Well, I had a pod spawn inside the cell. Opened the door and had five dudes spring out at me.8wayz wrote:Actually this will make Jailbreak missions especially easy.
Search found 178 matches
- Mon Jan 23, 2017 4:58 pm
- Forum: Long War 2
- Topic: TO all having problems with timers.
- Replies: 6
- Views: 10149
Re: TO all having problems with timers.
- Mon Jan 23, 2017 4:55 pm
- Forum: Long War 2
- Topic: Would be nice if you could carry stunned troops
- Replies: 24
- Views: 32522
Re: Would be nice if you could carry stunned troops
Way back in the original I used to use pistols to shoot my panicked troops to keep them from doing anything too stupid. If we still had the free fire mechanic from that one where we could shoot at walls, friendlies, etc I'd totally gun down my own stunned, panicked and mind controlled soldiers and c...
- Mon Jan 23, 2017 4:51 pm
- Forum: Long War 2
- Topic: Upcoming Flamethrower Improvements
- Replies: 54
- Views: 68256
Re: Upcoming Flamethrower Improvements
Love this change. Given that flame throwers were one of the top choices for dealing with pillboxes it had struck me as very weird that they didn't work against units in cover. If I may request going the full distance and make them ignore cover completely. From https://en.m.wikipedia.org/wiki/Flameth...
- Mon Jan 23, 2017 4:43 pm
- Forum: Long War 2
- Topic: I don't like timers maybe idk
- Replies: 14
- Views: 19480
Re: I don't like timers maybe idk
Without changing timers in the files, you still have ways to control mission length. Destroy the transmitter and hack the computer only have a timer until that step is over, you can take as long as you want after. Assault missions, salvage missions and rooting out faceless have no timer at all. Give...
- Mon Jan 23, 2017 4:37 pm
- Forum: Long War 2
- Topic: Losing supplies to a mysterious...
- Replies: 20
- Views: 29590
Re: Losing supplies to a myterious...
Parking a soldier is a lot cheaper than parking a scientist or an engineer. Especially as soldiers also help recruit so you get more soldiers.
- Mon Jan 23, 2017 2:48 am
- Forum: Long War 2
- Topic: I'm disappointed in you PI for leaving out Van Doorn
- Replies: 10
- Views: 17053
Re: I'm disappointed in you PI for leaving out Van Doorn
The wiki says van dorn is a hero unit in vanilla xcom2, did long war disable hero units or something?
- Mon Jan 23, 2017 12:41 am
- Forum: Long War 2: Strategy
- Topic: Defence Stat
- Replies: 8
- Views: 13522
Re: Defence Stat
I use them exactly as I do any other soldier. Bad stats is a self-correcting problem: eventually they die or you win. Either way problem solved.
I don't even look at my troops stats very often. Only when adding gear, in which case my goal is to increase strengths not fill gaps (usually).
I don't even look at my troops stats very often. Only when adding gear, in which case my goal is to increase strengths not fill gaps (usually).
- Mon Jan 23, 2017 12:35 am
- Forum: Long War 2
- Topic: I don't like timers maybe idk
- Replies: 14
- Views: 19480
Re: I don't like timers maybe idk
There is always a balance between simulation/realism and game-ism. For example bosses are a purely Gamist convention. In reality no general can kill a whole regiment, and neither Obama nor Trump can take down their own body guards. In a simulation or realistic game, "bosses" would be helpl...
- Sun Jan 22, 2017 10:03 pm
- Forum: Long War 2: Strategy
- Topic: LW2 General Tips we provided press reviewers
- Replies: 16
- Views: 77833
Re: LW2 General Tips we provided press reviewers
I typically wait until I've Liberated a region to really start putting tons of rebels on Supply though. Until then I try to subsist on BM and Supply Raids/Troop Ambush missions/Excavation. Supply Raids and Troop Columns are hard to detect without lots of rebels on Intel. What, specifically do you s...
- Sun Jan 22, 2017 9:54 pm
- Forum: Long War 2
- Topic: Kudos
- Replies: 2
- Views: 5615
Re: Kudos
6. There's nothing quite like unleashing a torrent of flames at half a dozen advent soldiers. Or rocketing a pod of sectoids. You can never pass up the opportunity to rocket sectoids. I think rockets actually hitting anything is an urban legend, everyone knows someone who knows someone who claims t...
- Sun Jan 22, 2017 9:16 pm
- Forum: Long War 2
- Topic: Feedback for the "firing on activation" mechanic
- Replies: 11
- Views: 15575
Re: Feedback for the "firing on activation" mechanic
If I'm reading him correctly he's asking something different. What he is asking is when a pod walks into you, not when you reveal it. So if the pod walks for one action, spots you and gets a free scatter into cover, giving them a whole extra (third) action to shoot you when you never had a chance to...
- Sun Jan 22, 2017 1:56 am
- Forum: Long War 2
- Topic: Line of Play
- Replies: 12
- Views: 18081
Re: Line of Play
Gavin - Yes they can hear movement and yes dashing is louder. It's generally a very small range though and I pretty much have never seen it in 100+ small squad missions (but I take wide berths). Also note that you can use this to your advantage by running one of your operatives near them and away s...
- Sat Jan 21, 2017 8:26 pm
- Forum: Long War 2: Strategy
- Topic: Spending Intel on Infiltration
- Replies: 6
- Views: 11112
Re: Spending Intel on Infiltration
Evac timers are the big reason to go over 100% infil - 150% and 190% reduce them by 1 each (200% for the second one after 1.1 patch). You also get smaller detection radii and less enemies, though the enemy count doesn't decrease as fast as it does before 100%. 200% is the max. No benefits beyond th...
- Sat Jan 21, 2017 8:13 pm
- Forum: Long War 2
- Topic: First impressions
- Replies: 4
- Views: 8301
Re: First impressions
my experience has been similar though ive found excessive usage of explosives and flamethrowers far more desireable then prolonged fights Smash, Burn and Return are Victory squads motto My problem with explosives is how unreliable they are though. In vanilla, after a few months as enemies get armor...
- Sat Jan 21, 2017 8:06 pm
- Forum: Long War 2
- Topic: Line of Play
- Replies: 12
- Views: 18081
Re: Line of Play
The rubberband thing where pods beeline to you even if you're concealed if you cross the line between them and the objective is also gone in LW2. I think. I have tried reloading saves to experiment and changing where I moved to see how it influenced a patrol. If it was possible for them to reveal m...
- Sat Jan 21, 2017 7:57 pm
- Forum: Long War 2
- Topic: Feedback/Suggestion
- Replies: 7
- Views: 9957
Re: Feedback/Suggestion
As Loot drops go, yeah I understand that it seems like a little thing given you can liquidate mods and such fairly easily, but as bad as 'badger dropping the 5 gold' might sound, badger dropping a silencer is arguably worse, Reminds me of diablo where killing a small critter would sometimes result ...
- Sat Jan 21, 2017 7:51 pm
- Forum: Long War 2
- Topic: Thankyou.
- Replies: 5
- Views: 9645
Re: Thankyou.
Haven't tried LW1 yet, but am very much enjoying 2. Thanks muchly much. ^.^
It shows how much work was put into it.
But also, thanks all the players who are sharing tips and tricks and answering questions for us newbs.
It shows how much work was put into it.
But also, thanks all the players who are sharing tips and tricks and answering questions for us newbs.
- Sat Jan 21, 2017 6:54 pm
- Forum: Long War 2: Strategy
- Topic: Shinobi // SMG?
- Replies: 20
- Views: 24643
Re: Shinobi // SMG?
SMGs also impact the detection tile range of enemies. So units with SMGs can get generally a tile or so closer (depending on a few other factors) before detection. This is one of the reasons Shinobis get them by default. Also, the mobility bonus is +3, which is fairly hefty. For me the reduced dete...
- Sat Jan 21, 2017 6:43 pm
- Forum: Long War 2: Strategy
- Topic: LW2 General Tips we provided press reviewers
- Replies: 16
- Views: 77833
Re: LW2 General Tips we provided press reviewers
I appreciate the tips, but one thing I find myself severely lacking is in supplies. Do you have any tips for that? I can't exactly build items that reduce infiltration times, or train officers, or any of the other nifty tips, considering I make about 0 per month due to faceless and the only supplie...
- Sat Jan 21, 2017 6:31 pm
- Forum: Long War 2: Strategy
- Topic: Spending Intel on Infiltration
- Replies: 6
- Views: 11112
Spending Intel on Infiltration
Is there an enemy status past "vulnerable"? Like if I'm at 200% infiltration is there a point to spending intel and/or any way to make the mission easier or is that as good as it gets? How worthwhile is it to get to the break points past 100%? And below 100% is there a linear progression i...
- Sat Jan 21, 2017 3:13 am
- Forum: Long War 2
- Topic: MOD MUST HAVES?
- Replies: 4
- Views: 8759
Re: MOD MUST HAVES?
Thanks!
- Sat Jan 21, 2017 3:04 am
- Forum: Long War 2: Strategy
- Topic: Strategy for timed missions
- Replies: 16
- Views: 21607
Re: Strategy for timed missions
For me, so far the only missions where the timer was a huge barrier were when fights happened too soon. Because of the combo of smaller squads and more enemies fights take longer. As troops die this becomes exagerrated. Same with the more and larger reinforcements. In vanilla the strategy was blow a...
- Fri Jan 20, 2017 8:43 pm
- Forum: Long War 2: Strategy
- Topic: I'm overwhelmed!
- Replies: 33
- Views: 40523
Re: I'm overwhelmed!
2) under what circumstances is it a favorable idea to send less than 5 or 6 men? I've noticed that if I get infiltration to 100% or thereabouts the enemy still has pod size 4, and I refuse to get into battle with those pod sizes with anything less than 5 or 6 men. I've seen it recommended to occasi...
- Fri Jan 20, 2017 4:52 pm
- Forum: Long War 2
- Topic: Difficulty relative to vanilla
- Replies: 8
- Views: 14430
Re: Difficulty relative to vanilla
What starting number of soldiers you recommned for Commander diff ? Starttttinng!! Been waiting for this for sooo long! :D All the advice I have read from testers says "as many as you can get". Seems they run 30 to 50. You start with 20 and in addition to simultaneous missions you need to...
- Fri Jan 20, 2017 3:37 pm
- Forum: Long War 2
- Topic: If you're finding the timers in missions too short...
- Replies: 2
- Views: 5560
Re: If you're finding the timers in missions too short...
It seems to be 15 with a -1 per item of gear debuff that is new, and you have the option for +3 by using an SMG as with the previous stand alone perk. Plus a few of the characters have access to increased speed perks. I can see people being at 11 or 12 if they load up on equipment.