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Looks like the official forum is all but dead, so I'll try here instead. Is it possible to disable traps, particularly on the 2 jillion loot containers that for some idiotic reason is more secure than an average aircraft carrier? I've looked for mods to that effect, as I'm quite fed up of the so-called 1% fails blowing up in my face. Would love a mod that either removed the traps etc entirely, or at least made the critical failure non-existent. Is there such a mod available somewhere, that works with the last patch?
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Pangaea666: I've looked for mods to that effect, as I'm quite fed up of the so-called 1% fails blowing up in my face. Would love a mod that either removed the traps etc entirely, or at least made the critical failure non-existent. Is there such a mod available somewhere, that works with the last patch?
You don't need mods but high (max!) skills. Really.

I've played WL2 twice - first normal and second with maxed skills and guns at the very beginning (didn't have time but I was curious about some things that I missed first time).
I've tried that before, building up all those skills, but it's still not enough, and stuff is blowing up in my face at an alarming rate. Just like with jam chances, I quite frankly don't trust the percentages the game lists for these things.

This time I have gone without any points in alarms, locks and safes. Obviously means there are some things I can't open, but I don't miss it right now. Most containers, safes etc have ridiculous content anyway. Ooooh, 3 bullets in this trap-guarded box. Now we can retire, guys! :D

The mechanic makes sense on paper. Without critical failure, many would probably keep trying on impossible chances until it opens, but in practice it's a bit silly when 1-5-10% criticals blow up in your face very often. Would be great if it was possible to simply mod out the critical failure chance from containers and suchlike. Personally I wouldn't bother to keep trying 20 times for a low-percentage success anyway, but it would remove the possibility of 90% success containers blowing up in your face, which is quite frankly very annoying.

But the biggest gripe I have with loot in this game is the total randomness of it, and that so little of it makes sense. It's like they've just run a script with some set parameters on all containers in the game, and that's that. No human interaction to decide what makes sense to have as loot or security in this or that area.
What is your luck level? I don't have that many issues. I actually frequently crit. succeed on medium-hard containers, but I have really high luck. Maybe super-low luck is doing it to you?
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drealmer7: What is your luck level? I don't have that many issues. I actually frequently crit. succeed on medium-hard containers, but I have really high luck. Maybe super-low luck is doing it to you?
I support drealmer7, Luck stat truly has a real impact on everything, t hat is why Schotmo is so.. . lucky.
This gets me wondering: If a character has maximum Luck but no skill, is there a reasonable chance of success?
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dtgreene: This gets me wondering: If a character has maximum Luck but no skill, is there a reasonable chance of success?
Not exactly, the luck is give a full +% to the skill, you will still have low chances,
I think if you has 10 in luck you got +10% in all the skills rolls, BUT probably the luck impact in the range for the critical failure as well.
Don't think luck impacts critical failure (but possibly critical success?). It does increase success chances though, and many other things. Still, many see it as the prime dump stat next to charisma. That doesn't mean they are useless, but simply that other stats are seen as more important. I've actually thought about a high charisma-luck party. They'd be near useless in combat, but would level up faster and presumably have more LUCK with critical success, enemy missed shots, critical hits, that sort of thing, and more CON on level up.

This is the party I went with, at least in terms of attributes (think I changed a few skills): http://www.rpg-gaming.com/?a1=Rose&d1=vO&a2=Ralphy&d2=vM&a3=Pangaea&d3=w1x613224Az415272A1&a4=Melee&d4=w1x2146A41z3262D2&a5=Sniper&d5=w1xA184311zI3P3&a6=Gunner&d6=w1x6148441z91A3M2&a7=Angela%20Deth&d7=vA

Later I swapped out Angela for another NPC. Green for those who have played the game.

So all my own-made characters have 1 luck, but two of those have a luck charm now, putting it up to 2. Still pretty low ofc, but I believe there was a test at some point, or code diving, that confirmed that luck didn't impact critical failure.