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

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

Post by GasMaskFan » August 8th, 2014, 12:22 am

Hmm, game is close to release... I wonder whether missing skill points will be fixed in time for my "first" playthrough xP

Also, hope they are going to fix that character model size resets upon loading the save <_< That bug made me sad when my tiny nerd energy weapons guy become normal sized

Anyway, yeah, offtopic, but will you do Prison on same playthrough? Asking for the other playthrough

Also, I'm still wondering who the secret CNPC is... Unless its just the really buggy to get mutant girl <-<
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by marceror » August 8th, 2014, 8:01 am

Hi Saga, you omitted a final rating for Rook, just FYI.

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

Post by SagaDC » August 8th, 2014, 8:59 am

marceror wrote:Hi Saga, you omitted a final rating for Rook, just FYI.
Oh, did I? Whoops! I'll fix that real quick. I still need to add Gary Wolf and Lexicanium, too, but Dan Q really took it out of me. Just need a few hours to recuperate, until the cloning tanks finish growing a new brain for me.

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

Post by GasMaskFan » August 8th, 2014, 11:33 am

Hmm, do those there thug ranger trainees disappear for rest of the game? After Vargas' drill sergeant session is over, they leave the area. Do they later come back or did they have enough after one lesson?
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 8th, 2014, 1:09 pm

GasMaskFan wrote:Hmm, do those there thug ranger trainees disappear for rest of the game? After Vargas' drill sergeant session is over, they leave the area. Do they later come back or did they have enough after one lesson?
Not sure. Haven't experimented much with them, since I usually murder them to death on my first pass through the Radio Tower. Next run-through, though, I'll recruit them and observe. My guess is that they're just kind of a short-term gag, though, with no long-lasting effects. But I could be wrong!

Also, Gary "NaC1" Wolfe is now on the list. Just Lexicanium to go, but I need to kill me way AAAAALL the way through Damonta before I can add him.

EDIT - And Lexcanium added. That should be all of them! Though the Devs DID hint at their being a "secret" new companion... hrm...

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

Post by GasMaskFan » August 9th, 2014, 11:28 am

Huh, I wasn't aware that you can retrieve Vulture Cry's gear now, I didn't read her review very well since shes not really that interesting character in my opinion. At least she has nice sniper rifle if nothing else

But yeah, I wonder who really could be the secret companion... There is no area left in game with new companions.
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 9th, 2014, 1:13 pm

GasMaskFan wrote:Huh, I wasn't aware that you can retrieve Vulture Cry's gear now, I didn't read her review very well since shes not really that interesting character in my opinion. At least she has nice sniper rifle if nothing else

But yeah, I wonder who really could be the secret companion... There is no area left in game with new companions.
I have a few theories, but need to find the time to test them. But it could also be a reference to "followers" who aren't actually fully recruitable companions, such as the Night Terror or VAX who will follow you around for a while (without actually "joining" your group).

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

Post by GasMaskFan » August 9th, 2014, 2:34 pm

BTW, whats up with Ralphy maybe causing your party to be blown up in con section?

Does his dad suicide bomb or something? I never let them finish their conversation, I just started conversation with his dad after Ralphy asked you to let them talk and he babbled something about sacrificing himself to make up for his behavior and I talked him down and told him to go back home to Rail Nomad Camp(he can be found there afterwards and if Ralphy is in party there is awkward "hi dad" conversation). If I hadn't talked to him, would that have resulted in him blowing himself up?

I didn't even realize that was one of Valley of Titan "Use talk to interrupt people before bad things happen" events <_< I mean, you can interrupt two wagon drivers before they blow each other up, you can shoot raider before that monk blows up him and the girl he was escorting and you can talk down raider before he shoots couple he is harassing if you are fast enough, but I for some reason never realized that if I hadn't talked to Ralphy's dad that something bad would have been happened. Then again, that WAS first of those events... The wagon and Raider threatening couple thing happens after meeting Ralphy's dad if I remember right...
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by SagaDC » August 9th, 2014, 3:04 pm

GasMaskFan wrote:If I hadn't talked to him, would that have resulted in him blowing himself up?
Yup! The first time I watched the event play out, I decided to go talk to him when he stated he couldn't live with what he'd done, but I was a little too slow. He blew up right in my face, and vaporized two members of my party. :P

But yeah, it's an interruptible event. Never thought to go back to RNC to visit him after, though.

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

Post by GasMaskFan » August 10th, 2014, 12:03 am

BTW, I figured out what is purpose of those three raider recruits :P

You get one recruit reward for them. Apparently since they are such a "fumbling idiots" recruit bonus reward guy is willing to only give one reward for whole group xD
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Merdican » August 10th, 2014, 12:50 pm

What are the requirements to recruit Nac1 ? I gave the nuke in silo 7 to the DBM, yet he just says "you guys dont look like much, a badass like me better not join you". Is he level locked? 3 of my rangers are at lvl 30+, only one is at 29.

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

Post by GasMaskFan » August 10th, 2014, 1:11 pm

Merdican wrote:What are the requirements to recruit Nac1 ? I gave the nuke in silo 7 to the DBM, yet he just says "you guys dont look like much, a badass like me better not join you". Is he level locked? 3 of my rangers are at lvl 30+, only one is at 29.
He is charisma locked
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Re: The Companions So Far, v4.0 (So Many Spoilers)

Post by Merdican » August 10th, 2014, 1:43 pm

GasMaskFan wrote:
Merdican wrote:What are the requirements to recruit Nac1 ? I gave the nuke in silo 7 to the DBM, yet he just says "you guys dont look like much, a badass like me better not join you". Is he level locked? 3 of my rangers are at lvl 30+, only one is at 29.
He is charisma locked
How much Cahrisma do I need? My leader ranger has 10 charisma the rest around 2-4

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

Post by SagaDC » August 10th, 2014, 3:40 pm

Merdican wrote:
GasMaskFan wrote:
Merdican wrote:What are the requirements to recruit Nac1 ? I gave the nuke in silo 7 to the DBM, yet he just says "you guys dont look like much, a badass like me better not join you". Is he level locked? 3 of my rangers are at lvl 30+, only one is at 29.
He is charisma locked
How much Cahrisma do I need? My leader ranger has 10 charisma the rest around 2-4
I haven't tested it exhaustively, but I'd guess you need at least a total of somewhere between 20-30 Charisma Points (5-7 Average?). I think it only counts the collective Charisma scores of your four "Main" Rangers, not counting any other CNPCs currently in your party.

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

Post by Kordor » August 10th, 2014, 4:56 pm

Would be interesting to know what exactly "moderate" in the context of Charisma locked means.
Also I am wondering if these character which need a higher charisma to be recruited are also the ones going rogue more often and therefore require a higher leadership skill.

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

Post by SagaDC » August 10th, 2014, 6:37 pm

Kordor wrote:Would be interesting to know what exactly "moderate" in the context of Charisma locked means.
Also I am wondering if these character which need a higher charisma to be recruited are also the ones going rogue more often and therefore require a higher leadership skill.
Going rogue seems more linked to certain triggers, than on an individual-by-individual basis. For example, Lexcanium requires no Charisma test to recruit, but he'll go berserk constantly when you're fighting Robots (even when I had a Leadership of 8 in my squad). Inversely, Vipula required a very high Charisma to recruit, but I've never seen her go berserk.

As for the exactly Charisma Lock amounts, it's hard to say without time-consuming testing. I basically tested at three levels - once at "20 Charisma Total", once at "30 Charisma Total", and once at "40 Charisma Total (Maxed)". Vipula was the only one I had to max out my Charisma to get (though she's probably buggy at the moment), while I was able to recruit Corran Cain, Dan Q, and Gary "NaC1" Wolfe with a "30 Charisma Total" party (hence broadly stating that they were 'Moderately Charisma Locked'. The only way to really narrow it down would be to adjust the total Party Charisma by one point at a time, until the exact break-point was located.

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

Post by Lucius » August 10th, 2014, 8:36 pm

SagaDC wrote:Dan Q
This is going to be incredibly off topic, but it just dawned on me where I've seen that name before. So I wonder if Dan Q is a backer name and if it's the same DanQ that co-hosts Polycast (civfanatics Civilization forum's webcast.)

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

Post by SagaDC » August 10th, 2014, 9:14 pm

Lucius wrote:
SagaDC wrote:Dan Q
This is going to be incredibly off topic, but it just dawned on me where I've seen that name before. So I wonder if Dan Q is a backer name and if it's the same DanQ that co-hosts Polycast (civfanatics Civilization forum's webcast.)
Could be. I know it was mentioned by the Devs that a handful of the CNPCs are actually very lucky backers. Scotchmo was cited as one of them in a more recent interview.

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

Post by Killyox » August 17th, 2014, 4:43 am

I don't really like how there is really only 1 decent "medic" type of character. If you don't make one yourself you can be kinda screwed. You also have to go Ag center for it. Meh.

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

Post by GasMaskFan » August 17th, 2014, 4:50 am

Hmm, I think Lex's deserves better rating

I mean, he his bionic arms have like 105% chance to crit after maxing out brawling skill. And bionic arm is like strongest brawling weapon in Arizona, right? So thats 40 damage per hit and since punching is 3 ap he can do at least 80 damage per turn

So basically, just by focusing on brawling skill and using attribute points to improve his speed and ap you can make fine killing machine out of him
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