
Equipment: Crowbar, Extra Strength Pain Relievers

Location: Rail Nomad Camp

General Notes: Does anyone remember when I really liked Crowbar? No? It was waaaaay back, about five or six builds ago, when he had just been introduced to the game. He had solid stats, and only three skills - Submachine Guns, Hard Ass, and Blunt Weapons - but he was good at all three of them. He used to be a good, solid character with a minimum of wasted points. Then he got updated a couple of builds ago, and became noticeably worse, with his Skill Points scattered chaotically over seven different skills, so I reluctantly dropped his score from an 8 to a 6. Now, though... sheesh. What happened? I can only imagine that this is some kind of oversight, and it'll be fixed, but for now...

Pros: Mediocre but Acceptable Stat Line-Up (but not great for a melee fighter); Newly Updated Unique Profile Pic and Unique Dialogue (yay!)
Cons: Missing 24 Skill Points; Kind of Hard to Recruit (must get optimal ending to Rail Nomad questline)

Final Rating: 2 / 10 (sorry Chisel)


Corran Cain - He's The Bomb and About to Blow Up!
CO 5 LK 2 AW 5 ST 7 SP 4 IQ 3 CH 2 (28 Total)
Level 6 - AP 8 - Init 12 - Weight 129 - MAXCON 65
Skills: Bladed Weapons 3, Demolitions 3, Kiss Ass 1 (14 Total)
Equipment: Hatchet

Location: Titan Temple (Chaos Ending Only)

General Notes: Corran Cain is an interesting character in concept - a disillusioned suicide bomber who used to worship a nuclear bomb, now disillusioned and in search of a new god. Okay, sure, that's a great archetype for a slightly wacky post-apocalyptic setting. Unfortunately, he has some pretty hefty problems with his implementation at the moment. First up, he's not available until you're almost done with the first half of the game - and he's Level 6 (a problem shared by all three of the Titan Temple CNPCs). That means that, even if they massively slow down the level-gaining process for the final game, you'll probably still be something like ten levels above him by the time he offers to join. Second, he's missing a massive amount of Skill Points (another common problem for several CNPCs). Third, he doesn't really bring anything new to the table, aside from his personality and glowing backpack, because Takayuki does everything he can do, except with the added benefit of being both slightly better (exact same stats, except that Takayuki has slightly more Skill Points) AND being available roughly ten hours of game time earlier. He's also a bit of a tease, because he implies that he can use his Mad Monk secrets to do things with explosives, but apparently all that hype just means he's got 3 Ranks in Demolitions. Disappointing. Hopefully this is all something that will be addressed before the game goes live.

Pros: Strong!; Passable melee combatant; Great Mule; Interesting Concept and Unique Dialogue
Cons: Missing 13 Skill Points; Low Level but Hard to Get to (Level 6 character 50% of the way through the game); Redundant Character Build (Takayuki is identical but better); Charisma Locked (moderate); Recycled Character Portrait (generic Mad Monk)

Final Rating: 3 / 10


Dan Q - They're All Gonna Laugh At You!
CO 2 LK 3 AW 4 ST 2 SP 3 IQ 7 CH 7 (28 Total)
Level 6 - AP 7 - Init 10 - Weight 69 - MAXCON 40
Skills: Barter 1, Handguns 1, Perception 1, Smart Ass 1 (8 Total)
Equipment: .38 Revolver w/ 24 .38 Caliber Rounds

Location: Titan Temple (Monk Ending Only)

General Notes: Awful awful awful awful awful. Oh god, so awful. I can barely see the keyboard as I'm typing this, because I glanced at his character screen and my eyes started bleeding. I think it's because the part of my brain that comprehends character builds spontaneously liquified, and vomited out through my tear ducts. Awful.

More seriously, I can actually see where they were coming from with this guy. They realized that there weren't any CNPCs who were really focused on being smart and charismatic (many simply use Charisma and/or Intelligence as dump stats), so they decided to make Dan Q the smart and charismatic guy. Well, okay, so that explains why he has a 7 Intelligence and a 7 Charisma, but it doesn't really explain why he otherwise sucks so much. I mean seriously, these stats? Awful. He's weak, slow, and feeble with his mighty Coordination of 2, Strength of 2, and combined Awareness/Speed of 7 - meaning he's going to be worse at combat than any other CNPC, Vipula/Pizepi included. He's also missing 24 Skill Points worth of skills, and the skills he DOES have are all Rank 1. Oh, and he's a Level 6 character in an area that you won't be able to get to until you're at LEAST (conservatively speaking) Level 15 or higher, right before you leave Arizona forever and head into the second half of the game. Oh, and don't forget that the role he's intended to fill is almost certainly already going to be filled by a character you made yourself, unless you're planning to play through the entire first half of the game without a "Charisma" character - just so you can hold out and recruit this sexy beast, instead. All of this adds up to what is, to be perfectly honest, the worst CNPC currently in the game (move over, Vulture's Cry!). Again, like Corran Cain, I'm assuming the Devs will address this before the final release.

Pros: He's Wearing 3D Glasses, that's kind of neat; Unique Portrait and Dialogue
Cons: Everything Else; Oh, and as a final middle finger he's Charisma Locked (moderate)

Final Rating: 1 / 10


Gary "NaCl" Wolfe - Salty
CO 8 LK 3 AW 4 ST 2 SP 3 IQ 7 CH 1 (28 Total)
Level 6 - AP 10 - Init 10 - Weight 69 - MAXCON 40
Skills: Computer Science 1, Perception 1, Safecracking 2, Sniper Rifles 2 (12 Total)
Equipment: Bullpup Sniper Rifle w/ 10 .30-06 Rounds

Location: Titan Temple (DBM Ending Only)

General Notes: Wolfe isn't bad, really, at least in comparison to the other two options. He's fragile, what with his 2 Strength, and he's a little slow with his Initiative of 10, but otherwise he has a fairly solid sniper build. He starts with a Bullpup Sniper Rifle and 10AP - just enough AP to fire the Bullpup twice per turn. I'm sure that's no coincidence. Of course, it's not all roses and headshots, because he suffers some of the same problems that Corran Cain and Dan Q do - namely, he's a Level 6 character that you can't recruit until you've finished a Level 15-20 area, meaning he's going to be WAY behind the curve. He's also missing 20 Skill Points, which seems to just be a 'thing' with the new recruits. The skills that he does have are fitting for the character, to an extent, but they're also ones that you'll probably have on other dedicated specialists already (especially since his skills are all at 1 or 2) - it's doubtful that you made it this far without a Comp or Safecracking specialist, and it's actually impossible to have made it this far without a Perception specialist (since meeting the DBM commander requires you to have spotted the hidden entrance into the DBM base). Still, relatively speaking, not bad. Definitely needs some work, though, but that's mostly just restricted to boosting his level (he should be at LEAST level 12, so he's just a few levels behind the Rangers) and remembering to assign an appropriate number of Attribute and Skill points. Of course, then again, he's also the one recruit you have to jump through the most hoops to recruit, and on top of needing to finish two or three missions for the DBM you ALSO have to keep in mind that Wolfe here is Charisma Locked.

Pros: Decent Attribute Spread; Good Sniper Build (10 AP + Bullpup is surprisingly well thought out); Unique Dialogue
Cons: Low Level (6 in a 15+ area); Missing 20 Skill Points; Hard to Recruit (must finish Titan Valley with pro-DBM ending); Charisma Locked (moderate); Recycled Character Portrait (though it at least looks very similar to his in-game avatar)

Final Rating: 4 / 10


La Loca - Living La Vida
CO 6 LK 2 AW 6 ST 5 SP 5 IQ 2 CH 2 (28 Total)
Level 1 - AP 9 - Init 13 - Weight 105 - MAXCON 29
Skills: Brute Force 2, Outdoorsman 2, Shotguns 2 (12 Total)
Equipment: Pump Shotgun w/ 20 12 Gauge Shells

Location: Ranger Citadel

General Notes: Much like Ashley Brygo, La Loca is one of the "emergency" recruits camping out in front of the Ranger Citadel. She's got a similar stat-build to Ashley, but she's a bit odder in her skill selection (she almost seems like she'd be better suited to be a melee fighter than a shotgunner). Her backstory implies that she's linked to the Rail Nomad Camp (apparently she's an Atchinson, and she was exiled after throwing a bag of poop at Kekkahbah - what), but I'm not sure if this actually extends to any unique dialogue in Rail Nomad Camp. As with Ashley, she's only really worth recruiting if you're planning on grabbing her very early in the game, because she's Level 1. While some of her odd build decisions can be fixed as her level goes up, her low Intelligence is likely to be a significant hurdle early on (though in the current beta you can always head straight for one of the Shrines to bump her up to 3 SP per Level).

Pros: Decent Stat Line-Up; Kind of Amusing
Cons: Very Low Level (1); Poor Intelligence (2) makes it hard to make up for her shortcomings; Tricky to Recruit

Final Rating: 6 / 10


Lexcanium - Sometimes Words Can Hurt
CO 4 LK 2 AW 5 ST 5 SP 3 IQ 8 CH 1 (28 Total)
Level 8 - AP 9 - Init 11 - Weight 105 - MAXCON 64
Skills: Alarm Disarm 2, Brawling 3, Computer Science 3, Kiss Ass 1 (18 Total)
Equipment: Lexcanium's Bionic Arm

Location: Damonta

General Notes: Tch, poor Lexcanium. He got upgraded with a unique appearance and profile picture, which is great, but at the same time he got bitten by the same Amnesia bug that hit most of the other newer companions. His skills have actually dropped pretty heavily from his previous build (to the tune of 20+ Skill Points). Where he USED to have 5 Ranks in both Computer Science and Mechanical Repair, which made him a halfway decent mid-game techie, he's now lowered his Computer Science to 3 and dropped Mechanical Repair entirely. His stats are still halfway decent, with a high Intelligence that means he'll be easy to "fix" with a bit of persistence, but that doesn't make up for some of his more glaring problems right now. First off, he's only Level 8, and he's a character you LITERALLY find at the midpoint of the game (expected level range is 15-20 at that point, I assume - current leveling scheme is way out of wack, though, and more realistically has you at 30+ by Damonta). Second, he's shorted 22 Skill Points, completely negating his high Intelligence. Third, he no longer has a backup weapon skill (he used to at least have 1 Rank of Handgun), meaning he has to rely completely on his lackluster Brawling skills until you can kit him out with a new one. But at least he's unique, in that he's a bitter cyborg with a thesaurus in his head, and who doesn't want one of THOSE on their team? No one, that's who. There, I answered for you.

Pros: High Intelligence (8); Decently Focused Skills (though missing SEVERAL skill points); Moderately Good Mule; Unique Item (Lexcanium's Bionic Arm); Unique Appearance, Concept, and Profile Pic
Cons: Poorly Optimized for a Brawler (moderate Strength, low Speed); Missing 22 Skill Points; Low Level (8); Hard to Access (must finish almost entire first half of game to reach him); Charisma Locked (Low)

Final Rating: 5 / 10


Pizepi Joren - The Artist Formerly Known as Vipula
CO 5 LK 2 AW 3 ST 4 SP 3 IQ 7 CH 4 (28 Total)
Level 6 - AP 8 - Init 9 - Weight 93 - MAXCON 51
Skills: Computer Science 2, Energy Weapons 3, Mechanical Repair 3, Perception 2 (20 Total)
Equipment: Laser Carbine w/ 20 Energy Cells

Location: Darwin Village

General Notes: Vipula has gotten a bit of a makeover since the last version, now sporting some green skin and a shiny new name. Not really sure why they felt that Pizepi Joren rolled off the tongue, but I'm going to guess it was one of the backers. Regardless, she now has new dialogue as well, and while it's nothing Earth-shattering it does help to make her feel like a more natural part of the game. Unfortunately, these updates have come at a cost - first up, she's one of two characters who appears to be Charisma locked (possibly, because her recruitment sequence seems very glitchy at the moment). Second, much like Chisel, the Devs kind of mucked up her Skill Point distribution. I complained that her previous skill layout was too scattered, and I'm pleased to see they trimmed out a couple of the unnecessary ones (Barter and Field Medic), but now she's short 12 Skill Points. Despite that, she makes a solid tech-specialist for any squad that can manage to do without Computer Science and/or Mechanical Repair until they can get her at Darwin Village (easier said than done). Her stats are still fairly bad for combat, but this can now be fixed rather quickly with all the new Shrines and Trinkets (the Broken Robot trinket is practically made for her - +2 Computer Science, +1 Energy Weapons).

Pros: Good Intelligence; Conceptually Unique; Decently Set Up to be a Tech-Specialist; Moderate Amount of Unique Dialogue
Cons: Not Great for Combat (but fixable with a few levels and shrines); Missing 12 Skill Points; Hard to Recruit Early (requires radiation suits to reach; must finish Darwin Village quest peacefully); Recycled Character Picture; Charisma Locked (High)

Final Rating: 5 / 10


Ralphy - That One Kid That I Saw the Rangers Save and I'm Going to Tell Everyone About It!
CO 4 LK 2 AW 4 ST 6 SP 4 IQ 4 CH 4 (28 Total)
Level 5 - AP 8 - Init 11 - Weight 117 - MAXCON 56
Skills: Alarm Disarming 2, Blunt Weapons 3, Mechanical Repair 2, Perception 1, Toaster Repair 1 (20 Total)
Equipment: Extra Strength Pain Relievers, Wooden Staff

Location: Rail Nomad Camp

General Notes: Almost no changes to Ralphy this time around, which is a refreshing change of pace. They took away his poorly implemented crowbar and replaced it with a newly implemented wooden staff. He's still halfway decent and kind of interesting, but far from optimally built (too slow to be a good Blunt Weapon melee character). Still, Ralphy is easy to recruit, well-involved in the plot lines of at least two areas, and Shrines can help shore up some of his weak points. He's also a good mule, for parties that just need someone strong to carry stuff around (though he's second to Takayuki in that department). Not great, but not terrible.

Pros: Good Strength; Easy to Recruit (just inside RNC, but requires radiation suits to get there); Ideal Mule; Decent Amount of Unique Dialogue and Plot Involvement; Unique Character Picture
Cons: Poor Skill Distribution (but far from the worst); Missing 4 Skill Points (what else is new); Too Slow (8 AP and 11 Init) to Really Contribute as a Melee Fighter; Judgemental (quits if you kill too many innocents, or depending on how you resolve the RNC quest line); Might Cause You To Get Blown Up in a Certain Scripted Story Event (it's all fun and games until half your party is vaporized)

Final Rating: 5 / 10


Rook - He Really Loved That Goat
CO 6 LK 4 AW 6 ST 2 SP 4 IQ 4 CH 2 (28 Total)
Level 1 - AP 8 - Init 13 - Weight 69 - MAXCON 20
Skills: Assault Rifles 2, Computer Science 2, Mechanical Repair 2
Equipment: M1 w/ 20 5.56mm Rounds

Location: Ranger Citadel

General Notes: Another emergency recruit, Rook is the tech-specialist of the trio (kind of). His stats are serviceable, but nothing to write home about, and pairing an Assault Rifle with an 8 AP build is questionable (but not terrible). He's really just kind of unremarkable all around, though marginally better than La Loca. Much like the other two, he can be fixed pretty quickly with some trinkets and some shrines, but you're only really going to use him if you planned to use him from the get-go since he's a Level 1 character. Also, he likes to see goats hit people in the butt, which is kind of weird.

Pros: Acceptable but Unremarkable Attributes and Skills; Really Loves That Goat
Cons: Very Low Level (1); Fragile (Strength 2); Unremarkable in General; AP is Kind of Low (8); Kind of Hard to Recruit; Did You Really Think He Wanted That Tin Can? He Just Wanted to See That Goat Hit You In the Butt

Final Rating: 6 / 10


Rose - The Woman of a Thousand Plot Devices
CO 5 LK 4 AW 5 ST 2 SP 4 IQ 8 CH 2 (30 Total)
Level 3 - AP 8 - Init 13 - Weight 69 - MAXCON 28
Skills: Field Medic 2, Handguns 2, Surgeon 2 (12 Total)
Equipment: Pain Relievers, Rose's Notebook, Rose's Thorn w/ 20 12 Gauge Shells

Location: Ag Center

General Notes: Hey, we made a thing happen with our complaining! Yes, it's true, Rose has suddenly remembered that she's a scientist, causing her Intelligence to skyrocket from 3 to 8. Not too shabby! Sure it cost her a point from CO and AW, but she still comes out a bit ahead in the Attribute department - which is a good thing, since she's still being shorted 8 Skill Points. Still, it makes her a solid choice for Party Medic, as long as you don't mind having to save Ag Center just to recruit her. She's also tied into, like, every single plot in the game. Seriously. I can't even. There's no where you can go and nothing you can do that doesn't involve her at least commenting on it, and I imagine she'll play a decent role in some of the late-game events if she's still in your party at that point. Oh, uh, but take away her gun. Seriously, she's surprisingly great with handguns, but she can NOT handle her own shotty pistol. She WILL shoot you in the back. You have been warned.

Pros: Great Intelligence; Decent Support Attributes; Well-Focused Skills (kind of); Great Dedicated Medic; Unique Weapon (Rose's Thorn - oh god is this even a Pro when she shoots you with it all the time?); Lots and Lots and Lots and Lots of Unique Dialogue and Plot Involvement; Unique Portrait
Cons: Frail (even at high levels a single grenade or burst attack will cripple or kill her); Missing 8 Skill Points; Judgemental (harps on you for things like murder and grave robbing, may leave if you persist); Unique Weapon (Rose's Thorn - puts the 'friendly' in 'friendly fire'); Location Exclusive (must save Ag Center)

Final Rating: 7 / 10


Scotchmo - Hobo With a Shotgun
CO 4 LK 6 AW 4 ST 6 SP 4 IQ 2 CH 2 (28 Total)
Level 6 - AP 8 - Init 11 - Weight 117 - MAXCON 62
Skills: Barter 2, Bladed Weapons 2, Safecracking 2, Shotguns 2, Smart Ass 2 (20 Total)
Equipment: Coach Gun (with 20 rounds)

Location: Rail Nomad Camp

General Notes: Scotchmo has stayed pretty much the same since the last patch, with just a few extra bits and pieces of dialogue added. He also seems to have a "drunken" behavior that occasionally pops up during combat. Where other NPC Recruits may charge or cower behind cover when they disobey your commands, I've seen Scotchmo occasionally scream at thin air and then fire buckshot randomly at nothing. Good old Scotchmo. Anyway, he's still fun for his zany dialogue, and he does have some minor unmarked quest stuff (Scotchmo's Secret Stash), but he's not a character to recruit if you're looking for a solid addition to your team.

Pros: Good Luck and Strength; Decent Mule; Easy to recruit (need a radiation suit to reach him); Hilarious; Tied closely to at least one location; Unmarked Quest Leads to Unique Item (Scotchmo's Secret Stash)
Cons: Poor skill distribution; Steals from you (slightly more annoying, now that you can actually do a bit of liquor trading); Dumb (2 Intelligence) and ugly (2 Charisma) makes for slower-than-average skill boosting; Missing 2 Skill Points; Embarrassing movie reference; May Attempt to Murder You (but you probably had it coming); Charisma Locked (Low)

Final Rating: 5 / 10


Takayuki - Brave, Honest, Honorable and Valiant - Unless There are Badgers Involved
CO 5 LK 2 AW 5 ST 7 SP 4 IQ 3 CH 2 (28 Total)
Level 6 - AP 8 - Init 12 - Weight 129 - MAXCON 65
Skills: Bladed Weapons 3, Brute Force 3, Demolitions 2 (16 Total)
Equipment: Pickaxe

Location: Leve L'upe Mine

General Notes: As seems to be the trend, Takayuki had his skill list simplified (he lost Blunt Weapons, Brawling, and Perception) at the cost of shorting him several Skill Points (11 in this case). He's still a pretty solid mule, though, even if he's not likely to contribute much to combat with his mediocre speed (8 AP and 12 Init). He might make a decent "break stuff" squad member, if you don't want to give Brute Force or Demolitions to any of your other Rangers, especially since he's available fairly early on (as long as you can deal with a dozen badgers). He has a unique portrait and several bits of new dialogue, as well, so he's not just a mule anymore. Now he's a very talkative mule.

Pros: Strong!; Passable melee combatant; Great Mule; Unique Portrait and Dialogue
Cons: Missing 11 Skill Points; A Bit Hard To Get To (need to be strong enough to complete Leve L'upe Mine)

Final Rating: 6 / 10


Vulture's Cry - Jack of All Trades and Master of None
CO 4 LK 2 AW 6 ST 2 SP 6 IQ 2 CH 6 (28 Total)
Level 5 - AP 7 - Init 14 - Weight 69 - MAXCON 28
Skills: Animal Whisperer 2, Brute Force 1, Field Medic 2, Kiss Ass 2, Outdoorsman 2, Perception 1, Sniper Rifles 2 (24 Total)
Equipment: G43-W w/ 20 .30-06 Rounds, Pet Rock, Unusual Bow (+2 Barter)

Location: Highpool

General Notes: Another patch, and another pass on improving Vulture's Cry. Oh well. Honestly, with all the trimming they did to the other recruits' skill sets, I really figured they'd get around to cutting VC's down a bit as well - but no dice. She's still spread paper-thin over seven different skills, and she still has an abysmal Intelligence that makes it hard to "fix" her. But hey, at least they finally added in a short, unmarked quest that lets you retrieve her belongings after you recruit her (as opposed to how it was previously, where she came with no equipment whatsoever). She also has more dialogue now, and a unique portrait to go with it. Not a lot of plot involvement, though, but that might change in California. I've been hard on her in the past, but VC is your basic second rate sniper (and once she's got a few levels under her belt, she can become a decent sniper). She's not terrible, but she's close.

Pros: Good Charisma (6); Good Speed (14); Possible "Face" for the Party (though her low intelligence may hamper this); Comes With a Barter Trinket; Unique Portrait and Dialogue
Cons: Dumb (2 Intelligence); Fragile (Strength 2); Bad AP (7 - barely enough to fire her sniper rifle); Terrible Skill Distribution (still); Location Exclusive (must save Highpool)

Final Rating: 4 / 10
Last edited by SagaDC on August 23rd, 2014, 10:04 am, edited 12 times in total.

Fellby
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Fellby » August 6th, 2014, 8:45 am

Once again, big thanks to SagaDC for the companions list! Keep up the good work :)

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by moss1873 » August 6th, 2014, 2:46 pm

Do we know how many companions are Charisma locked? Because I couldn't recruit Scotchmo or the former Monk in the Canyon. The monk I can understand. Scotchmo, the drunken Hobo with a Shotgun though? Really? I find it hard to believe that he of all party members is Charisma locked.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 6th, 2014, 2:50 pm

moss1873 wrote:Do we know how many companions are Charisma locked? Because I couldn't recruit Scotchmo or the former Monk in the Canyon. The monk I can understand. Scotchmo, the drunken Hobo with a Shotgun though? Really? I find it hard to believe that he of all party members is Charisma locked.
Scotchmo has a Charisma Lock, but it seems to be pretty low. I had no trouble recruiting him with a party that had a total of 15 Charisma points (average 4 per ranger). Vipula/Pizepi seems to have a very high Charisma Lock, but is also glitchy, so she seems to only show up randomly (might be based on Luck?). Corran Cain / Dan Q / Gary "NaC1" Wolf all seem to have a moderately high Charisma Lock.

I'll go ahead and add the Charisma Locks to the Pros/Cons as appropriate.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Tysonbt » August 6th, 2014, 2:51 pm

Regarding the emergency companions (Ashley Brygo, La Loca, Rook), are they like the other NPCs which have unique dialog & comment on things, outside of their initial recruitment? Also, do they have a chance to go rogue like other NPCs?

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 6th, 2014, 2:57 pm

Tysonbt wrote:Regarding the emergency companions (Ashley Brygo, La Loca, Rook), are they like the other NPCs which have unique dialog & comment on things, outside of their initial recruitment? Also, do they have a chance to go rogue like other NPCs?
Aside from their recruitment restrictions, they are like normal recruitable NPC companions in all regards. That is to say, they WILL go rogue if you don't have sufficient Leadership to keep them reigned in. As for unique comments and story quests, I can't say with certainty since I haven't tested them enough yet. It's one of the big things on my To Do list, though.

Honestly, I get the impression that the primary reason they're there is for Singleton (with companions) play throughs. That way a player can make their solo character, leave their other three slots empty, and then immediately recruit all three of the rookies. I haven't tested it yet, though, so you might actually have to wait until Vargas has finished lecturing them (which I believe happens after you finish the Radio Tower) before you can recruit them.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Sxerks » August 6th, 2014, 3:47 pm

SagaDC wrote:Honestly, I get the impression that the primary reason they're there is for Singleton (with companions) play throughs. That way a player can make their solo character, leave their other three slots empty, and then immediately recruit all three of the rookies. I haven't tested it yet, though, so you might actually have to wait until Vargas has finished lecturing them (which I believe happens after you finish the Radio Tower) before you can recruit them.
With a solo character right off the bat you can't get them. I also tried a 4 man team, went to the desert and killed 3 of them with radiation, went back and they were with Vargas. Then went to the Radio Tower and back, and they were still with him, so by that time you may be leveling up, so they are kinda useless.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by GasMaskFan » August 6th, 2014, 3:53 pm

Sxerks wrote:
SagaDC wrote:Honestly, I get the impression that the primary reason they're there is for Singleton (with companions) play throughs. That way a player can make their solo character, leave their other three slots empty, and then immediately recruit all three of the rookies. I haven't tested it yet, though, so you might actually have to wait until Vargas has finished lecturing them (which I believe happens after you finish the Radio Tower) before you can recruit them.
With a solo character right off the bat you can't get them. I also tried a 4 man team, went to the desert and killed 3 of them with radiation, went back and they were with Vargas. Then went to the Radio Tower and back, and they were still with him, so by that time you may be leveling up, so they are kinda useless.
I guess best way to use them is to just get either ag center or highpool through as fast as possible and then get them? Shouldn't be too hard to catch up after that.
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 6th, 2014, 4:41 pm

GasMaskFan wrote:I guess best way to use them is to just get either ag center or highpool through as fast as possible and then get them? Shouldn't be too hard to catch up after that.
Hm, yeah, Vargas might go back inside once you've "locked in" either Ag Center or Highpool. Try visiting one of the locations (so that the other one is immediately marked in-game as "destroyed"), then go back to Ranger Citadel and see if Vargas has gone back inside yet. If so, then you could theoretically still recruit them when your singleton character is just Level 2 or 3.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Tysonbt » August 6th, 2014, 4:48 pm

That'd be nice if you could get them before ag/highpool, because as mentioned for an all-NPC playthrough they otherwise sound great. However with that kind of delay for an all-NPC group you'd probably want to save for a radiation suit and try to pick up Ralphy & Scotchmo instead before heading to ag center or highpool. Makes the early-game considerably harder however, on top of playing with imperfect NPCs.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by marceror » August 6th, 2014, 6:08 pm

I have nothing profound to say here, but did want to make a point to say thanks to SDC for all of the lists he's been churning out recently. He's quite prolific, really.

So thanks SDC. I've been looking at all of them, even if I don't have much to say. :)

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Gauldoth » August 6th, 2014, 9:56 pm

there are a few missing in your post, im guessing you didnt get there yet? BTW the patch notes mention a new secret companion and im really curious about it. Anyone knows who he or she is?i dont think its the new vipula, or at least i hope not

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 6th, 2014, 10:01 pm

Gauldoth wrote:there are a few missing in your post, im guessing you didnt get there yet? BTW the patch notes mention a new secret companion and im really curious about it. Anyone knows who he or she is?i dont think its the new vipula, or at least i hope not
Yeah, I haven't added Lexicanium from Damonta or the three followers from Titan Temple (Corran Cain, Dan Q, NaC1) yet. Just haven't had time to finish jamming through the new locations, and I've been really slowed down with checking out all the other shiny new stuff in the final beta build. :)

If I had to guess at who the secret companion is, I'd say it's probably VAX over in the Abandoned Railway. He seems to be completely broken at the moment, though. And by broken, I mean he seems like there's something wrong with his actual coding in the game, not that he's "a broken robot that needs to be repaired" (although he's that, too). When you try to repair him his dialogue bubble starts spazzing everywhere, and he does nothing but continue to say the same error message over and over again ("!!An error occurred. No enumerator matched the state name!!"). That might be a gag reference to him being a robot, I suppose, but I suspect it's actually a genuine error message (since I think I've seen it once or twice before in previous beta builds).

EDIT - Oh, one thing I've been meaning to try is to see if that one raider from the Radio Tower is a recruitable character. If you use the Kiss Ass dialogue option when you first talk to him, he runs off to join the rangers. Then he hangs out in front of the Citadel with the other three rookies. Those other three rookies are all recruitable characters (but only if you have an empty slot in your "core" party), so it makes me wonder if he's one too.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Drool » August 6th, 2014, 11:17 pm

SagaDC wrote:Another patch, and another pass on improving Vulture's Cry. Oh well. Honestly, with all the trimming they did to the other recruits' skill sets, I really figured they'd get around to cutting VC's down a bit as well - but no dice. She's still spread paper-thin over seven different skills, and she still has an abysmal Intelligence that makes it hard to "fix" her.
Sigh :(

Poor Vulture's Cry.
Alwa nasci korliri das.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by randir14 » August 7th, 2014, 5:59 am

I don't know if this was newly added in the update since I've never taken Vulture's Cry before, but in battles with animals she refuses to attack them, saying things like "this creature's spirit is pure" and "I hope you plan to eat what you kill". Not sure if it affects every animal, I first noticed it when I tried making her shoot the bandit's dogs at Radio Tower after I had already passed a speech check to make the group non-hostile. If she refuses to fight aggressive animals then this is a problem.
Last edited by randir14 on August 7th, 2014, 6:04 am, edited 2 times in total.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Crosmando » August 7th, 2014, 6:00 am

Lol, that's pretty cool.
Matthias did nothing wrong!

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Sxerks » August 7th, 2014, 7:21 am

SagaDC wrote:EDIT - Oh, one thing I've been meaning to try is to see if that one raider from the Radio Tower is a recruitable character. If you use the Kiss Ass dialogue option when you first talk to him, he runs off to join the rangers. Then he hangs out in front of the Citadel with the other three rookies. Those other three rookies are all recruitable characters (but only if you have an empty slot in your "core" party), so it makes me wonder if he's one too.
There were 3 raiders at the radio tower and they are labeled as Trainee Spyke Alpha, Trainee Mumbles, Trainee Slick and their 2 dogs, so as trainees they probably not recruitable.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 7th, 2014, 7:43 am

Sxerks wrote:There were 3 raiders at the radio tower and they are labeled as Trainee Spyke Alpha, Trainee Mumbles, Trainee Slick and their 2 dogs, so as trainees they probably not recruitable.
Aaah, fair enough. ;)

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by ClashFan » August 7th, 2014, 5:02 pm

Drool wrote:
SagaDC wrote:Another patch, and another pass on improving Vulture's Cry. Oh well. Honestly, with all the trimming they did to the other recruits' skill sets, I really figured they'd get around to cutting VC's down a bit as well - but no dice. She's still spread paper-thin over seven different skills, and she still has an abysmal Intelligence that makes it hard to "fix" her.
Sigh :(

Poor Vulture's Cry.
She still stinks, but she's my girlfriend. I'll be modding her the day the game goes gold. I hope we still get to edit xml files... Really, just a couple of tweaks and she's good to go. I tried. I sent in a Centercode or two about her.

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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 7th, 2014, 5:40 pm

Corran Cain and Dan Q added! I have to go back and replay through Titan Valley again to recruit Gary "NaC1" Wolf, because I "accidentally" killed too many DBM soldiers my first time through. Apparently that will actually lock you out from sending the Nuke to the DBM Commander. Whoops!

I'll add Gary and Lexicanium later, probably some time late tonight or tomorrow.

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