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** The Healthy perk increases your life points by 1 extra point per level. Nothing spectacular since it's a passive ability, but it will help you last longer when injured.
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** The Meson Cannon is a massive cannon on wheels and is capable of delivering [[EnergyWeapon a huge beam of energy for massive damage]]. However, despite being on wheels, it can't move at all during combat. Firing requires picking a target, charging up the cannon and firing, all which takes a staggering ''three turns'', giving plently of time for players to destroy it or moving to safety.

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** The Meson Cannon is a massive cannon on wheels and is capable of delivering [[EnergyWeapon a huge beam of energy for massive damage]]. However, despite being on wheels, it can't move at all during combat. Firing requires picking a target, charging up the cannon and firing, all which takes a staggering ''three turns'', ''four rounds'', giving plently plenty of time for players to destroy it or moving to safety.
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** The Meson Cannon is a massive cannon on wheels and is capable of delivering [[EnergyWeapon a huge beam of energy for massive damage]]. However, despite being on wheels, it can't move at all during combat. Firing requires picking a target, charging up the cannon and firing, all which takes a staggering ''three turns'', giving plently of time for players to destroy it or moving to safety.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: You can use sledgehammers in battle. The hammer was also the signature weapon of Red Samson, the messiah of God's Militia.
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* ThatCameOutWrong: One raider says he wants to jump you only to realize the implication of what he just said.

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* AwesomeButImpractical: The 1911 is the game's most powerful pistol, but it still has the range limitations of a pistol. It also requires using more action points to use than most of the assault rifles available late in the game.

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* AwesomeButImpractical: AwesomeButImpractical:
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The 1911 is the game's most powerful pistol, but it still has the range limitations of a pistol. It also requires using more action points to use than most of the assault rifles available late in the game.game.
** The Barter skill allows players to lower prices at shops and sell their own goods for more money. At maximum rank, you'll get a measly 10% discount or a 10% profit, which both aren't terribly profitable.



** The Barter skill allows players to lower prices at shops and sell your own goods for more money. At maximum rank, you'll get measly 10% discount or a 10% profit, which both aren't terribly profitable.
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* The Barter skill allows players to lower prices at shops and sell your own goods for more money. At maximum rank, you'll get measly 10% discount or a 10% profit, which both aren't terribly profitable.

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* ** The Barter skill allows players to lower prices at shops and sell your own goods for more money. At maximum rank, you'll get measly 10% discount or a 10% profit, which both aren't terribly profitable.
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* The Barter skill allows players to lower prices at shops and sell your own goods for more money. At maximum rank, you'll get measly 10% discount or a 10% profit, which both aren't terribly profitable.
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** Taking all three perks of Outdoorman's skill will reveal all hidden caches and shrines on the map. However, this require you to invest 44 skill points just for ''ONE'' single purpose, which is massive waste. It's far more effective to invest in the Perception skill which will reveal caches and shrines as you travel near them. Percpetion will still be useful for spotting land mines and increasing you vision range.

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** Taking all three perks of Outdoorman's skill will reveal all hidden caches and shrines on the map. However, this require you to invest 44 skill points and three perks just for ''ONE'' single purpose, which two if you count the second map. This is massive waste.waste of skills and perks that could have been spent elsewhere. It's far more effective to invest in the Perception skill which will reveal caches and shrines as you travel near them. Percpetion Perception will still be useful for spotting land mines and increasing you vision range.
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* TheGuardsMustBeCrazy:
** Some guards will not act when you steal their stuff. If you triggered an alarm however, they'll go hostile.
** In Rodia, the thug guarding the distillery wont let you pass unless Dengler sent you. You can lie to him and say he did and he'll let you pass without any verification. And you don't even need to pass a dialog check.
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* TrashcanBonfire: They can be found everywhere in the wasteland. They can be used for cover, [[DieChairDie but don't rely too much on their durability]].
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** Dengler wants to keep making money by having the townfolk working to death. He also wants to get rid of [[spolier:the former mayor's son, so he wouldn't have to share power and profit.]]

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** Dengler wants to keep making money by having the townfolk working to death. He also wants to get rid of [[spolier:the [[spoiler:the former mayor's son, so he wouldn't have to share power and profit.]]

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* ComplainingAboutRescuesTheyDontLike: If you rescue Highpool and fulfil all their quests properly, you can get most of the people there to like you again, but Sean Bergin will always be a jerk to you.

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* ComplainingAboutRescuesTheyDontLike: ComplainingAboutRescuesTheyDontLike:
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If you rescue Highpool and fulfil all their quests properly, you can get most of the people there to like you again, but Sean Bergin will always be a jerk to you.you.
** This also happens in random encounters where some civilians will berate you for not saving them sooner.

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* CoolButInefficient: The legendary Blood Staff deals massive damage for its tier, can attack diagonally, has longer range than standard melee, and is a reliable weapon thanks to an even better multiplier for critical damage and consistently deals bleeding wounds. But it costs 7 Action Points to swing it, while other melee weapons take between 3 and 5 AP. Even with upgrades that lower AP usage, it still falls a bit short.
** Subverted in Director's Cut, where the AP cost is lowered to 5, making it one of the better melee weapons around whne it shows up.

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* CoolButInefficient: CoolButInefficient:
**
The legendary Blood Staff deals massive damage for its tier, can attack diagonally, has longer range than standard melee, and is a reliable weapon thanks to an even better multiplier for critical damage and consistently deals bleeding wounds. But it costs 7 Action Points to swing it, while other melee weapons take between 3 and 5 AP. Even with upgrades that lower AP usage, it still falls a bit short.
** Subverted in Director's Cut, where the AP cost is lowered to 5, making it one of the better melee weapons around whne when it shows up.up.
** Taking all three perks of Outdoorman's skill will reveal all hidden caches and shrines on the map. However, this require you to invest 44 skill points just for ''ONE'' single purpose, which is massive waste. It's far more effective to invest in the Perception skill which will reveal caches and shrines as you travel near them. Percpetion will still be useful for spotting land mines and increasing you vision range.

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