Search found 92 matches

by wobuffet
Mon Aug 07, 2017 7:24 am
Forum: Long War 2
Topic: Suggestion - Excess Engineers and Defense Matrix
Replies: 9
Views: 13693

Re: Suggestion - Excess Engineers and Defense Matrix

From a post in a similar topic a few weeks ago ( http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26516&p=46928#p46928 ): Here are some Engineer/Scientist ideas: Boost Haven Advisor bonuses: One easy choice would be to boost the Supply/Intel benefits to staffing Engineers or Sci...
by wobuffet
Mon Jul 24, 2017 6:18 pm
Forum: Long War 2
Topic: What's up with dark event counters not working?
Replies: 10
Views: 15256

Re: What's up with dark event counters not working?

Detective tracktwo solves the case!

From a UI perspective, why not just have the post-mission report tell you which Dark Event was countered?
by wobuffet
Thu Jul 20, 2017 5:39 am
Forum: Long War 2
Topic: Let's talk Gunner
Replies: 43
Views: 57690

Re: Let's talk Gunner

My suggestion would be that suppression applies a % aim reduction. Ah, this is great. It gives Gunners something unique to bring to the table, at least farther along in the game. Something like "-25 Aim, or -33% Aim, whichever is greater" would work to make sure the Gunner is reasonably p...
by wobuffet
Thu Jul 20, 2017 2:32 am
Forum: Long War 2
Topic: Combatives fix
Replies: 37
Views: 64238

Re: Combatives fix

How about changing Combatives to +50 Defense and +100 Dodge against first melee attack per turn. (So assuming 0 innate Dodge, an 85 Aim melee attack against you completely misses 75% of the time and generates a Graze 25% of the time – so running up next to Muton is pretty safe if it's the last enemy...
by wobuffet
Wed Jul 19, 2017 7:07 am
Forum: Long War 2
Topic: Lily Shen and the Trial of Unstaffed Engineers
Replies: 23
Views: 34730

Re: Lily Shen and the Trial of Unstaffed Engineers

This issue (Engineer unemployment) came up in another thread and I tried to brainstorm some ideas there:
http://www.pavonisinteractive.com/phpBB ... 928#p46928
by wobuffet
Wed Jul 19, 2017 7:05 am
Forum: Long War 2
Topic: Let's talk Gunner
Replies: 43
Views: 57690

Re: Let's talk Gunner

Thanks for the info, Antifringe! I suggest No class penalties for infiltration. Weapon mods are too plentiful, IMO. Make them 25% less likely to spawn, but cut down the max to 2 weapon mods per weapon , but +1 for Cannons and Plasma Weapons. Boost Iron Curtain somehow (bigger range and/or shorter co...
by wobuffet
Tue Jul 18, 2017 10:40 pm
Forum: Long War 2
Topic: Let's talk Gunner
Replies: 43
Views: 57690

Re: Let's talk Gunner

Gunners fail at this compared to the other options you could be bringing (grenadiers, assaults, rangers...), and to top it off they cost you valuable infiltration time. What? I thought all class-specific Infiltration penalties were gone. It seems so much more elegant to have classes not affect Infi...
by wobuffet
Thu Jul 13, 2017 12:52 am
Forum: Long War 2
Topic: Switch AWC+Psi Staff to Engineers or Both?
Replies: 9
Views: 14497

Re: Switch AWC+Psi Staff to Engineers or Both?

Here are some Engineer/Scientist ideas: Boost Haven Advisor bonuses: One easy choice would be to boost the Supply/Intel benefits to staffing Engineers or Scientists, respectively, as Haven Advisors. Currently the bonus is +20%... how about +33% instead? Remember, Retaliations are much rougher with a...
by wobuffet
Wed Jul 12, 2017 6:28 am
Forum: Long War 2
Topic: I'm sure this is a common Avenger Defense complaint
Replies: 6
Views: 11232

Re: I'm sure this is a common Avenger Defense complaint

(If it's easier to implement than offering the option,) What if the Avenger Defense just automatically pulls everyone out of Officer, AWC, and Psi Training?

Thematically, who the hell's going to keep on learning a skill when the fate of the whole ship and XCOM is at stake?
by wobuffet
Tue Jul 11, 2017 3:55 am
Forum: Long War 2
Topic: My thoughts after completing a Veteran Ironmode campaign on 1.4
Replies: 3
Views: 7112

Re: My thoughts after completing a Veteran Ironmode campaign on 1.4

Now this is a high-quality post! Points I especially agree with: I never made a pistol specialist, or used pistols at all for that matter. Yep, pistols could use a bit of love. Maybe a free pistol with each weapon tier. Or how about a pistol AWC perk that makes equipping a pistol have no mobility co...
by wobuffet
Tue Jul 11, 2017 3:54 am
Forum: Long War 2
Topic: New, feasible Continent Bonus ideas
Replies: 0
Views: 3801

New, feasible Continent Bonus ideas

A few new Continent Bonus ideas could be a low-effort, high-reward way for PI (or other modders) to put more variety into each LW2 campaign. My intent is to focus on ideas that don't require entirely new mechanics (i.e., might actually be feasible to implement). Here are mine: Fixer Upper: Facility ...
by wobuffet
Mon Jul 10, 2017 9:38 pm
Forum: Long War 2
Topic: Reinforcement Nightmare
Replies: 9
Views: 16473

Re: Reinforcement Nightmare

Agreed. Like much of LW2, it's fine (or great, even!) but really really should be better documented.
by wobuffet
Mon Jul 10, 2017 8:07 pm
Forum: Long War 2
Topic: Reinforcement Nightmare
Replies: 9
Views: 16473

Re: Reinforcement Nightmare

It's a LW2 "snare"/trap mission. http://www.pavonisinteractive.com/phpBB ... 467#p38968

No, it's not well-documented.
by wobuffet
Sun Jul 09, 2017 6:55 pm
Forum: Long War 2
Topic: Arc Pulser Seems Week on Assaults
Replies: 12
Views: 17981

Re: Arc Pulser Seems Week on Assaults

Psieye wrote:Now, "why would you ever build a long-range assault?" is a good question...
When your high-aim, low-mobility Assault rolls Light 'Em Up in the AWC!
by wobuffet
Fri Jul 07, 2017 9:44 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

@Thrombozyt How about all melee counterattacks (Mutons' or Combatives) work like this: (1) simple proportional Will comparison battle to see who gets to try to attack (e.g., a 80 Will unit has 2/3 chance to win against a 40 Will unit), and then (2) the winner attempts an attack with (melee Aim)% cha...
by wobuffet
Fri Jul 07, 2017 8:52 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

Thrombozyt wrote:It's a much, much bigger problem because the soldier can act fully while locking down the muton/archon/berserker.
Gotcha. Good point!

I guess the question is whether to change the AI melee behavior or to nerf Combatives (e.g., making it an active ability).
by wobuffet
Fri Jul 07, 2017 5:57 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

joebill wrote:Why not tie it to armor? If every point of armor dropped the chance from 100 by 5% (10%?), it'd be easy to know who is fireproof..
Elegant!
by wobuffet
Thu Jul 06, 2017 9:09 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

A funny thing from S2E62 of XWynns campaign: 'Fire grenades are OP as they will take this (single enemy) out of the game (once for 2 turns). I wish I had Combatives on Gee so I could continue to lock down (all) Mutons (and Archons indefinitely and turn Berserkers into harmless fluffy kittens).' How...
by wobuffet
Thu Jul 06, 2017 5:56 am
Forum: Long War 2
Topic: Arguments Regarding Squad Upgrades & More
Replies: 7
Views: 12511

Re: Arguments Regarding Squad Upgrades & More

I like LW2 to be fun as well, and quite frankly I do find the micro-management of gear to be a tedious experience. A couple ideas to reduce fiddliness: Lock in weapon upgrades : Have a few more weapon upgrade parts dropped in loot, but make them be locked in (like in vanilla) so I'm not tempted to ...
by wobuffet
Thu Jul 06, 2017 5:52 am
Forum: Long War 2
Topic: Arguments Regarding Squad Upgrades & More
Replies: 7
Views: 12511

Re: Arguments Regarding Squad Upgrades & More

Personally I prefer the way LW 2 does it. Removing Squad upgrades creates smaller power spikes, instead of large changes to squad effectiveness when you finish a research. If something was to difficult to get, id rather decrease it's cost or research, over making it a squad upgrade. I like the grad...
by wobuffet
Thu Jul 06, 2017 5:20 am
Forum: Long War 2
Topic: Specialist Medic is useless
Replies: 18
Views: 27950

Re: Specialist Medic is useless

In the original Long War, medics were useful because they could heal a soldier's armor hit points, which were a lot like ablative in this game. This meant that if you healed soldiers before they took actual HP damage, you were much less likely to see wounds after a fight. Perhaps a similar approach...
by wobuffet
Mon Jul 03, 2017 5:14 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

Here's the problem with Incendiary Grenades as of 1.4, as I see it: (1) Burning locks out special abilities and ranged attacks . This is more powerful than Acid Burning, Poisoned, or Disoriented . (2) Burning also lasts for a guaranteed 2 turns . (3) Lastly, Incendaries are cheap to produce and can ...
by wobuffet
Sun Jul 02, 2017 5:59 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 771986

Re: Please rethink this!

Highest damage - HP/ Plasma. It deals great primary damage and shreds some armor. Highest armor and environmental damage - Acid. This will be a reliable way of destroying some scenery, as well as dealing with pesky MECs. Highest per turn damage - Fire. This one should be used to crowd control enemi...
by wobuffet
Sat Jul 01, 2017 11:52 pm
Forum: Long War 2
Topic: Reinforcement Farming
Replies: 19
Views: 30106

Re: Reinforcement Farming

Completely negating reinforcement grinding would introduce bizzare collateral damage (complexity that players need to know is a cost). What "bizarre collateral damage" is there with my proposal above (quoted for your convenience below)? It's literally free resources that you *could* take,...
by wobuffet
Sat Jul 01, 2017 3:01 am
Forum: Long War 2
Topic: Reinforcement Farming
Replies: 19
Views: 30106

Re: Reinforcement Farming

I'm guessing you guys missed the part where JL himself commented in this thread to say that these resources are capped at 10 per mission, RNFs or no RNFs, since 1.3? Nope, did not miss that. Getting 10 intel requires a lot of kills when the rate is 0.33 intel per non-human enemy. I wouldn't want Sk...