Search found 23 matches
- Sun Jan 29, 2017 6:35 pm
- Forum: Long War 2
- Topic: Bug? Hunker Works Against Melee?
- Replies: 10
- Views: 14525
Possible bug report (not sure if intended), hunkering down still giving defense bonus vs fleche.
It seems Fleche still is losing % chance to hit vs hunkered down enemies despite being a move that ignores cover and regardless of which tile you choose to attack from. I believe it olnly happens when the shinobi's starting position isn't currently flanking the enemy. Again not sure if inteded or no...
- Sun Jan 29, 2017 5:53 pm
- Forum: Modding Long War 2
- Topic: Re-activate red flares for Commander Difficulty
- Replies: 4
- Views: 8875
Re: Re-activate red flares for Commander Difficulty
Thank you, kind Sir. I actually found the setting myself a little later as I hadn't realised that not all the ini files get copied to the config folder in the My Docs\games which is where I was looking. Went poking around in the mod folder itself and found it. :) I'm a slow player, so I guess I'll ...
- Sun Jan 29, 2017 5:19 pm
- Forum: Long War 2
- Topic: Baffling Design Decisions
- Replies: 7
- Views: 11461
Re: Baffling Design Decisions
They actually fixed shotgun spread, now it's 4-7 on the base shotgun and I am guessting 5-10 for laser and so on
- Sat Jan 28, 2017 9:58 pm
- Forum: Modding Long War 2
- Topic: Help decreasing damage shotgun damage variance
- Replies: 2
- Views: 5015
Re: Help decreasing damage shotgun damage variance
Shotgun_Conventional_BaseDamage= (Damage=5, Spread=1, PlusOne=75, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional") Shotgun_Magnetic_BaseDamage= (Damage=9, Spread=2, PlusOne=25, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXC...
- Sat Jan 28, 2017 7:47 pm
- Forum: Modding Long War 2
- Topic: Mission Timers
- Replies: 2
- Views: 5117
Re: Mission Timers
Across-the-board extra turns by difficulty level, can be negative TimerDifficultyMod[0]=4; Rookie TimerDifficultyMod[1]=2; Veteran TimerDifficultyMod[2]=0; Commander TimerDifficultyMod[3]=0; Legendary ; Look for the following lines in XcomOverhaulLW file You can change the values as extra turns to s...
- Sat Jan 28, 2017 6:16 pm
- Forum: Modding Long War 2
- Topic: Help decreasing damage shotgun damage variance
- Replies: 2
- Views: 5015
Help decreasing damage shotgun damage variance
I would like to turn for example the default shotgun, from 3-8 to 4-7. Laser scattergun from 4-11 to 5-10 and so on with every shotgun variant.
I have been checking xcomgamedata_weapondata but still fail to figure out how variance is defined . Any help appreciated!
I have been checking xcomgamedata_weapondata but still fail to figure out how variance is defined . Any help appreciated!
- Fri Jan 27, 2017 6:00 pm
- Forum: Long War 2
- Topic: [Feature request] Commander's Choice
- Replies: 22
- Views: 29647
Re: [Feature request] Commander's Choice
Am I the only one that thinks commanders choice is a bit OP as hell. No, you are not. CC is massively OP and the devs did well to not include it. If you don't like getting a low mobility assault, just turn off Not Created Equal and and all your soldiers start the same, turn on Hidden Potential if y...
- Fri Jan 27, 2017 5:42 pm
- Forum: Long War 2
- Topic: Aliens getting free shots
- Replies: 36
- Views: 47648
Re: Aliens getting free shots
Death to the rookies I want to get my hands on that sweet ass patch
- Fri Jan 27, 2017 5:18 am
- Forum: Long War 2
- Topic: Balance: gunner secondary, chameleon suit
- Replies: 51
- Views: 67351
Re: Balance: gunner secondary, chameleon suit
I too find combat knife useless albeit cool, I have used it once in about 3 (failed :cry: ) campaigns. It would've been nice to have something more akin to holotargeter that supplements ranged combat in some way, or maybe boosts defense like some kind of barrier :shock: . Anyway I don't think they a...
- Fri Jan 27, 2017 3:47 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40686
Re: Incendiary grenade has a radius of 1 tile. :(
I don't even think a single tile nuke is weak per se but I would just rather stick closer with the original (ie lower damage, higher radius) for "cool factor" or "satisfying to use"' sake while trying to not overdo it to the point of triviliazing. And I promise I am not going to...
- Fri Jan 27, 2017 3:36 am
- Forum: Long War 2
- Topic: Easier LW2 Balancing?
- Replies: 8
- Views: 12329
Re: Easier LW2 Balancing?
There's also the true concealment mod for LW 2 which makes it so the timer only starts going down after you are revealed, I haven't tried it yet in LW but I did use it in vanilla and I am thinking this would definitely make the timed missions significantly easier. But imo, it's thematic enough and i...
- Fri Jan 27, 2017 3:33 am
- Forum: Long War 2
- Topic: Overwatch, Hacking and Game intention Question
- Replies: 3
- Views: 6733
Re: Overwatch, Hacking and Game intention Question
For Q2, the specialist skill makes it so you never have a downside, I've tried it with skulljack and haywire both and they don't apply any negative effects if you fail. Hell I think I might've failed to hack a drone while concealed and still didn't even get revealed. Not so sure of that last one tho...
- Fri Jan 27, 2017 3:21 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40686
Re: Incendiary grenade has a radius of 1 tile. :(
Go to XCOM 2\XComGame\Mods\LW_Overhaul\Config, open XComGameData_WeaponData.ini and find FireGrenade_Radius = 1 / AcidGrenade_Radius = 1, change it to whatever value you wish. And then stop care about people who are trying to convince you that highly explosive combat material of mass destruction sh...
- Fri Jan 27, 2017 1:41 am
- Forum: Long War 2
- Topic: [Feature request] Commander's Choice
- Replies: 22
- Views: 29647
Re: [Feature request] Commander's Choice
snip. I don't see the problem with it being an option. I wouldn't actually get 4 shinobis and specialists, I'd just try to make sure my soldiers have adequate classes. It just bugs me to no end when someone gets a promotion without the GTC (rookies on missions, starting soldiers, etc) and you have ...
- Fri Jan 27, 2017 1:34 am
- Forum: Long War 2
- Topic: Faceless Free sector
- Replies: 9
- Views: 13222
Re: Faceless Free sector
I would at least like to have some clue whether you cleared or not the haven from faceless, because as it is I don't ever see myself sending an engineer or scientist since I have absolutely no idea if they have or not a faceless infiltrated.
- Fri Jan 27, 2017 1:29 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40686
Re: Incendiary grenade has a radius of 1 tile. :(
Go to XCOM 2\XComGame\Mods\LW_Overhaul\Config, open XComGameData_WeaponData.ini and find FireGrenade_Radius = 1 / AcidGrenade_Radius = 1, change it to whatever value you wish. And then stop care about people who are trying to convince you that highly explosive combat material of mass destruction sh...
- Thu Jan 26, 2017 2:44 pm
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40686
Re: Incendiary grenade has a radius of 1 tile. :(
Wow that's really disappointing... why would you ever make a FIRE grenade a single tile nuke? First, why would they ever deal more front damage than EXPLOSIVE grenades, in basically every game ever, fire is an over time effect. And why would a grenade be a 1x1? What's next a squadsight shotgun? Gre...
- Thu Jan 26, 2017 3:27 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40686
Re: Incendiary grenade has a radius of 1 tile. :(
Wow that's really disappointing... why would you ever make a FIRE grenade a single tile nuke? First, why would they ever deal more front damage than EXPLOSIVE grenades, in basically every game ever, fire is an over time effect. And why would a grenade be a 1x1? What's next a squadsight shotgun? Grea...
- Wed Jan 25, 2017 11:35 pm
- Forum: Long War 2
- Topic: Main differences between difficulty levels?
- Replies: 7
- Views: 13188
Main differences between difficulty levels?
I am wondering what are the main between difficulties in xcom LW 2. I know rookies will get +5aim in rookie once patch rolls out. I also believe the timers are more lenient on rookie and veteran, besides those, it would be nice to get a comprehensive list of the most noticeable differences between d...
- Wed Jan 25, 2017 9:21 pm
- Forum: Long War 2
- Topic: Shotgun reaction range not lowered?
- Replies: 11
- Views: 16519
Re: Shotgun reaction range not lowered?
Hm but it doesn't really feel too great to waste a pcs on it.Goumindong wrote:There is a cheap PCS you can equip to have the same effect
- Wed Jan 25, 2017 9:20 pm
- Forum: Long War 2
- Topic: Idea: shotguns get wider graze range
- Replies: 6
- Views: 9521
Re: Idea: shotguns get wider graze range
Isn't the extremely wide damage range already kinda do that?
- Wed Jan 25, 2017 8:19 pm
- Forum: Long War 2
- Topic: [Feature request] Commander's Choice
- Replies: 22
- Views: 29647
Re: [Feature request] Commander's Choice
I just wish there was a way to change the starting 8 class, like not promoting them and switching them when gts comes around... anything literally but having a 0 hack specialist, a 60 aim sharpshooter, and a turtle shinobi... It simply isn't very fun and doesn't even make sense that the commander do...
- Tue Jan 24, 2017 5:13 am
- Forum: Modding Long War 2
- Topic: Editing weapon damage values on the ini?
- Replies: 1
- Views: 6737
Editing weapon damage values on the ini?
Does anyone know what the lines for the weapon values are? Personally I am not a fan of shotguns having damage roulette on by default so I'd like to tweak that, but I really don't which lines are you supposed to edit for tweak weapon values.