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I've been hearing a lot of good things about this game though I plan on waiting a bit before getting it (for patches if nothing else) is there planned to be DLC released for this game?

I could wait for it some good amount of time longer if this is the case while I play other games that need playing at the moment.

EDIT: Perhaps I should have also asked about there being a Expansion and not just DLC(in my mind there the same,though to most people it's not)
Post edited September 27, 2014 by comradegarry
I think I remember the devs talking about how they aren't looking at doing DLC for this game (I think it was in the message that popped up if you clicked the joke 'Red Boots DLC' option when on the main menu during Early Access/Kickstarter beta)

I am guessing the next step, after reviewing the ups and downs of WL2, will be a new game by the dev team (possibly a Wasteland 3?)
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comradegarry: I've been hearing a lot of good things about this game though I plan on waiting a bit before getting it (for patches if nothing else) is there planned to be DLC released for this game?

I could wait for it some good amount of time longer if this is the case while I play other games that need playing at the moment.
Hopefully not.

I'd much rather see a true expansion. It could be done in Gothic 2: NOTR style adding lots of content into the base game.
The game is stable and very playable already and it has an insane amount of content. If you are at all interested in playing it, now is as good as later.
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comradegarry: I've been hearing a lot of good things about this game though I plan on waiting a bit before getting it (for patches if nothing else) is there planned to be DLC released for this game?

I could wait for it some good amount of time longer if this is the case while I play other games that need playing at the moment.
If there will be a DLC for Wasteland 2, it will be a long time from now.

The developer is busy maintaining Wasteland 2 and making another huge Kickstarter game.
Hopefully, inExile will continue to support Wasteland 2 with updates and content for a very long time to come, from simple fixes to flat-out added functionality (I'm still dreaming of a Pause button, at some point making it possible to pull off any kind of coordinated deployment of squad members at all).

That being said, Wasteland 2 will never have any DLC.

If we're really lucky, it'll have a good and proper expansion at some point, that both adds to the original game and adds a continuation of the storyline.
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Sufyan: The game is stable and very playable already and it has an insane amount of content. If you are at all interested in playing it, now is as good as later.
Agreed.

The entire idea of 'downloadable content' is, in my opinion, one of the most ridiculous marketing concepts in video game development. It's even worse than accepting patches for incomplete video games being sold in retail.
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Luckmann: That being said, Wasteland 2 will never have any DLC.
And I like that. Currently I never buy a game until its price drops a lot or a complete edition with all DLC is released. I'm tired of being screwed and having to buy a game twice (because usually buying a GOTY edition is cheaper than buying DLC separately. Skyrim is an example). Another good thing about waiting is most bugs are already fixed by the time I buy the game.

"X game announced!!!" -> Hype.
"X game will have day one DLC, and even more DLC after that." -> Interest drops to 0. Will buy GOTY edition for cheap a year or two later.

I kickstarted Torment Tides of Numenera partially because I knew I'd get the whole experience paying only once. Besides, WL2 + Torment for $45 was a good price. CD Projekt also does things right. I'm still haven't decided about digital vs collector's edition of The Witcher 3.
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Luckmann: (I'm still dreaming of a Pause button, at some point making it possible to pull off any kind of coordinated deployment of squad members at all).
I'm not having issues deploying my group into tactical positions before starting an encounter. It took some practice, definitely, but now I feel like I'm getting better at it with every encounter, which just makes sense as a group of rangers in training. Properly using Ambush is probably what you're needing to figure out. Also, don't underestimate using APs during an encounter to get a better position, the combat encounter is not all about offensive strikes as many and as fast as possible, it's about using smart tactics [ie: good positioning and waiting for a good strike.] Really stretch out the playing field, get used to finding the outmost perimeter for your sniper (or whoever has the longest range), set them there, put your others into position in relation to that, and then focus fire to start the encounter. Then once you feel you no longer have the edge but still need it, you need to feel free to pull back your entire group during a whole round to gain the edge for the next round. Reposition, end turns early (to save APs for the next turn), then set to ambush. Hope this helps!
Damn, Wasteland forums = the best of GOG's forums.

Really, I find myself constantly +1 a lot of the ppl, cos what you're sayin is pure truth, you're all already stating what I'd been meaning to say, and even more ;]
Post edited September 27, 2014 by DrYaboll
Actually moding tools or content patch would be something I'd love to see. There is one thing I really missed from the original game (there is a possibilty I just missed it... but I looked really hard). I wonder if it was cut or left unexplained on purpose...
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Luckmann: (I'm still dreaming of a Pause button, at some point making it possible to pull off any kind of coordinated deployment of squad members at all).
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drealmer7: I'm not having issues deploying my group into tactical positions before starting an encounter. It took some practice, definitely, but now I feel like I'm getting better at it with every encounter, which just makes sense as a group of rangers in training. Properly using Ambush is probably what you're needing to figure out. Also, don't underestimate using APs during an encounter to get a better position, the combat encounter is not all about offensive strikes as many and as fast as possible, it's about using smart tactics [ie: good positioning and waiting for a good strike.] Really stretch out the playing field, get used to finding the outmost perimeter for your sniper (or whoever has the longest range), set them there, put your others into position in relation to that, and then focus fire to start the encounter. Then once you feel you no longer have the edge but still need it, you need to feel free to pull back your entire group during a whole round to gain the edge for the next round. Reposition, end turns early (to save APs for the next turn), then set to ambush. Hope this helps!
Except Ambush isn't really Ambushing at all, but really a 360 Overwatch. For all practical purposes, it's impossible to get into a tactical position before an encounter begins, and the squad members invariably clusters together.

Moving into a better position once combat has started isn't something one shouldn't "underestimate", but plain necessary, because aside from the sniper, it is unlikely that anyone else will actually be in a position to be in a better position before combat starts.

This issue is further exacerbated by enemies having plain broken movement rates, easily enough to surround your party - most likely clustered together because there is no other way to move the party simultaneously - in a single round.

You seem to be under the mistaken assumption that I need help with the combat, or that Wasteland 2 is actually hard. It's not. The issue is that the combat system is shallow and uninteresting, without any tactical depth whatsoever, and with practically no room for strategy.

Being able to move squad members simultaneously in order to do tactical employment before the start of combat would do a lot to alleviate this, but it's not like it's going to save it.

Don't get me wrong, the game is overall good, but it's filled with all these small mistakes and is generally unpolished. Combat just happens to be one of the worst offenders.
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drealmer7: I'm not having issues deploying my group into tactical positions before starting an encounter. It took some practice, definitely, but now I feel like I'm getting better at it with every encounter, which just makes sense as a group of rangers in training. Properly using Ambush is probably what you're needing to figure out. Also, don't underestimate using APs during an encounter to get a better position, the combat encounter is not all about offensive strikes as many and as fast as possible, it's about using smart tactics [ie: good positioning and waiting for a good strike.] Really stretch out the playing field, get used to finding the outmost perimeter for your sniper (or whoever has the longest range), set them there, put your others into position in relation to that, and then focus fire to start the encounter. Then once you feel you no longer have the edge but still need it, you need to feel free to pull back your entire group during a whole round to gain the edge for the next round. Reposition, end turns early (to save APs for the next turn), then set to ambush. Hope this helps!
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Luckmann: Except Ambush isn't really Ambushing at all, but really a 360 Overwatch. For all practical purposes, it's impossible to get into a tactical position before an encounter begins, and the squad members invariably clusters together.

Moving into a better position once combat has started isn't something one shouldn't "underestimate", but plain necessary, because aside from the sniper, it is unlikely that anyone else will actually be in a position to be in a better position before combat starts.

This issue is further exacerbated by enemies having plain broken movement rates, easily enough to surround your party - most likely clustered together because there is no other way to move the party simultaneously - in a single round.

You seem to be under the mistaken assumption that I need help with the combat, or that Wasteland 2 is actually hard. It's not. The issue is that the combat system is shallow and uninteresting, without any tactical depth whatsoever, and with practically no room for strategy.

Being able to move squad members simultaneously in order to do tactical employment before the start of combat would do a lot to alleviate this, but it's not like it's going to save it.

Don't get me wrong, the game is overall good, but it's filled with all these small mistakes and is generally unpolished. Combat just happens to be one of the worst offenders.
I agree with much of this, though I don't find combat uninteresting or without tactical depth, it could have and should have been much more deeper. And being able to ambush, being able to start combat at will, being able to move into combat grid when convenient is a simple thing and it should have been a part of the game to begin with.

Also, I don't even begin to understand enemy movement. Sometimes one enemy has the ability to walk half the map in one turn, sometimes not, sometimes only at the start of a fight, sometimes in the middle of it.

Enemies should always be bound to the exact same rules as the players. If a player is attacked first, the player does not receive "infinite" move like the enemies sometimes do. It's just silly.
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drealmer7: I'm not having issues deploying my group into tactical positions before starting an encounter. It took some practice, definitely, but now I feel like I'm getting better at it with every encounter, which just makes sense as a group of rangers in training. Properly using Ambush is probably what you're needing to figure out. Also, don't underestimate using APs during an encounter to get a better position, the combat encounter is not all about offensive strikes as many and as fast as possible, it's about using smart tactics [ie: good positioning and waiting for a good strike.] Really stretch out the playing field, get used to finding the outmost perimeter for your sniper (or whoever has the longest range), set them there, put your others into position in relation to that, and then focus fire to start the encounter. Then once you feel you no longer have the edge but still need it, you need to feel free to pull back your entire group during a whole round to gain the edge for the next round. Reposition, end turns early (to save APs for the next turn), then set to ambush. Hope this helps!
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Luckmann: Except Ambush isn't really Ambushing at all, but really a 360 Overwatch. For all practical purposes, it's impossible to get into a tactical position before an encounter begins, and the squad members invariably clusters together.

Moving into a better position once combat has started isn't something one shouldn't "underestimate", but plain necessary, because aside from the sniper, it is unlikely that anyone else will actually be in a position to be in a better position before combat starts.

This issue is further exacerbated by enemies having plain broken movement rates, easily enough to surround your party - most likely clustered together because there is no other way to move the party simultaneously - in a single round.

You seem to be under the mistaken assumption that I need help with the combat, or that Wasteland 2 is actually hard. It's not. The issue is that the combat system is shallow and uninteresting, without any tactical depth whatsoever, and with practically no room for strategy.

Being able to move squad members simultaneously in order to do tactical employment before the start of combat would do a lot to alleviate this, but it's not like it's going to save it.

Don't get me wrong, the game is overall good, but it's filled with all these small mistakes and is generally unpolished. Combat just happens to be one of the worst offenders.
I guess I think you need help with combat because you seem to be having issues with it that I am not. I certainly don't find it impossible to put my group into tactical position before I start an encounter. Quite the opposite, and as was hoped for with this game, I find it necessary to put them into tactical position before an encounter. I have zero issues with them clustering together, even in areas that are "enclosed." Enclosed areas are definitely harder for combat, but that just makes sense, right? It should take more thought and more careful maneuvering to have INDOOR GUN COMBAT against things.

Okay, so you say you think the combat is shallow and unrewarding and has problem, and you list some of your problems. On the one hand that makes me think perhaps you should try increasing the difficulty level, because I'm not finding these things to be the case. But then on the other hand if you are having problems by getting surrounded and not being able to get into good position before combat starts, it makes me think you need to play it on easier so you can learn how to play the game.

I'm not trying to be condescending in any way, I'm trying to help you be able to enjoy the game. It's a slightly different beast and I think part of the problem people are having with it is that it doesn't quite behave like any of the games they've played before. So it takes getting used to and learning. Even if ambush doesn't work how you think it should (I agree, it's not the definition of ambush. You want all of your party to take cover and jump someone simultaneously. That's what you get to do pre-encounter, if you could do that more than once an encounter, it wouldn't be fair, or make sense that you could ambush more than once.) Still, the function is called ambush and it is a necessary part of some combat situations in the game, and I love it, because, yes, of course, sometimes you just need your dude to be ready to open up on someone.

You shouldn't assume that once you get into what you think is a good position before combat starts that you will then never have to move. Again, that seems lame if you are to think about how a gun fight would go down. All you need to do is think of a good movie with a good funfight scene. You take your shots, you duck back, you move from one cover spot to another, you change angles, you get closer, you move back, you make a kill, you gain position, you move, you shoot, you take cover. Sometimes you even heal yourself if a battle takes long enough. All of this is part of this game, which is why I'm finding it to be such a tactical success and am disappointed that others aren't getting the same enjoyment out of it and would like to help!
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Atlantico: I agree with much of this, though I don't find combat uninteresting or without tactical depth, it could have and should have been much more deeper. And being able to ambush, being able to start combat at will, being able to move into combat grid when convenient is a simple thing and it should have been a part of the game to begin with.

Also, I don't even begin to understand enemy movement. Sometimes one enemy has the ability to walk half the map in one turn, sometimes not, sometimes only at the start of a fight, sometimes in the middle of it.

Enemies should always be bound to the exact same rules as the players. If a player is attacked first, the player does not receive "infinite" move like the enemies sometimes do. It's just silly.
Again I will say, perhaps just try a harder difficulty level. You shouldn't be able to actually ambush anyone during an encounter, the fact that they call that function ambush is unfortunate, but calling it "get the jump" doesn't work either. They should have come up with a better name for it, but even so, ambushing an enemy once they are aware of your presence is illogical. You DO get a chance to actually ambush, BEFORE the encounter starts, but not always, because it is always a matter of position. It's all about positioning, the smarter you are to figure out good positions, the more likely you can have all of your party open fire before the encounter begins, but having them all be able to do that is a luxury and something to be saught after and figured out how to make happen, not just given to you. You can start combat at will, why do you say you can't?

As far as enemy movement, you've got to think about the enemy. They do follow the same rules, that is part of a rule-based game like this. More likely anything mutated in the wasteland is going to have better physical qualities than a human like yourself. What does this mean in terms of the game? That their SPEED stat is higher than yours. MUCH MUCH higher. This gives them certain qualities in combat and you've got to account for it. As I said to the other person, start farther from your enemies. As far as possible. I find it extremely helpful to have a "tank"(blunt user) way out in front to kind of keep most of the enemies by her so my ranged shooters don't get mobs coming at them (as much, they still do of course, the enemy isn't stupid most of the time.)