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Supreme Jerk achievement in Wasteland 3 (Windows)

Supreme Jerk

You beat the game on the hardest difficulty.

Supreme Jerk0
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How to unlock the Supreme Jerk achievement

  • RenkiRenki
    27 Jun 2023 27 Jun 2023 27 Jun 2023
    I found this solution on the Xbox side for the game, but it works on Windows version just the same. Unlocked it today, 27th of June 2023 using this method.

    Start on Supreme Jerk. After the first battle lower the difficulty to Tourist, leave friendly fire on just in case. Play the game normally. In the final mission, raise the difficulty back to Supreme Jerk before opening the final door
    *** Spoiler - click to reveal ***


    I was going for the Dead Red ending, resolved the situation without fighting (needs Hard Ass 10 and Kiss Ass 10) and all the difficulty achievements popped during the ending cutscenes. So you don't even have to fight on Supreme Jerk after the first battle of the game.
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  • Deja Vu GYCDeja Vu GYC
    16 Sep 2022 22 Sep 2022 22 Sep 2022
    l have covered all achievements in 1 playtrough. You can turn off friendly fire and getting the achievement on highest difficulty. If you are not following the builds,please put leadership level 2 on one of your characters,the first time you speak with the Patriarch choose that option,then when you in downtown Colorado Springs talk to the judge he will give you the note,and after you collected Kwon go to med bay and look around carefully in the pile of bodies for the other missable note. You have to kill Brygo in Little Vegas to pick a tape,so for that l picked up an end game weapon early,then get radiation level 2 on your kodiak,and l picked up end game weapons for the rest of my team,so supreme jerk wont be that difficult. Good luck Rangers :

  • cptvictor12cptvictor12
    28 Nov 2021 28 Nov 2021 29 Nov 2021
    Disclaimer before I start - I played on the Windows Game Pass version, which is why I'm posting this guide here. I believe the Xbox version is up to date with Windows, but I have not tried it yet and if not, some of the notes in this guide might not apply there.
    The majority of the tips from the other guides still apply but there were some major and minor changes made to the game since that made me adjust my approach a bit, so I wanted to go through them.

    RETRAINING RANGERS

    You can now retrain rangers for a fee. Retraining rangers resets all spent attributes, skill points, and perk points, but does not let you change their quirk or background. The fee for retraining is also shared for creating new Rangers (the two new rangers you get after getting the base are still free). I forget the math on the cost, but it does increase from 200 for the first ranger to 350 for the second and I think it eventually maxes out at 3000. You can also retrain COMPANIONS. This means a few things.

    - Most guides you see stick with Kwon and Lucia for their companions, I think mostly because they are the first two you get and won't find another one until at least after garden of the gods. This also means that most party set-ups revolve somewhat around these two's skill sets. Now that you can retrain them, however, you are not bound to any companion's preset build. At the minimum of $550, you can build your entire party almost exactly the way you want. Just remember that you can't change their quirk or background, so keep your quirk reliant builds (like fire builds) on your normal rangers and do some research on builds that might work with the companion you want (I used this list to see all of their backgrounds and quirks - https://wasteland.fandom.com/wiki/Wasteland_3_companions#:~:...,%20%205%20%204%20more%20rows%20). I also highly recommend you drop Kwon as soon as possible (no quirk and his background gives +30% initiative, absolutely worthless).

    - If you plan on using the combat shooting skill book, be careful as retraining the ranger that has this skill will make him lose it, so do some planning with your builds before you start retraining your rangers left and right.

    - On the topic of skill books, I haven't tried it, but I read that if you respec a character that has used a skill book, you get the equivalent points from the skill book usage back (source - https://wasteland.fandom.com/wiki/Retraining). For example, if you do the above and respec a character that used combat shooting, you'll get an extra skill point back. If instead you respec a character that used a skill book to go from lvl 9 to 10, you'll get 6 skill points back. This means that for those skill books you don't use, you can potentially get up to 6 bonus skill points per skill book on a character to reinvest in your main skills if you build them properly up and retrain them at the cost of whatever the fee is at that time.

    - Less important, but because the fee is shared between retraining and recruiting, it'll be harder to get base utility rangers, especially early on. I did one extra ranger with barter, weapon and armor smithing, and that seemed viable to me, but also consider relegating Fishlips and Lucia or even other unused companions to these tasks to help keep costs down.

    This is probably the biggest change for supreme jerk because of how much it can potentially rework party build plans. You could theoretically even have a set of builds for the early game and respec everybody for the late game (definitely worth considering if you're bringing a melee guy, early game brawlers might make okay support, but they're not good at fighting at all). I realized after writing that this was possible and arguably easier in the old system as while you couldn't respec your original rangers, you could always make brand new ones. It's been a while since I first played, so I forgot about that. The other points I made are still valid, though. Not having too worry about wasted skill, perk, or attribute points on companions still provides a lot of flexibility when making your party, plus replacing your highest level ranger could potentially cost you a level or two, particularly if you're not using the assign/dismiss rangers exploit to bring your party levels up.

    CRAFTING

    The second major change, you can now craft most of the items in the game as well as some unique ones. This has several implications.

    - Some previously labeled junk items are now classified as crafting components. The most notable is probably scrap, which is the basic ingredient in 95% of recipes. I don't think it's necessarily harder to get a ton of money (antique appraiser is still your friend), but you might need to get a little creative and explore your inventory a bit instead of just pressing "sell junk" and watching the cash roll in.

    - On the flip side, you probably won't need as much money because you can just make most of the things you need. Running low on ammo? 3 scrap per bullet. Need a grenade? Make it on the scene. As long as you're not in combat, you have the recipe and ingredients, and at least one person in your party has the skill level needed, you can craft it. No need to run back to a merchant for bullets.

    - You can also create weapon mods. Basic weapon mods will still need to be bought, but you can use scrap to upgrade them to the next level, and then the one after that. I.e., you can take a reflex and upgrade it to a red dot, and then upgrade the red dot to a holographic. This is particularly great for elemental based builds. No need to worry about wasting your incendiary linkage on a low level SMG, find the recipe and you can just make another one for later. Damage conversion mods are particularly expensive on crafting, though (2000-3000 scrap and usually one or two somewhat-rare components), so definitely buy them when you can (side note, I think merchants do an automatic restock at some point in the game, but I'm not sure exactly when). Also, there are some unique weapon mods that cannot be crafted, like the deadeye experimental scope, so still plan a bit on when you want to use those.

    - On the topic of scrap cost, don't automatically sell off all your guns. Even higher tier weapons provide more base scrap than lower tier weapons, and if you're looking to give everybody a damage conversion mod, you're gonna need that scrap. And honestly, even just crafting ammo took more out of me than I thought it would. Do some planning and decide when you want to buy and when you want to craft.

    - As I said earlier, there are unique items you can only get from crafting. I only did some of the unique weapons and to be honest, not impressed. The only one I really liked was the freeze ray sniper, but even that you don't get to use precision strikes with. Would definitely bring a backup sniper (or just use the regular sniper). The foam finger is interesting if I ever remembered to use it's special ability. The crossfire was especially disappointing, it uses a ripper and I built it the same way I did the ripper, but it 99% of the time took at least 2 bursts to kill anything (it didn't use any ammo though, I think that's a bug). I also made the blaster master, orb cannon, heartstopper, and spike driver, and they ranged from meh to bad, definitely not better than the original weapons they're made from. I didn't make the hoser HMG (didn't have a big guns guy in my team), but I read that it's the best HMG in the game, and honestly just the fact that it's a 4 AP HMG makes it very enticing (source - https://wasteland.fandom.com/wiki/Hoser). I don't know about the others, but they don't seem too interesting. Your mileage may vary, but personally, other than maybe the hoser, would not recommend. Save the scrap for ammo.

    Now for the more minor changes (Minor spoilers for ending past this point)

    - There's a soft(?) point of no return at Yuma County. If you go there without Cordite, he'll call you on the radio and tell you he's leaving your party, locking out his version of the endgame quests and preventing bugs that can happen when you try to do them both. You can still go back to Ranger HQ to buy and craft stuff or anywhere else to clean up side quests, but if you plan on doing Cordite's storyline instead of the mechanic's (I highly recommend you do, mechanic's quests has a lot of fighting and the Godfishers are STUPIDLY tanky in this area), then make sure you have him in your party when you first go to Yuma County.

    - It's a while since the last time I played, so I don't remember what the AP cost for reloading a rocket is back then (I followed this guide which says 2 AP - https://www.neoseeker.com/wasteland-3/guides/Builds#Rocket-M...), but it's currently 4 AP. Probably nerfing this exact build. This means instead of shooting 3 or more rockets a turn you'll probably be shooting 2 at the maximum. Still viable for alpha striking an encounter, but not quite the enemy deletion tool it once was. Consider dropping the rocket-focused build and instead keep the rocket as a secondary and build for explosive damage with another gun similar to the fire build (I used automatic weapons with the PDW and got pretty similar, maybe only slightly worse mileage to the fire ripper, tore through my .45 using them together though).

    - There's an animal pen now (YAY!). Any animals you dismiss will be stored here (including Major Tomcat). This should also be the case with animals that get "unequipped" because of you dismissing Rangers from your party (I lost my honey badger somehow though and I'm 50% sure it wasn't because it died). So if you accidentally lose an animal this way, just go back to Ranger HQ and re-equip them. Also, there's an exploit where if you dismiss Major Tomcat, as long as you have either smokes or animal whisperer 1, you can get him to rejoin your party. So you can equip Major Tomcat, unequip him, equip another animal, then talk to Major Tomcat and get him to rejoin your party. Use this to either get him on another companion who needs the strike rate buff or just to have two animal companions on the same character. I haven't met other animal companions who can be recruited by talking to them (Polly will tell you to fuck off after you dismiss them), but if they exist, this trick should work on them too. Side note, I think the same patch made companions in general follow you better, so you should be losing people by changing maps less often (theoretically not at all, but I also lost Poultron by the endgame somehow). Of course, none of this matters if they're dead.

    - Probably the least important but still good to know is that intelligence got reworked to provide 1 skill point every level, at a maximum of 10 skill points with 10 int. This was at the cost of some crit re-workings that I don't remember off the top of my head. I wouldn't call this a game changer when planning builds, but it's nice to have regardless. Having a couple characters with maxed int at the start can help hit even difficulty 7 or higher skill checks early on.

    If you want my party build, I'll put a link down below, though to be honest I don't fully recommend these ones. I'll explain why and throw out some ideas of how I would modify them in the doc.

    https://docs.google.com/document/d/1-_0YZTS2Lwhndq04D_o0kgOu...
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