![]() Yes, the 11-AP guy will have some leftovers for movement, but the 18-initiative guy may just skip one of his attacks to move and still remain even. Meaning that in the time he will deal 5 single shots, you will deal 6 single shots. So for each two turns the initiative 11 guy will have, you will have three. On the other hand, with the CLASSIC of 4-1-10-2-6-4-1 you will have 8 action points and 18 initiative, so you will be able to shoot twice per turn, but you will have about 50% more turns (I'm oversimplifying here as actual formulas are somewhat obscure, but the turn rate is more or less decided by comparison, so just divide bigger initiative on the lower to see the difference). For example, with the CLASSIC of 10-1-4-2-6-4-1 you can have 11 AP and 12 initiative at the start, so, with the starting M1 assault rifle, you will be able to do 2 shots in the first turn and, putting an extra AP in reserve (you may reserve unspent AP in this game, but no more than two) do three shots on your next turn. Generally speaking, having extra 6 initiative points can be more efficient than having 3 extra action points. Coordination/2 and (Strength+Intelligence+Speed)/4 define the number of your APs (meaning you buy them at either 2 or 4 points a pop), whereas initiative is given for every point of Awareness (that's the source of a finer control) and for Speed/2 (either 1 or 2 points a pop also this makes Speed rather sweet as it gives both AP and initiative). It's easier to spend fully (with bad number of AP, you'll have couple of them remaining each turn with no decent way to use them) and you have a finer control over it. That means that the two most important derived stats for you are Action Points (defining how much can a character do in a single turn) and Combat Initiative (deciding the frequency of those turns).Ī common mistake here is pursuing action points at the excess of initiative – they're both important and initiative is actually a little bit more efficient. That's because the game is combat heavy and most recruitable NPCs you'll meet barely qualify as fighters – your main team will have to pull the weight. ![]() ![]() Your main characters in the Wasteland 2 will be mostly combat-centric – you can afford 1 non-combat specialist, but that's it. (this guide is a Director's Cut of my original W2 guide - since RPG system haven't changed heavily, lots of the stuff remains, however, there are new additions to deal with the balance changes and quirk/perk additions) ![]()
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