Search found 940 matches
- Sat Jul 29, 2017 8:15 am
- Forum: Long War 2: Strategy
- Topic: Over watch ranger question
- Replies: 4
- Views: 10189
Re: Over watch ranger question
I would never take Rupture on an OW build since they usually want to OW with their last action so at most they take one normal shot if they don't move, but not a special one. The other two however can both make sense. Combat Fitness is an overall boost to your soldier. The mobility can be particular...
- Sat Jul 29, 2017 7:37 am
- Forum: Long War 2
- Topic: XCOM 2 expansion + Long War 2: (11/7/17 UPDATE: See announcement thread)
- Replies: 260
- Views: 1160526
Re: XCOM 2 expansion + Long War 2: Nothing to announce
I'm also fairly optimistic and the fact that JL still have nothing to say several weeks after WOTC was first announced smells of NDA to me. "Nothing to say" says a lot ;) That being said, none of the new features are mutually exclusive from LW2 but most of them will require significant cha...
- Fri Jul 28, 2017 9:04 pm
- Forum: Long War 2
- Topic: What, exactly, does the Advanced Arc Thrower do?
- Replies: 8
- Views: 16422
Re: What, exactly, does the Advanced Arc Thrower do?
It's actually 3 *rounds*, not 3 actions. No, stefan3iii is right, it's 3 actions which means on the second turn the enemy will get only 1 action. Sometimes they will only move (often if they are flanked) and won't shoot but they still get an action point and for some enemies it's enough to be dange...
- Fri Jul 28, 2017 7:54 pm
- Forum: Long War 2: Strategy
- Topic: Hit and run vs close encounters vs rapid fire. Need opinions
- Replies: 6
- Views: 15022
Re: Hit and run vs close encounters vs rapid fire. Need opinions
Much like Skyro i use all 3 options depending on the build. I use mostly 3 different assault builds, i have tried some slight variations but those i tend to prefer are : Burst damage build Electroshock/Lightning Reflexes│Trench Gun│Killer Instinct│Extra Conditioning│Rapid Fire│Untouchable│Street Swe...
- Thu Jul 27, 2017 7:39 am
- Forum: Long War 2
- Topic: Changing NCE movement min
- Replies: 2
- Views: 5853
Re: Changing NCE movement min
XComLW_Toolbox.ini Change any of those values to modify the min/max stats for NCE. ;These are the max allowed deltas for each stat type +STAT_CAPS=(Stat=eStat_Offense, Min=-10, Max=10) +STAT_CAPS=(Stat=eStat_Defense, Min=-10, Max=10) +STAT_CAPS=(Stat=eStat_Dodge, Min=-15, Max=15) +STAT_CAPS=(Stat=e...
- Wed Jul 26, 2017 8:24 pm
- Forum: Long War 2: Bug Reports
- Topic: Concealed Specialist causing weird pod behavior
- Replies: 1
- Views: 4199
Concealed Specialist causing weird pod behavior
This might very well be an old Vanilla bug that resurfaced (i remember something similar from early versions). In a recent stealth mission i had the opportunity to hack a lamp for the disguised signals reward so i called the evac and then regained concealment with my specialist. From that moment the...
- Mon Jul 24, 2017 8:16 pm
- Forum: Long War 2
- Topic: Can we have (old) Supply Raids back?
- Replies: 11
- Views: 20973
Re: Can we have (old) Supply Raids back?
2) High-infiltrate with 4-6 men. Then it is a regular Guerilla Op without a timer. Not much different from regular missions. What's the fun? No timer = extremely different from a regular G. Op. 4) Only attempt a few of them when they have a good infiltration timer which is what i did in this run. I...
- Mon Jul 24, 2017 7:55 pm
- Forum: Long War 2
- Topic: Bladestorm and Muton's counter doesn't make sense
- Replies: 4
- Views: 8167
Re: Bladestorm and Muton's counter doesn't make sense
I don't know, i've had a shinobi Bladestorm a Muton exactly once in this campaign and he wasn't countered but i think he was just revealed by the Muton's movement so maybe the Muton was surprised and that's why he didn't counter :? I agree they shouldn't be able to counter much like you don't have a...
- Mon Jul 24, 2017 7:50 pm
- Forum: Long War 2
- Topic: Conceal in 1.4
- Replies: 7
- Views: 11575
Re: Conceal in 1.4
I took it on exactly 2 full scout shinobis but that's only because full scout shinobis reach their maximum efficiency at Sgt level withCcovert and everything above is just filler perks (Tradecraft is somewhat useful). I wasn't excited to reach MSgt with either of those. EDIT : Now that i think anout...
- Mon Jul 24, 2017 4:09 pm
- Forum: Long War 2
- Topic: To what degree can dark events break a campaign
- Replies: 8
- Views: 17446
Re: To what degree can dark events break a campaign
The real queen bitch is in Counterintelligence Sweep, which makes almost every mission slip by you for a fuckin' month. Don't ever let that one happen or it really is game over. That will mostly hurt you on the small havens trying to do Intel job and only lasts a bit more than 2 weeks. Also it does...
- Mon Jul 24, 2017 9:10 am
- Forum: Long War 2: Strategy
- Topic: Supply Missions
- Replies: 22
- Views: 30934
Re: Supply Missions
I'm not yet at the late game, but I'll try to make this happen. Especially with the UFO mission you mentioned and haven't seen one yet through my 4 campaigns (just Veteran ones). Sounds like fun :-) Something that's good to know. If you can complete the liberation chain up to the Network Tower miss...
- Sun Jul 23, 2017 8:23 pm
- Forum: Long War 2: Strategy
- Topic: Supply Missions
- Replies: 22
- Views: 30934
Re: Supply Missions
Hey guys, Can someone explain to me how I can produce supply missions with a decent time frame to infiltrate? What do you mean by "supply missions"? Are you talking about Supply Train raids where you try to intercept moving ADVENT troops? Those are supposed to be hard to detect so it's no...
- Sun Jul 23, 2017 8:16 pm
- Forum: Long War 2
- Topic: Aren't advent rocketeers not supposed to shoot a rocket after moving?
- Replies: 4
- Views: 9745
Re: Aren't advent rocketeers not supposed to shoot a rocket after moving?
For having used an Advent Rocketeer myself (Psi Toopers are fun) i can tell you that their rocket seem to be 100% accurate. At least the UI doesn't show any scatter for them and the rocket landed exactly where i aimed after moving. That being said, their rocket is only 3×3 tiles (the size of a basic...
- Sun Jul 23, 2017 10:13 am
- Forum: Long War 2: Bug Reports
- Topic: Hit and Run, Close Encounters Behavior
- Replies: 6
- Views: 11970
Re: Hit and Run, Close Encounters Behavior
The only case where this is true and you get 2 actions back after taking a HnR shot as your first action is when it combos with Light em up thanks to the AWC.DerAva wrote:By Default that first shot should be completely free and you still have two full actions after it.
- Sat Jul 22, 2017 3:41 pm
- Forum: Long War 2
- Topic: What's up with dark event counters not working?
- Replies: 10
- Views: 15519
Re: What's up with dark event counters not working?
OK, i just found it in the patch notes for 1.3 - Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257 So it looks like it's not the exact same issue. From the wording this bug would have caused the DE to be completed while the mission was under i...
- Sat Jul 22, 2017 2:57 pm
- Forum: Long War 2
- Topic: What's up with dark event counters not working?
- Replies: 10
- Views: 15519
Re: What's up with dark event counters not working?
There was a bug in previous versions that caused DE counters to fail if the mission was completed extremely close to the expiration of the DE timer but as far as i know it was fixed for 1.3 or 1.4. This is definitely not the intended behavior. Is your version of LW2 up to date (1.4)? It might also b...
- Thu Jul 20, 2017 7:59 pm
- Forum: Long War 2: Strategy
- Topic: Why can't I find a facility lead?
- Replies: 24
- Views: 33213
Re: Why can't I find a facility lead?
Protect Research (the activity that gives facility leads) isn't really easy to detect with a reasonable amount of time remaining This! I did some calculations and posted very rough estimates some time ago but no longer have the number. The bottom point is you'll nearly never detect them with more t...
- Wed Jul 19, 2017 2:59 pm
- Forum: Long War 2
- Topic: A Tale of two players
- Replies: 38
- Views: 59661
Re: A Tale of two players
What is the reason to have Troop Columns reduce alert/strength only in 50% of the successful missions? Keep in mind that 1.5 troop columns will be both more frequent and easier to detect. That means you'll get more of those and if they kept reducing str by 1 each time you would probably quickly get...
- Wed Jul 19, 2017 12:53 pm
- Forum: Long War 2
- Topic: Design space of grenades
- Replies: 2
- Views: 5227
Re: Design space of grenades
I would be interested to know the developer's point of view but here's mine for what it's worth. First some perspective : some of you might be familiar with the (now defunct) 4th edition of a famous PnP RPG. While arguably not the best Role playing game, it was an interesting tabletop small squad ta...
- Tue Jul 18, 2017 1:45 pm
- Forum: Long War 2: Strategy
- Topic: v1.4 Officer Skills and Tricky Tradeoffs
- Replies: 15
- Views: 31569
Re: v1.4 Officer Skills and Tricky Tradeoffs
With my Quick Learning officers from a variety of classes, i also decided to test a variety of officer skills this run with fixed squads that i tend to specialize (at least somewhat) for some types of missions. I think most choices are viable depending on what you expect the officer (and his squad) ...
- Mon Jul 17, 2017 4:22 pm
- Forum: Long War 2: Strategy
- Topic: LW2 1.4 Team Builds
- Replies: 15
- Views: 29145
Re: LW2 1.4 Team Builds
I like to play with fixed squads and i like to have different squads. I also made most of my officers from quick learning soldiers so i have a number of unusual builds that i tend to like. My squads have been assembled from what was available when i built them but are still somewhat to highly specia...
- Fri Jun 30, 2017 7:55 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 806128
Re: Please rethink this!
OK, i'll try to make my point as clear as possible. There's actually a few different things that caused my posts in this thread. The fire grenade nerf in itself I'm not using those a lot as i try to have different squads with different synergies to make battles varied. However even this way i've bee...
- Fri Jun 30, 2017 8:18 am
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 806128
Re: Please rethink this!
I'm kind of curious: given that the prevailing opinion of a lot of the posters in this thread seems to be that to win missions you need a 100% accuracy, high-damaging attack that automatically disables its target for a turn, what do you guys do when you don't have them? Do you just not attempt any ...
- Wed Jun 28, 2017 1:35 pm
- Forum: Long War 2
- Topic: Please rethink this!
- Replies: 141
- Views: 806128
Re: Please rethink this!
I tend to agree with both points of view here. Yes , Fire Grenades are too strong in 1.4 and need some sort nerf either in effect or cost/availability because they are way too cost-efficient as they are. No , i don't think changing the fire effect to a %base proc is the right way to balance them. I'...
- Wed Jun 28, 2017 11:43 am
- Forum: Long War 2
- Topic: Blacksite.
- Replies: 10
- Views: 15160
Re: Blacksite.
Intel pool? As in I should have 120 intel "banked" to be able to detect these facility leads? nmkaplan is right, sorry for the short answer. To be more precise, here is how mission detection works (unless i understood it wrong, all of this came from code digging by various people and some...