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Probably the best companion in the game for that reason and definitely a contributing factor to why I often save the Ag Center instead of Highpool. Either way I think the companions are great because they all have different skills for different teams. Wasteland 2 is an amazing game and I hope there is a Wasteland 3 as soon as possible.
Permanent companionsPermanent companions usually have prerequisites and may not join your party unless certain conditions are met; these vary between potential companion NPCs and often there are multiple possible ways to obtain them as a party member. The game will not allow having more than a certain number of active party members; this limit is half the 's, rounded down. For example, a Charisma level of 4 allows taking 2 companions. With the the is allowed one additional companion over the current limit.NameRaceLocationPrerequisitesAsk him to join. Must not be a, have less than 4 or a below -100.Marry him after having sex, regardless of genderShow him the vault jumpsuit in the Cafe encounter or feed him an.Ask him to join.Kill and repair K-9.
Will not join childkiller.Reach 'Accepted' reputation with Gecko. Will not join childkiller.(1st gen)Ask him to join after completing certain quests in Broken Hills. Positive Karma requiredMarry her after having sex, regardless of genderAsk him to joinRandom encounterFail a check on thePay his $350 debt,. Will not join childkiller, slaver, or below Karma of -100.or and all the slavers.Companion controlsOnce a non-player character is recruited, their dialogue menu changes to a list of tactical and combat-oriented options.
New from is a 'Combat Control' button in dialogue, which allows manual change of an non-player character's armor, weapon, distance and tactics.Combat controls dialogue boxThe picture to the right is the in-game dialogue box for controlling companions. For permanent companions, the options are shown as follows.
Use Best Weapon. At first, this seems to do nothing, because the companion originally only carry their default weapon. However, they can be gifted a better weapon (and ammunition, for guns), then the non-player character will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.Use Best Armor. This control acts the same as the one above; equip the companion with better armor in place of their default one (if they had one), granting them the corresponding bonus to (and in case of any ).Disposition.
Berserk - The companion will always attack, never fleeing from battle, no matter the level their health drops to. Aggressive - The companion will attack while their health is in an acceptably decent range.
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If it falls too low, they will ultimately flee from combat. Defensive - The companion will be more mindful of their health, running when they are injured, even if just slightly. Coward - The companion will always run from a battle they think they cannot handle, regardless of the opponents.Custom disposition dialogue. Custom - There are six options with 5 sub-options that can be chosen concerning the non-player character's disposition. The possible options for each is listed below.
Because the Wasteland needs news.We now have a Wiki! Click.SPOILERSFor example:Entering Highpool(#spoiler 'When you are first entering')It will render as:Spoiler:NOT USING SPOILERS WILL LEAD TO A BAN.Thank for the amazing UI!.Wasteland Sticky posts.: Discuss feedback or request feedback on Wasteland 2.: Post/discuss your favorite PC mods for F3 and FNV.Add Fallout Images to your posts curtious of heroOfWar.Wasteland Related Reddits.Officially-recognized fansite for Wasteland 2. I'm a Fallout 1 & 2 Veteran (and Tactics, but I've only played it to completion once, I'm not that into it) about to start my first playthrough of Wasteland 2 Director's Cut.I'm pretty happy with the party concept I've put together, I want all 4 of my rangers to use ranged weapons. And different types so they aren't doubling up on ammo/fighting over who gets the best gun. So at the moment I have Rangers with:Sniper RifleAssault RifleEnergy Weapon (starting with Pistol because if this is like Fallout, there won't be good Energy Weapons for ages.)For my fourth ranger (who's also taking Leadership) I want to have a more close quarters weapon. Because I want them to be in the thick of things. So that leaves either Shotguns or SMGs.
I'm currently leaning Shotgun but I suppose I'm worried that they might suck and I'm making a huge mistake by passing up SMGs. And taking both would be a waste of skill points.So folks, which weapon is better to focus my Close Quarters fighter on, Shotguns or SMGs?. If it’s your first play through you’ll probably end up rerolling your characters as you get used to the game. I went through 3 groups before i found the right ones lol.Anyway, if your choice is between the two, i would definitely go smg. Shotgun isnt that powerful. It can be useful for clearing cover or hitting a couple enemies at once, but i found smg deals much more damage. Also, energy weapons arent that powerful either, not until the end of the game at least.
The way they are set up is to do partial damage to people and extra damage to robots. For most the game you are fighting people.My set up for my 4 was sniper, assault rifle (leader), smg, and blunt. Then my 3 companions were energy weapon/assault rifle, shot gun, and sniper. I chose my AR guy to lead because i wanted someone mid field to give the bonus to all my troops.
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