Posted October 18, 2015
Here's how Wasteland 1's firearm balance actually works in practice:
Note that I am going to pretend the Red Ryder rifle doesn't exist, as it is only possible to get it via a glitch.
First, a few things about Wasteland 1 that, I believe, differ from how Wasteland 2 works:
1. Skills improve through use. For weapon skills, if you attack an enemy whose AC is higher than your weapon skill level, there is a chance your weapon skill will gain a level. Raising a skill with skill points is possible, but the cost doubles each level until the game starts treating it as -1.
2. You can attack with a firearm that has no ammunition. Doing this acts like a melee attack, except that accuracy and damage are based off the corresponding firearm skill, and the damage increase per skill level is smaller than for proper melee weapons.
3. When you set a semi-automatic weapon to full automatic mode, you get a bonus to hit equal to the number of shots fired. For instance, if you have 30 shots in your weapon, you get +30 to hit when going full auto; that's the equivalent of 30 skill levels! (Normally, don't expect your weapon skill levels to ever exceed 7 or 8.)
With that said, here is how it works out:
Clip Pistol: You start with these, and ammunition is plentiful. However, at this early stage in the game, it turns out that ranged attacks are not worth using; enemies don't have dangerous ranged attacks (yet!) and you do much more damage in melee combat without even using any ammo! In fact, if you put 2 points in Brawling at the start (a reasonable choice even though it wastes 2 skill points in the long run because you get more skill points than you really need in this game, and in exchange you get to start with 2 melee attacks per round), you might be better off using the Clip Pistol as a melee weapon than shooting it!
Rifle: Stronger than Pistols (5d6 instead of 4d6), and might actually be better against high AC enemies than SMGs, but still limited to single shots. Again, you are still usually better off going into melee combat instead of shooting single shots from rifles.
SMG: First automatic weapon. There is more than enough ammunition available to go full auto all the time (except against small groups of weak enemies), and doing so allows you to quickly kill larger groups of enemies. However, the full auto attack bonus makes the skill level pointless (you hit well enough without the skill), and the 4d6 damage isn't enough to make it useful against high AC enemies (defense applies to every hit in this game), and the skill will therefore not have much of a chance to grow high.
Assault Rifle: Best of Rifles and SMGs. Since they use the same ammunition of Rifles, they make Rifles obsolete. You now get automatic fire at 6d6 damage per shot. Clearly better than the previous categories, but again, you can go full auto all the time and get good accuracy regardless of your skill level. On the other hand, if you invest one level in the skill, it does have a chance to grow to a reasonable level. Might be worth using late game due to ammo availability, but the problem is that they don't work well against robots with high AC and high CON.
Energy Weapons: Not available at all until later, and ammo is less common, but much more powerful and varied. Work well when fighting hgh AC enemies. There are trade-offs within this category; the Meson cannon does more damage (19d6) per hit (making it useful against high AC targets), but gets only 10 shots (making full auto less effective). Definitely worth investing in, even though they are only usable late in the game. Also, the Laser pistol works well only as a practice weapon; assault rifles are better for real combat.
Note that I am going to pretend the Red Ryder rifle doesn't exist, as it is only possible to get it via a glitch.
First, a few things about Wasteland 1 that, I believe, differ from how Wasteland 2 works:
1. Skills improve through use. For weapon skills, if you attack an enemy whose AC is higher than your weapon skill level, there is a chance your weapon skill will gain a level. Raising a skill with skill points is possible, but the cost doubles each level until the game starts treating it as -1.
2. You can attack with a firearm that has no ammunition. Doing this acts like a melee attack, except that accuracy and damage are based off the corresponding firearm skill, and the damage increase per skill level is smaller than for proper melee weapons.
3. When you set a semi-automatic weapon to full automatic mode, you get a bonus to hit equal to the number of shots fired. For instance, if you have 30 shots in your weapon, you get +30 to hit when going full auto; that's the equivalent of 30 skill levels! (Normally, don't expect your weapon skill levels to ever exceed 7 or 8.)
With that said, here is how it works out:
Clip Pistol: You start with these, and ammunition is plentiful. However, at this early stage in the game, it turns out that ranged attacks are not worth using; enemies don't have dangerous ranged attacks (yet!) and you do much more damage in melee combat without even using any ammo! In fact, if you put 2 points in Brawling at the start (a reasonable choice even though it wastes 2 skill points in the long run because you get more skill points than you really need in this game, and in exchange you get to start with 2 melee attacks per round), you might be better off using the Clip Pistol as a melee weapon than shooting it!
Rifle: Stronger than Pistols (5d6 instead of 4d6), and might actually be better against high AC enemies than SMGs, but still limited to single shots. Again, you are still usually better off going into melee combat instead of shooting single shots from rifles.
SMG: First automatic weapon. There is more than enough ammunition available to go full auto all the time (except against small groups of weak enemies), and doing so allows you to quickly kill larger groups of enemies. However, the full auto attack bonus makes the skill level pointless (you hit well enough without the skill), and the 4d6 damage isn't enough to make it useful against high AC enemies (defense applies to every hit in this game), and the skill will therefore not have much of a chance to grow high.
Assault Rifle: Best of Rifles and SMGs. Since they use the same ammunition of Rifles, they make Rifles obsolete. You now get automatic fire at 6d6 damage per shot. Clearly better than the previous categories, but again, you can go full auto all the time and get good accuracy regardless of your skill level. On the other hand, if you invest one level in the skill, it does have a chance to grow to a reasonable level. Might be worth using late game due to ammo availability, but the problem is that they don't work well against robots with high AC and high CON.
Energy Weapons: Not available at all until later, and ammo is less common, but much more powerful and varied. Work well when fighting hgh AC enemies. There are trade-offs within this category; the Meson cannon does more damage (19d6) per hit (making it useful against high AC targets), but gets only 10 shots (making full auto less effective). Definitely worth investing in, even though they are only usable late in the game. Also, the Laser pistol works well only as a practice weapon; assault rifles are better for real combat.