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** Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game. [[spoiler:The same goes for VAX which some players took great pains to keep it alive during the whole game, only to force to gun it down when it goes rogue.]]

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** Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game. [[spoiler:The same goes for VAX which some players took great pains to keep it alive during the whole game, only to be force to gun it down when it goes rogue.]]
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** Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game.

to:

** Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game. [[spoiler:The same goes for VAX which some players took great pains to keep it alive during the whole game, only to force to gun it down when it goes rogue.]]
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** All the people you helped in Happy Valley are dead by the end of the first part of the game, killed by Red Skorpion Militia. Even women, children and farm animals were slaughtered, all because of one man cared more about dogs than people.
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* ScrappyMechanic: Using explosives like grenades and rocket launchers was made much harder than it needed to be. When using such a weapon, the player gets a targeting dome that is supposed to reflect the area of effect. However, it is ridiculously easy to accidentally move the targeting "dome" a fraction of a hair too much, and have it suddenly move to target a completely different area instead. Perhaps that's the reason why the [[ArtificialStupidity AI]] frequently hits its own units with explosives.....

to:

* ScrappyMechanic: Using explosives like grenades and rocket launchers was made much harder than it needed to be. When using such a weapon, the player gets a targeting dome that is supposed to reflect the area of effect. However, it is ridiculously easy to accidentally move the targeting "dome" a fraction of a hair too much, and have it suddenly move to target a completely different area instead. Perhaps that's the reason why the [[ArtificialStupidity AI]] frequently [[ExplosiveStupidity hits its own units with explosives.....]]
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Per TRS, this is YMMV

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* SequelDifficultySpike: Director's Cut is considerably tougher. For starters, Rangers do not receive full heals on level-up, instead only getting a small bonus, and status effects and the new precision strike system rebalanced combat considerably, towards the more difficult end of the scale. In addition, all the weapon classes have been rebalanced, so while pistols are a more viable weapon for your Rangers to use (instead of being completely useless), that means that raiders wielding pistols are now ''much'' more dangerous.

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Flame Bait examples are forbidden.


* PortingDisaster: Wasteland 2 was ported to [=PS4=] and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game.

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* PortingDisaster: PortingDisaster:
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Wasteland 2 was ported to [=PS4=] and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game.



* WhatAnIdiot: Thrasher was promoted to the Ranger's cartographer between games, making maps of Arizona. You would expect he would share them with his comrades, right? Nope. His explanation? "I had to find water myself on patrol, you'll manage too". While it makes sense from gameplay perspective, story-wise it makes him look like a complete jerk. Exactly what are all those maps for, if he won't allow anyone to use them?
** FridgeBrilliance: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.
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* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an [=ARmed=] squad.

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* ComplacentGamingSyndrome: Making an entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an [=ARmed=] squad.



*** In the same vein, rushing Prison grants FAMAS rifle for free. Normally when FAMAS finally shows up, it's completely outclassed by other weapons. At this stage of game however it will be able to kill most of enemies with burst mode or seriously harm them in semi-auto.

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*** In the same vein, rushing Prison grants a FAMAS rifle for free. Normally when the FAMAS finally shows up, it's completely outclassed by other weapons. At this stage of game however it will be able to kill most of enemies with burst mode or seriously harm them in semi-auto.



** Go ahead, pick in the very begining of the game which settlement will be completely destroyed and its population killed. Oh, and don't forget this choice will also have a great impact on all other communities in Arizona. And no, you can't save both. The wasteland is harsh, Ranger. Live with your choices.

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** Go ahead, pick in the very begining beginning of the game which settlement will be completely destroyed and its population killed. Oh, and don't forget this choice will also have a great impact on all other communities in Arizona. And no, you can't save both. The wasteland is harsh, Ranger. Live with your choices.
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YMMV can't be played with.


* EndingAversion: A downplayed example. If one knows [[spoiler: Cochise AI will assimilate all people with cybernetic implants ahead]], there is even less incentive to go to Ag Center and[=/=]or [[spoiler: recruit Rose]]. This means the Highpool-Ag Center decision is heavily biased by gameplay results on each replay, rather than role-playing choices. Not to mention Vulture's Cry being just as capable recruit as Rose, if not better.
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Fix


* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an ARmed squad.

to:

* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an ARmed [=ARmed=] squad.
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We don't trope our own words.


* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an [[IncrediblyLamePun ARmed]] squad.

to:

* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an [[IncrediblyLamePun ARmed]] ARmed squad.

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Removed: 431

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** HarsherInHindsight: Given the events of ''Videogame/Wasteland3'', Angela Deth's murder of Samuel Haas goes from bad to worse as it becomes an early indicator of her screwed moral compass. The fact that the end of the game frames her disappearance as a tragic loss also counts, because (depending upon your actions) a whole lot more innocent people might still be alive had Angela not survived the helicopter crash in California.


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* HarsherInHindsight: Given the events of ''Videogame/Wasteland3'', Angela Deth's murder of Samuel Haas goes from bad to worse as it becomes an early indicator of her screwed moral compass. The fact that the end of the game frames her disappearance as a tragic loss also counts, because (depending upon your actions) a whole lot more innocent people might still be alive had Angela not survived the helicopter crash in California.
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None

Added DiffLines:

** HarsherInHindsight: Given the events of ''Videogame/Wasteland3'', Angela Deth's murder of Samuel Haas goes from bad to worse as it becomes an early indicator of her screwed moral compass. The fact that the end of the game frames her disappearance as a tragic loss also counts, because (depending upon your actions) a whole lot more innocent people might still be alive had Angela not survived the helicopter crash in California.
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* TheUntwist: When Matthias and Dugan reveal that they were allied all along, it seems like the developers treated it as more of a WhamLine than it actually is. Throughout the game up to this point, you can't even attempt to maneuver one side against each other, and they both were hostile to the Rangers. It's implied that the threat of Dugan's robots attempting to exterminate humanity would drive more recruits into Matthias's Children of the Citadel, but there is little to no discussion of this choice from any of the people you meet, and the Children you can talk with all seem to have chosen that path out of a desire for augmentation rather than fear of the robots.

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* PlayerPunch: Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game.

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* PlayerPunch: PlayerPunch:
** Go ahead, pick in the very begining of the game which settlement will be completely destroyed and its population killed. Oh, and don't forget this choice will also have a great impact on all other communities in Arizona. And no, you can't save both. The wasteland is harsh, Ranger. Live with your choices.
** No matter how hard you try, you just can't save everyone. Some deaths are scripted. Some are inevitable. But the most gut-wrenching ones? All the dead bodies during random encounters, making you feel guilty for arriving just few minutes too late to save the day.
** [[spoiler: [[AllForNothing Doctor Tidemann, the one you could cure from his cancer]], is scripted to die regardless during Matthias attack on Ranger Citadel]].
**
Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game.

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Changed: 1115

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* ObviousBeta: One big complaint about the game is that, despite having been in a semi-open beta for months before release, the game still launched with a number of [[GameBreakingBug Game-Breaking Bugs]] and poor combat balance. Many of these have been fixed with patches, but a number of fans remain disillusioned by it.

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* ObviousBeta: ObviousBeta:
**
One big complaint about the game is that, despite having been in a semi-open beta for months before release, the game still launched with a number of [[GameBreakingBug Game-Breaking Bugs]] and poor combat balance. Many of these have been fixed with patches, but a number of fans remain disillusioned by it.it.
** The [=PS4=] version is prone to crashing when loading new areas. If you are particularly unlucky, it will crash ''when trying to quicksave''.



* PortingDisaster: Wasteland 2 was ported to [=PS4=] and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch. Said patch was released November 5th 2015 on PC, with the console version following quickly after.

to:

* PortingDisaster: Wasteland 2 was ported to [=PS4=] and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game.
**
Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch. Said patch was released November 5th 2015 on PC, with the console version following quickly after.after.
** The console version ''usually'' runs well enough after patching, but the controller interface remains awkward. Actions that would take a few clicks with a mouse often require several steps of shoulder button, trigger and D-pad with a controller.



** FridgeBrilliance: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.

to:

** FridgeBrilliance: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.in.
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* EndingAversion: A downplayed example. If one knows [[spoiler: Cochise AI will assimilate all people with cybernetic implants ahead]], there is even less incentive to go to Ag Center and[=/=]or [[spoiler: recruit Rose]]. This means the Highpool-Ag Center decision is heavily biased by gameplay results on each replay, rather than role-playing choices. Not to mention Vulture's Cry being just as capable recruit as Rose, if not better

to:

* EndingAversion: A downplayed example. If one knows [[spoiler: Cochise AI will assimilate all people with cybernetic implants ahead]], there is even less incentive to go to Ag Center and[=/=]or [[spoiler: recruit Rose]]. This means the Highpool-Ag Center decision is heavily biased by gameplay results on each replay, rather than role-playing choices. Not to mention Vulture's Cry being just as capable recruit as Rose, if not betterbetter.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EndingAversion: A downplayed example. If one knows [[spoiler: Cochise AI will assimilate all people with cybernetic implants ahead]], there is even less incentive to go to Ag Center and[=/=]or [[spoiler: recruit Rose]]. This means the Highpool-Ag Center decision is heavily biased by gameplay results on each replay, rather than role-playing choices. Not to mention Vulture's Cry being just as capable recruit as Rose, if not better
Is there an issue? Send a MessageReason:
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*** This unfortunately tends to break the game in ways beyond making it easy. Being able to start 99% of combats with a free opening salvo means that most fights will start out at long range, which limits the usefulness of the 6 weapon skills that focus on short to mid-range combat. Not only does that mean that melee/short-range weapon users will have to spend their first round either waiting for the enemy and/or running towards them, it can also put a bulls-eye on their backs as the AI will often focus on the forces closest to them. So, combatants from both your side and the {{Non Player Character}}s will tend to get gunned down by entrenched gunmen as they scramble out in the open just to get in range.

to:

*** This unfortunately tends to break the game in ways beyond making it easy. Being able to start 99% of combats with a free opening salvo means that most fights will start out at long range, which limits the usefulness of the 6 weapon skills that focus on short to mid-range combat. Not only does that mean that melee/short-range weapon users will have to spend their first round either waiting for the enemy and/or running towards them, it can also put a bulls-eye on their backs as the AI will often focus on the forces closest to them. So, combatants from both your side and the {{Non Player Character}}s will tend to get gunned down by entrenched gunmen as they scramble out in the open just to get in range. [[TruthInTelevision And this is why we don’t see melee-dedicated combatants in actual squad warfare.]]
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* DarthWiki/MostAnnoyingSound: The critical failure noise. It's especially grating when you're save-scumming a difficult skill check, as you'll be listening to it ''a lot.''
** The goat screaming noise. It's lampshaded by one goat's owner, who says he has no idea where his goat learned to scream like that.
** The sound of your guns jamming.
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* MostAnnoyingSound: The critical failure noise. It's especially grating when you're save-scumming a difficult skill check, as you'll be listening to it ''a lot.''

to:

* MostAnnoyingSound: DarthWiki/MostAnnoyingSound: The critical failure noise. It's especially grating when you're save-scumming a difficult skill check, as you'll be listening to it ''a lot.''
Is there an issue? Send a MessageReason:
None


* Using explosives like grenades and rocket launchers was made much harder than it needed to be. When using such a weapon, the player gets a targeting dome that is supposed to reflect the area of effect. However, it is ridiculously easy to accidentally move the targeting "dome" a fraction of a hair too much, and have it suddenly move to target a completely different area instead. Perhaps that's the reason why the [[ArtificialStupidity AI]] frequently hits its own units with explosives.....

to:

* ScrappyMechanic: Using explosives like grenades and rocket launchers was made much harder than it needed to be. When using such a weapon, the player gets a targeting dome that is supposed to reflect the area of effect. However, it is ridiculously easy to accidentally move the targeting "dome" a fraction of a hair too much, and have it suddenly move to target a completely different area instead. Perhaps that's the reason why the [[ArtificialStupidity AI]] frequently hits its own units with explosives.....

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